draft/hasard.txt
author fabien
Mon, 20 Mar 2006 13:28:15 -0500
branchecjdr
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[svn] r14742@freebird: fabien | 2006-03-19 10:24:11 -0500 Revision 0.5 du modèle des Jouets.
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* Le Hasard dans le jeu de rôle
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Ce document présente la place du hasard dans le jeu de rôle.
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** Deus ex machina et le MJ fiat
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Le hasard peut être perçu comme un gardien de l'arbitrage du MJ.  En
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fait, c'est ainsi que plusieurs personnes le voit.  Toutefois, c'est
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une illusion.  Le hasard ne peut garder seul contre l'arbitrage car
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celui-ci survient à plusieurs niveaux.  
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*** Possibilités d'abus
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Il existe au moins trois façons d'abuser du hasard:
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**** Arbitrage par prolification (des jets de dés)
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À force de jeter les dés, un joueur finira toujours par échouer ou
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réussir.  Que ce soit en cours d'une même action (réussir trente jets
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de dés pour franchir un pont), ou de multiplier les jets inutiles (un
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jet pour voir venir l'attaque, un autre pour sortir ses armes, l'autre
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pour se mettre en garde, un autre pour attaquer, un autre pour
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encaisser les dommages, un autre pour voir si on survit, etc.),
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l'arbitrage reste présent.
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**** Arbitrage par refus (des résultats)
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Un MJ peut refuser les conséquences d'un résultat.  Une réussite en
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jeu de rôle va plus loin qu'une simple réussite de l'action
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entreprise.  C'est une réussite de l'objectif à atteindre.  De même,
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le MJ n'a pas le droit non plus de pénaliser inutilement un joueur qui
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a réussi son jet.  Ce refus déguiser des résultats est une façon
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hypocrite d'imposer ces résultats.
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71
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***** Conflict vs Task Resolution (in lumpley.txt)
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In task resolution, what's at stake is the task itself. "I crack the
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safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at
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stake is: do you crack the safe?
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In conflict resolution, what's at stake is why you're doing the task. "I
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crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
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What's at stake is: do you get the dirt on the supervillain?
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Task resolution is succeed/fail. Conflict resolution is win/lose. You
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can succeed but lose, fail but win.
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In conventional rpgs, success=winning and failure=losing only provided
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the GM constantly maintains that relationship - by (eg) making the safe
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contain the relevant piece of information after you've cracked it. It's
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possible and common for a GM to break the relationship instead, turning
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a string of successes into a loss, or a failure at a key moment into a
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win anyway.
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Let's assume that we haven't yet established what's in the safe.
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"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
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It's task resolution. Roll: Success!
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"You crack the safe, but there's no dirt in there, just a bunch of
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in-order papers."
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"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
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It's task resolution. Roll: Failure!
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"The safe's too tough, but as you're turning away from it, you see a
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piece of paper in the wastebasket..."
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(Those examples show how, using task resolution, the GM can break
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success=winning, failure=losing.)
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That's, if you ask me, the big problem with task resolution: whether you
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succeed or fail, the GM's the one who actually resolves the conflict.
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The dice don't, the rules don't; you're depending on the GM's mood and
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your relationship and all those unreliable social things the rules are
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supposed to even out.
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Task resolution, in short, puts the GM in a position of priviledged
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authorship. Task resolution will undermine your collaboration.
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(later, in Practical Conflict Resolution Advice):
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In Conflicts Resolution, Success/Failure give you a bonus/malus on
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accessing what's at stake.
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**** Arbitrage par abus (des difficultés).
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Le MJ peut augmenter les monstres, les armes, etc.  Le scénario est
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presque impossible à faire alors.
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*** Prévention de l'arbitrage
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Trois conditions doivent être respectées afin de prévenir l'arbitrage:
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**** Respect des règles
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Les règles fixent les attentes des joueurs, indiquent le protocole
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attendu du MJ pour rendre son jugement.  Cela inclut un usage
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non-abusif des règles.
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**** Respect des résultats
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Respecter les règles ne sert à rien si l'interprétation vient toujours
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contrecarrer les résultats.  Une réussite est une réussite et un
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joueur qui prend la peine de lancer les dés méritent le risque qu'il
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prend.
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**** Respect du contrat de crédulité
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Le contrat de crédulité est un contrat social passé entre les joueurs
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et le MJ d'accepter certaines prémisses sur l'univers sans question.
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Le fait d'accepter que la magie existe est un exemple de cette
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prémisse mais la prémisse est rarement aussi explicite.  Il y a une
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limite que le MJ ne doit pas dépasser sous peine de perdre ses
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joueurs.  Probablement la condition la plus importante.
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** Le hasard pour simplifier
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*** Ignorer les détails
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Trop de détails nuit.  Le hasard peut être vu comme la partie que le
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MJ ne peut pas vraiment évaluer.  Une action décrite dans son moindre,
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ne laissant aucune place au hasard, ne devrait pas nécessiter de jet
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de dés (par définition).
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*** Créer un niveau d'incertitude
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Certains éléments ne sont pas connus par le joueur.  Pourquoi le MJ en
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saurait-il davantage?
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** Le hasard comme jeu
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L'importance de laisser du contrôle aux joueurs.  La détermination des
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chances de réussites en jeu de rôle.  3 modes:
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A) Hasard statistique:  Compétence forte, moyenne, faible?  On attribue
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   un pourcentage fixe sur chacune qui correspond aux chances de succès.
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Le concept pour le joueur est de trouver une solution qui utilise ses
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caractéristiques les plus élevés.
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B) Hasard probabilistique: Chance forte, moyenne, faible?  On attribue
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   un pourcentage fixe.
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Ici, le but est pour le joueur de juger correctement la situation pour
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convaincre le MJ que c'est cette façon de faire qui est la plus simple.
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A+B) Difficulté fixe: Ici, action/difficulté sont jumelé et on obtient
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un pourcentage.  Difficile à réaliser car chaque difficulté doit être
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déterminé pour chaque niveau de compétence et, bien souvent, chaque
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compétence.  Très rapide toutefois car les difficultés sont fixées une
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fois pour toute, aucun arbitrage n'est nécessaire par la suite.
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** Chance du personnage et chance du joueur
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La chance du personnage est toujours celle du joueur.  Un joueur
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chanceux aura toujours un personnage chanceux car c'est lui qui tire
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les dés.  Il est donc un peu ridicule d'avoir une caractéristique
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Chance que l'on fait tirer, ou qui sert de bonus à certains jets.
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* Emacs Variables:
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--- Local Variables:
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--- mode: outline
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--- End: