draft/hasard.txt
branchecjdr
changeset 71 6175e64de635
parent 22 2aec82181520
equal deleted inserted replaced
70:6171f5b29930 71:6175e64de635
    29 jeu de rôle va plus loin qu'une simple réussite de l'action
    29 jeu de rôle va plus loin qu'une simple réussite de l'action
    30 entreprise.  C'est une réussite de l'objectif à atteindre.  De même,
    30 entreprise.  C'est une réussite de l'objectif à atteindre.  De même,
    31 le MJ n'a pas le droit non plus de pénaliser inutilement un joueur qui
    31 le MJ n'a pas le droit non plus de pénaliser inutilement un joueur qui
    32 a réussi son jet.  Ce refus déguiser des résultats est une façon
    32 a réussi son jet.  Ce refus déguiser des résultats est une façon
    33 hypocrite d'imposer ces résultats.
    33 hypocrite d'imposer ces résultats.
       
    34 
       
    35 ***** Conflict vs Task Resolution (in lumpley.txt)
       
    36 
       
    37 In task resolution, what's at stake is the task itself. "I crack the
       
    38 safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at
       
    39 stake is: do you crack the safe?
       
    40 
       
    41 In conflict resolution, what's at stake is why you're doing the task. "I
       
    42 crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
    43 What's at stake is: do you get the dirt on the supervillain?
       
    44 
       
    45 Task resolution is succeed/fail. Conflict resolution is win/lose. You
       
    46 can succeed but lose, fail but win.
       
    47 
       
    48 In conventional rpgs, success=winning and failure=losing only provided
       
    49 the GM constantly maintains that relationship - by (eg) making the safe
       
    50 contain the relevant piece of information after you've cracked it. It's
       
    51 possible and common for a GM to break the relationship instead, turning
       
    52 a string of successes into a loss, or a failure at a key moment into a
       
    53 win anyway.
       
    54 
       
    55 Let's assume that we haven't yet established what's in the safe.
       
    56 
       
    57 "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
    58 It's task resolution. Roll: Success!
       
    59 "You crack the safe, but there's no dirt in there, just a bunch of
       
    60 in-order papers."
       
    61 
       
    62 "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
    63 It's task resolution. Roll: Failure!
       
    64 "The safe's too tough, but as you're turning away from it, you see a
       
    65 piece of paper in the wastebasket..."
       
    66 
       
    67 (Those examples show how, using task resolution, the GM can break
       
    68 success=winning, failure=losing.)
       
    69 
       
    70 That's, if you ask me, the big problem with task resolution: whether you
       
    71 succeed or fail, the GM's the one who actually resolves the conflict.
       
    72 The dice don't, the rules don't; you're depending on the GM's mood and
       
    73 your relationship and all those unreliable social things the rules are
       
    74 supposed to even out.
       
    75 
       
    76 Task resolution, in short, puts the GM in a position of priviledged
       
    77 authorship. Task resolution will undermine your collaboration.
       
    78 
       
    79 (later, in Practical Conflict Resolution Advice):
       
    80 
       
    81 In Conflicts Resolution, Success/Failure give you a bonus/malus on
       
    82 accessing what's at stake.
    34 
    83 
    35 **** Arbitrage par abus (des difficultés).
    84 **** Arbitrage par abus (des difficultés).
    36 
    85 
    37 Le MJ peut augmenter les monstres, les armes, etc.  Le scénario est
    86 Le MJ peut augmenter les monstres, les armes, etc.  Le scénario est
    38 presque impossible à faire alors.
    87 presque impossible à faire alors.