Forum changes: Editing of posts has been turned off until further notice.
Started by Manu, October 18, 2001, 02:55:00 PM
QuoteRon Edwards wrote:The topic at hand is...the communication among the role-players to establish the event...could have been any of the following.Intention: ...the game-world...has not yet moved or done anything. That must wait upon some other step of the process.Initiation: ...moved into action...Completion: ...the action...is finished.Effect: ...has...established just what has happened...
QuoteIn actual role-playing, I have seen EVERY one of these categories as an interpretation of Sam's statement.For a role-playing situation to be functional at the most basic level, the group as a whole must know and agree upon which one it is. I think that most of us are aware how jarring, disruptive, and plain Not Fun it is, when people at the role-playing table are disagreeing about which of the four categories is being established by an announced action.
QuoteBy far and away, the most common solution is to break down the game-world causality into linear form.1) Establish order of actions among all participants. Each character may now be considered "frozen" in the beginning of the sequence.2) Resolve the action of the first participant in terms of (a) unfreezing, such that the action may now be announced in full by the player; (b) motions of the character from initiation through completion through result.3) Continue through all characters.
Quote- Formalizing and fixing the announcements of actions prior to step two. E.g. in Sun & Storm, the characters' actions are announced in order of slowest-to-fastest between steps 1 and 2, and then resolved in order of fastest-to-slowest in step 2 as normal.
QuoteOn the subject of 'saved actions:'I suggest that this approach to the problem is functional, but it does have its limitations. For instance, the "saved" modification tends to result in everyone announcing "I save" and then playing multiple-interrupts on each other during each person's action. Or, some people dislike the "freeze" effect generated in the imagination.
QuoteIt's a really big deal and - in my opinion - even more fundamental than DFK. The four categories obviously are integrated in many ways with conflict vs. task resolution
Quote The other thing we added to de-emphasize the 'who attacks first...' effect was to institute a running 'who has the advantage' mechanic. Together this allowed us to abandon a lot of the complexity of more mechanical systems without sacrificing combat's value in the narrative.