382 On verra plus loin dans quelle condition et jusqu'à quel |
382 On verra plus loin dans quelle condition et jusqu'à quel |
383 point cela reste acceptable dans un jeu de rôle.</para> |
383 point cela reste acceptable dans un jeu de rôle.</para> |
384 </listitem> |
384 </listitem> |
385 </varlistentry> |
385 </varlistentry> |
386 </variablelist> |
386 </variablelist> |
387 |
|
388 <section id="DRIFortune"> |
|
389 |
|
390 <para>The control on the game events can be seen accross two |
|
391 dimensions: who have it and for which part they have it. The |
|
392 current RPG theory currently have two models for it: The |
|
393 Fortune model, describe through the <acronym>FatE</acronym>, |
|
394 <acronym>FatS</acronym> and <acronym>FitM</acronym> acronyms, |
|
395 which is related to when the players control the game, and the |
|
396 Balance of Power (<acronym>BoP</acronym>), which is more |
|
397 concern about balance between the players, the GM, and the |
|
398 rules.</para> |
|
399 |
|
400 <para>DRI provide a model based on the Fortune one, and so is |
|
401 more concern about the when then the whom. Although I |
|
402 consider this issue very important, is just that the current |
|
403 model doesn't add anything very useful to it. We can all see |
|
404 who are in control at which moment, but it's less clear how |
|
405 the exact balance is affected. I let's this to the BoP |
|
406 model.</para> |
|
407 |
|
408 <para>The original Fortune model include three different models: |
|
409 FatE, FatS and FitM. FatE, which stand for |
|
410 Fortune-at-the-End, is the most popular one: players describe |
|
411 what they try to achieve and roll the dice (or enable any |
|
412 resolution mechanics asked by the rules) and see if they |
|
413 succeed. This model is the one where the players have the |
|
414 less control on their character's destiny, since although they |
|
415 can decide what they do, they can't do anything to oriented the |
|
416 game after a bad roll, leading to PC die, etc.</para> |
|
417 |
|
418 <para>Fortune-at-the-Start try to give more power on the players |
|
419 about the issue of an action. The player roll the dice first, |
|
420 and seeing the result, decide what to do. This is most often |
|
421 used for initiative rolls, although some games try to use it |
|
422 for their resolution system, for example by letting the |
|
423 players draw cards and choosing their actions based on the |
|
424 cards in hand. FatS let you more control on the issues, and |
|
425 so on the story. FatS allow you to avoid most bad situation |
|
426 without need to fudging the dice, although it gives players |
|
427 less freedom on what their characters can do.</para> |
|
428 |
|
429 <para>Fortune-in-the-Middle, you guess, is a mix between both |
|
430 the precedent. The players choose their actions, call the |
|
431 resolution mechanics and, based on the results, describe their |
|
432 actions. This is the model which give the more narrative |
|
433 control on the events by the players.</para> |
|
434 |
|
435 <para>In DRI terminology, the three model can be describe using |
|
436 camel-cased variations of DRI. The use of uppercase signal |
|
437 players' control for this part of the events resolution, where |
|
438 a lower case letter signal rules control. So, FatE will be |
|
439 Dri, FatS drI, and FitM will be DrI. One will remark that the |
|
440 three models don't contain an uppercase R. It's may be seen |
|
441 obvious, giving this, that the reason for this it's, as long |
|
442 you are using fortune, calling to the resolution mechanics is |
|
443 always giving the control to the rule. Elsewhere, the game is |
|
444 no more contain Fortune element and so, can be better describe |
|
445 using either the Drama or Kharma mechanics. Well, I choose to |
|
446 say no to this hypothesis. Player cans have the control here |
|
447 too. Usually, players or GM let the rules describe which |
|
448 resolution mechanics used for a specific action: used this |
|
449 dice roll under this statistic for combat, or roll this |
|
450 statistic that number of time until you succeed thrice or |
|
451 more. A R system will offer you to choose the mechanic based |
|
452 on what you want the action to look like, not what's more |
|
453 appropriate. Used open roll for cinematic action, used |
|
454 extended roll to put more thrill, used simple roll on |
|
455 unimportant issues. Briefly, based your mechanic on narrative |
|
456 factors, instead of descriptive ones, since what you really |
|
457 want it's a good story and good atmosphere, nor an objective |
|
458 description of events. Although this look like a very |
|
459 narrative statements, credible simulations can still be |
|
460 achieve by such system. Currently, RPG used only one or two |
|
461 universal mechanics for most of their events resolutions. |
|
462 Simulation is often reach more through fine-tuned parameters, |
|
463 detailed tables or statistics or other related parameter, not |
|
464 through the specific resolution mechanics. Also, most |
|
465 resolution mechanics can be easily modified to give the same |
|
466 probabilities but with a different overall feeling. Since |
|
467 only the probabilities are essential for good simulation, this |
|
468 part is untouched and so can mood-based simulation system is a |
|
469 possible dream.</para> |
|
470 |
|
471 </section> |
|
472 </section> |
387 </section> |
473 |
388 |
474 <section id="definition"> |
389 <section id="definition"> |
475 <title>Defining Events</title> |
