resolution.xml
branchecjdr
changeset 25 7616057f23af
parent 24 9d840e23110a
child 26 de387155c376
equal deleted inserted replaced
24:9d840e23110a 25:7616057f23af
   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>