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     1 <?xml version='1.0'?>
       
     2 <!DOCTYPE article PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
       
     3           "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd">
       
     4 <article>
       
     5   <articleinfo>
       
     6     <title>Mood-based Events Resolution Mechanics</title>
       
     7     <subtitle>The DRI/AIDO Events Resolution Taxonomy</subtitle>
       
     8     <abstract>
       
     9       <para>In this article, the author propose a taxonomy of
       
    10         resolution mechanics in role-playing game.  The objective of
       
    11         this taxonomy is to provide a basis for orienting the choice
       
    12         of a resolution system not based on the action being
       
    13         simulated, but instead on the mood that the GM want to create.
       
    14         For this, the taxonomy will be compare to other existing model
       
    15         of events resolution, such as the DKF hierarchy, and especially
       
    16         its subelements, which are FatS, FitM and FatE.</para>
       
    17     </abstract>
       
    18     <keywordset>
       
    19       <keyword>resolution mechanics</keyword>
       
    20       <keyword>Drama-Kharma-Fortune (DKF) hierarchy</keyword>
       
    21       <keyword>Fortune-at-the-Start (FatS)</keyword>
       
    22       <keyword>Fortune-in-the-Middle (FitM)</keyword>
       
    23       <keyword>Fortune-at-the-End (FatE)</keyword>
       
    24       <keyword>DRI resolution taxonomy</keyword>
       
    25       <keyword>AIDO events taxonomy</keyword>
       
    26       <keyword>role-playing game</keyword>
       
    27       <keyword>system design</keyword>
       
    28       <keyword>play flow</keyword>
       
    29     </keywordset>
       
    30     <author>
       
    31       <firstname>Fabien</firstname>
       
    32       <surname>Niñoles</surname>
       
    33     </author>
       
    34     <copyright>
       
    35       <year>2003</year>
       
    36       <holder>Fabien Niñoles</holder>
       
    37     </copyright>
       
    38 
       
    39     <revhistory>
       
    40       <revision>
       
    41         <revnumber>0.1cvs :</revnumber>
       
    42         <date>2003-01-01</date>
       
    43         <revdescription>
       
    44           <para>Initial release (incomplete).</para>
       
    45         </revdescription>
       
    46       </revision>
       
    47     </revhistory>
       
    48   </articleinfo>
       
    49   <section id="intro">
       
    50     <title>Introduction</title>
       
    51     
       
    52     <para>I try for a long time to create a truely generic
       
    53       role-playing system, able to handle a large range of both scale,
       
    54       but also genre or atmosphere of role-playing game.  Those goals
       
    55       were often considered like a chimera impossible to reach, since
       
    56       some playing goals are just complementary to each other, as
       
    57       opposed to each other by their very own nature.  Still, I was
       
    58       sure that it was possible although the idea were very vague.
       
    59       Although some people will put this confidence as a symptom of my
       
    60       great stubborness, pointing to the many failures of so-call
       
    61       generic role-playing systems in the market to prove it, I think
       
    62       I have an asset on my side: I GMing myself for more than 15
       
    63       years in the same world with a very high variety of genres and
       
    64       settings that I must mixed together for the pleasure of my
       
    65       players.  So, if I can do it, why no other people could?
       