390 <title>Defining Events</title> |
476 |
391 |
522 |
437 |
523 <section id="history"> |
438 <section id="history"> |
524 <title>History of the ABC/DKF model.</title> |
439 <title>History of the ABC/DKF model.</title> |
525 |
440 |
526 <para role="todo">Historic of the taxonomy.</para> |
441 <para role="todo">Historic of the taxonomy.</para> |
|
442 |
|
443 </section> |
|
444 |
|
445 <section id="controle"> |
|
446 |
|
447 <title>Contrôle dans le DRI</title> |
|
448 |
|
449 <para>The control on the game events can be seen accross two |
|
450 dimensions: who have it and for which part they have it. The |
|
451 current RPG theory currently have two models for it: The Fortune |
|
452 model, describe through the <acronym>FatE</acronym>, |
|
453 <acronym>FatS</acronym> and <acronym>FitM</acronym> acronyms, |
|
454 which is related to when the players control the game, and the |
|
455 Balance of Power (<acronym>BoP</acronym>), which is more concern |
|
456 about balance between the players, the GM, and the rules.</para> |
|
457 |
|
458 <para>DRI provide a model based on the Fortune one, and so is more |
|
459 concern about the when then the whom. Although I consider this |
|
460 issue very important, is just that the current model doesn't add |
|
461 anything very useful to it. We can all see who are in control |
|
462 at which moment, but it's less clear how the exact balance is |
|
463 affected. I let's this to the BoP model.</para> |
|
464 |
|
465 <para>The original Fortune model include three different models: |
|
466 FatE, FatS and FitM. FatE, which stand for Fortune-at-the-End, |
|
467 is the most popular one: players describe what they try to |
|
468 achieve and roll the dice (or enable any resolution mechanics |
|
469 asked by the rules) and see if they succeed. This model is the |
|
470 one where the players have the less control on their character's |
|
471 destiny, since although they can decide what they do, they can't |
|
472 do anything to oriented the game after a bad roll, leading to PC |
|
473 die, etc.</para> |
|
474 |
|
475 <para>Fortune-at-the-Start try to give more power on the players |
|
476 about the issue of an action. The player roll the dice first, |
|
477 and seeing the result, decide what to do. This is most often |
|
478 used for initiative rolls, although some games try to use it for |
|
479 their resolution system, for example by letting the players draw |
|
480 cards and choosing their actions based on the cards in hand. |
|
481 FatS let you more control on the issues, and so on the story. |
|
482 FatS allow you to avoid most bad situation without need to |
|
483 fudging the dice, although it gives players less freedom on what |
|
484 their characters can do.</para> |
|
485 |
|
486 <para>Fortune-in-the-Middle, you guess, is a mix between both the |
|
487 precedent. The players choose their actions, call the |
|
488 resolution mechanics and, based on the results, describe their |
|
489 actions. This is the model which give the more narrative |
|
490 control on the events by the players.</para> |
|
491 |
|
492 <para>In DRI terminology, the three model can be describe using |
|
493 camel-cased variations of DRI. The use of uppercase signal |
|
494 players' control for this part of the events resolution, where a |
|
495 lower case letter signal rules control. So, FatE will be Dri, |
|
496 FatS drI, and FitM will be DrI. One will remark that the three |
|
497 models don't contain an uppercase R. It's may be seen obvious, |
|
498 giving this, that the reason for this it's, as long you are |
|
499 using fortune, calling to the resolution mechanics is always |
|
500 giving the control to the rule. Elsewhere, the game is no more |
|
501 contain Fortune element and so, can be better describe using |
|
502 either the Drama or Kharma mechanics. Well, I choose to say no |
|
503 to this hypothesis. Player cans have the control here too. |
|
504 Usually, players or GM let the rules describe which resolution |
|
505 mechanics used for a specific action: used this dice roll under |
|
506 this statistic for combat, or roll this statistic that number of |
|
507 time until you succeed thrice or more. A R system will offer |
|
508 you to choose the mechanic based on what you want the action to |
|
509 look like, not what's more appropriate. Used open roll for |
|
510 cinematic action, used extended roll to put more thrill, used |
|
511 simple roll on unimportant issues. Briefly, based your mechanic |
|
512 on narrative factors, instead of descriptive ones, since what |
|
513 you really want it's a good story and good atmosphere, nor an |
|
514 objective description of events. Although this look like a very |
|
515 narrative statements, credible simulations can still be achieve |
|
516 by such system. Currently, RPG used only one or two universal |
|
517 mechanics for most of their events resolutions. Simulation is |
|
518 often reach more through fine-tuned parameters, detailed tables |
|
519 or statistics or other related parameter, not through the |
|
520 specific resolution mechanics. Also, most resolution mechanics |
|
521 can be easily modified to give the same probabilities but with a |
|
522 different overall feeling. Since only the probabilities are |
|
523 essential for good simulation, this part is untouched and so can |
|
524 mood-based simulation system is a possible dream.</para> |
527 |
525 |
528 </section> |
526 </section> |
529 |
527 |
530 <section id="ack"> |
528 <section id="ack"> |
531 <title>Acknowledgements</title> |
529 <title>Acknowledgements</title> |