Forum changes: Editing of posts has been turned off until further notice.
Started by ethan_greer, August 11, 2003, 03:25:37 PM
QuoteConflict ResolutionCool things happen in RPGs. That's usually the intention, anyway. Exactly what happens (and why it's cool) depends on the game and the people playing it. In general, Thugs and Thieves is designed to encourage rip-roaring pulp-fantasy action. Task resolution is the basic building block of determining, in game, what exactly happens as a result of an isolated expenditure of effort. Which is all well and good, but when you're dealing with intense situations, an "I roll, then you roll, then I roll again" system of doing things can have a detrimental effect on both the pace and the evocativeness of the game.The conflict resolution system is used whenever multiple characters and/or NPCs get involved in a conflict of some sort. This conflict could be a combat, a legal debate, a chase through a crowded market, a scavenger hunt, or any situation that meets two qualifications:1. Some entities are acting in opposition to some other entities.2. The situation seems to call for more than a single task resolution roll in order to be resolved.Phase 1 - ScriptingWhen such a situation is entered into, some discussion should take place. This discussion is the Scripting phase of the conflict. Each participant announces what he wants to accomplish in the immediate future; this includes all the NPCs' intentions, which are announced by the GM. Intentions may be revised at any time during the Scripting phase. Continue the discussion until everyone is happy with what their characters or NPCs are going to be doing. During this process, if there is any doubt as to what Abilities each entity is going to use, the GM will make a ruling. Any modifiers the GM assigns should also be fully disclosed during this phase.Phase 2 - ActionOnce all intentions have been announced and everyone knows what ability their characters/NPCs are going to use, the Action phase begins. This phase is where everything happens. Every participant rolls on the appropriate ability. Starting with the smallest number rolled and continuing in order from lowest to highest roll, the intentions (or failed intentions) are resolved and described. The GM narrates the result of each roll in turn (with guidance and suggestions from the players). Note that there is no way to change what an entity is trying to accomplish during the Action phase. Likewise, there is no way to guarantee the order in which the actions take place. All the planning and discussion in the Scripting phase should take these points into account. If one entity's action is dependent on happening before or after another's, the potential is always there for the best laid plans to go aglee. That's a big part of how things get interesting.Also note that different actions in the Action phase can take different amounts of time, and that's fine. The system is designed to create interesting action sequences rather than to manage in-game increments of time.Some conflicts can be resolved in a single iteration of Scripting and Action. Others may take a several iterations. If, after a single iteration, the two conditions described above continue to be met by the in-game situation, the conflict resolution continues with further iterations until the conflict is resolved.
Quote from: ethan_greerInvalidated how? Do you have an example in mind? If it's a matter of the person simply can't do the action, it would just be an automatic failure. Maybe I should include text to that effect.