Forum changes: Editing of posts has been turned off until further notice.
Started by Chris Flood, October 05, 2009, 04:55:22 AM
Quote from: Simon C on October 08, 2009, 07:08:02 PMa) The best part of the playtest session, what the characters did, what the players did, and how the rules worked.
Quote from: Simon C on October 08, 2009, 07:08:02 PMb) the most frustrating/boring/not what you wanted part of the session, as above.
Quote from: Mulrah on October 18, 2009, 12:22:51 AMHowever, this player did make a couple points that could be issues with the game system itself or merely signs that she is just not really into role-playing games in the first place. First, she stated that when they lose a conflict, nothing interesting happens (i.e., They simply don't succeed.), which I think is a fault with how I am framing "conflict resolution." Second, she does not like feeling like she gets to learn the "whole story" because she is limited only to her own character's experience. Finally, she feels like the process of creatively applying her Tags to the situation at hand is just a chore, which, as I said before, is the essence of the game. A more interesting character could address this latter issue, or MULRAH too could be a lost cause for this particular player.
Quote from: Simon C on October 18, 2009, 02:50:33 AMWhen I was asking about the best/worst parts, I was talking about actual moments of play, rather than broad areas of concern.It sounds like maybe some of this player's issues aren't going to be solvable with this game, but she may find another game that suits her more.
Quote from: Simon C on October 18, 2009, 02:50:33 AMHi! Do you have a real name I can call you?
Quote from: Chris Flood on October 18, 2009, 04:55:45 PMIn fact, this might be the only way MULRAH works. The original idea behind the game was to make generic all my favorite elements of indie games, but I am not sure conflict resolution can be made generic at all. A GM truly open to conflict resolution cannot predict how a player will attempt to achieve his character's goals. Preparing for a session seems futile, as cronies you place around that next corner might not even exist if the players roll successfully. On the other hand, making up opposition as you go seems as illusionist as as railroading players along a specific plot.Therefore, it seems that the only way conflict resolution works is if the game is very specific about the kind of conflict that is going to be resolved and how exactly that will be handled. If players want to play avengers of fallen villages taking out the pirate clans marauding the coast, that's going to be one kind of conflict resolution and one kind of game. If players want to play characters who gradually unlock mysteries about their past, that's another type of conflict resolution and a whole other game. I'm not sure these can be made generic.
Quote from: Simon C on October 19, 2009, 01:16:59 AMHere's the key difference, as I understand it: Task resolution is about resolving "Execution". Conflict resolution is about resolving "Effect".Do you understand Intent, Initiation, Execution and Effect (i.e. "IIEE")? Intent is your overall goal. Initiation is how you try to achieve that goal. Execution is how well you do at what you were trying. Effect is whether what you were trying achieves what you wanted.
Quote from: Simon C on October 19, 2009, 03:06:41 AMCan you talk through the IIEE process in your game, with an example?
Quote from: Chris Flood on October 19, 2009, 02:38:16 PMExampleThe PCs were with a group of pirates trying to retrieve some treasure their wounded captain had hidden ashore. The area in which he'd hidden it was now swampy due to recent downpours, so the stream they were supposed to follow became lost amidst the marsh. Losing the stream meant getting to the treasure was no longer a gimme, so the PCs would have to roll.One player called upon his character's "Man of the Wild" (d6) Tag. The other player did not have any pertinent Tags, but each player gets to roll a d6 anyway, so they were rolling 3d6. I think their highest roll was a 4.
Quote from: Simon C on October 20, 2009, 02:23:40 AM"Task resolution with stakes" IS conflict resolution.
Quote from: Simon C on October 20, 2009, 02:23:40 AMWhat will happen if they don't find the treasure? Is there any reason they can't just keep searching until it's found? Is someone else looking for the treasure?
Quote from: Simon C on October 20, 2009, 02:23:40 AMWhat counts as a conflict in your rules will have a major effect on how they feel in play.
Quote from: Simon C on October 20, 2009, 02:23:40 AMHow much PDQ, Risus, Donjon and FATE have you played?
Quote from: Chris Flood on October 20, 2009, 03:44:18 PMQuote from: Simon C on October 20, 2009, 02:23:40 AM"Task resolution with stakes" IS conflict resolution.Hmmm... That did not seem to be the conclusion of this thread: http://www.indie-rpgs.com/forum/index.php?topic=17778.0;wap2. Either I misread the thread, or perhaps the cause of my confusion is now fully apparent.