    66       Except, if from words to practice there is a big step, the step
       
    67       backward is often as harder!</para>
       
    68 
       
    69     <para>Looking back at other role-playing systems, and on my many
       
    70       tries to adapt each of them to different settings, I find out
       
    71       that the same settings elements (like magic, combat, health,
       
    72       etc.) but with very different mechanics depending on the mood
       
    73       they want to create.  Also, in most role-playing game creators
       
    74       forums, if you ask people what is the most important thing in
       
    75       creating a role-playing game, it's the mood, or the flavour of
       
    76       your role-playing game.  Not the system or the setting, but the
       
    77       mood, the genre.  Too often, mood and settings where mix
       
    78       together, but is it true?  In this case, shouldn't we stop to
       
    79       create mechanics based on specific settings and instead, goes
       
    80       directly to the mood, the real thing that make all the
       
    81       difference between an interesting role-playing game experience
       
    82       and a boring one?</para>
       
    83 
       
    84     <para>This paper is a first attempt to elaborate on what such a
       
    85       role-playing game must contain.  In fact, it goes a little more
       
    86       farther than this, as well as a little bit narrower.  We will
       
    87       study a single aspect of role-playing game, tough an important
       
    88       one, which is the events resolution system, but we will study it
       
    89       in depth, questionning even the way GM treat this aspect of
       
    90       role-playing game, but keeping our focus on how the mechanics of
       
    91       events resolution can be used to create a specific mood.</para>
       
    92 
       
    93   </section>
       
    94 
       
    95   <section id="whatisit">
       
    96     <title>What is events resolution?</title>
       
    97 
       
    98     <para>What's events resolution?  Ask in the role-playing community
       
    99       and you'll end up with a lot of answer which more or less
       
   100       resumed to something like <quote>It's when you're rolling
       
   101       dice.</quote>.  Well, this may be exact for some rpg but clearly
       
   102       not for all of them and especially this is a little bit short to
       
   103       define what's a major component of all role-playing games.  For
       
   104       the purpose of this article, I want to use a little more broad
       
   105       definition, which will be develop a little more later but we can
       
   106       be first state as:</para>
       
   107 
       
   108     <blockquote>
       
   109       <para>The process by which the players decide on the follow-up
       
   110       of the current role-playing situation.</para>
       
   111     </blockquote>
       
   112 
       
   113     <para>This definition is quite broad.  In fact, a whole
       
   114       role-playing game session can be resume with it: a situation is
       
   115       described, some options are offered and players decide, in
       
   116       accordance with their common judgements, rules, and/or some
       
   117       randomization mechanism, what will happen next.  This new
       
   118       situation can then create another resolution events, forming a
       
   119       long chain of events, or, sometime, the resolution itself
       
   120       include it's own chain of more specific events.  For example,
       
   121       the initial situation can be that the players families where all
       
   122       kill in a monstruous carnage.  Players decide to investigate and
       
   123       get some justice for their family.  The possible outcome is that
       
   124       either the players get their revenge or not.  Which one will be
       
   125       chosen call for a whole chain of events that make an adventure
       
   126       by itself, including a lot of different resolutions.</para>
       
   127 
       
   128     <para>Some people will disagree with this very broad approach, too
       
   129       generic to correctly representing a role-playing game session
       
   130       with its non-linearity, multiple subplots and surprised events
       
   131       coming into play.  On the contrary, I find it important to
       
   132       concentrate on such details.  Too many role-playing session have
       
   133       seen its players lost their first goal and often, concentrating
       
   134       back to the primary goal of the game help GM and even players to
       
   135       focus back on the game and add some coherence to the whole
       
   136       story.  We will see also how this can help GM resolved events in
       
   137       a more meaningful way by opening their usual methods of
       
   138       resolution for typical situations.</para>
       
   139 
       
   140     <section id="previousworks">
       
   141       <title>Previous works on event resolution</title>
       
   142 
       
   143       <para>Although I doesn't pretend to make a complete presentation
       
   144         of every studies on events resolution, I should at least
       
   145         mention the work of others that influence a lot this
       
   146         taxonomy.</para>
       
   147 
       
   148       <para>First of all, the most popular model for events resolution
       
   149         is clearly Johnathan Tweet's Drama-Kharma-Fortune (or
       
   150         <abbrev>DKF</abbrev>) hierarchy.  First publish into Everway
       
   151         RPG, the work was taken back by Ron Edwards which make it an
       
   152         important part of his role-playing game theory.  The DKF
       
   153         hierarchy is mostly concern with the resolution mechanics
       
   154         itself, defining the choice of resolution mechanics as a
       
   155         hierarchy where more and more control at give from the players
       
   156         to the rules and some randomizers like dice.  So, the
       
   157         principle of the hierarchy is to emphasis on players control
       
   158         instead of rules, an approach I will also try to
       
   159         follow.</para>
       
   160 
       
   161       <para>Children of the DKF, the Fortune-at-the-Start (or
       
   162         <abbrev>FatS</abbrev>), Fortune-in-the-Middle (or
       
   163         <abbrev>FitM</abbrev>) and Fortune-at-the-End (or
       
   164         <abbrev>FatE</abbrev>), is another taxonomy of resolution
       
   165         mechanics that try to study more specifically how Fortune
       
   166         resolution can be used to favorised players control over rules
       
   167         or fortune control.  It is slightly different of the DKF
       
   168         itself, but kept mostly the same point of view, that I will
       
   169         try to include in this taxonomy.</para>
       
   170 
       
   171       <para>Finally, I want to include the excellent work of Hunter
       
   172         Logan in the Impossible Dream column of RPG.net.
       
   173         Specifically, M. Logan talk about Play Flow, in a very similar
       
   174         although more detailed approach as I used to describe events
       
   175         resolution, as well as Balance of Power, which explain how the
       
   176         Play Flow can influence the balance between players, GM and
       
   177         rules.  I will compare the work of M. Logan with my own work
       
   178         in a later section.  M. Logan also get back the three ladders
       
   179         of the DKF hierarchy but used it in a more
       
   180         <emphasis>dissecting</emphasis> way to describe resolution
       
   181         mechanics.  He has however the good taste to used a different
       
   182         naming so that we not confused his definitions with those of
       
   183         misters Tweet and Edwards, calling his Three Means Chance,
       
   184         Ability and Intent.  Currently only used to describe different
       
   185         resolutioons mechanics, by the time of this writing, we still
       
   186         don't know how M. Logan want to use it in correlation with his
       
   187         Play Flow and Balance of Power.</para>
       
   188 
       
   189       <para>Another interesting reading is <ulink
       
   190         url="http://www.rpg.net/news+reviews/collists/ruleslaw.html">The
       
   191         Travel of Mendes Pinto</ulink> by Sergio Mascarenhas.  This
       
   192         amateur role-playing game is not only excellent but a very
       
   193         good reading for all the notes and explanation that the author
       
   194         give on his design.  The section 4 about action is especially
       
   195         relevant here, since the author elaborate his own theory about
       
   196         game action resolution, which consist in a context, a goal, a
       
   197         performance and an outcome.  I will also try to respond to the
       
   198         elements appearing there and to the excellent ideas that
       
   199         populate the game.</para>
       
   200 
       
   201       <para>This resume quite briefly what I consider as the most
       
   202         important elements of actual Role Playing theories about
       
   203         resolution mechanics.  This is by far a complete survey since
       
   204         such survey is very hard to done (must libraries doesn't keep
       
   205         a good set of role-playing theories books, or even magazine,
       
   206         and also, must of the litterature on the subject was done in
       
   207         either commercial rpg, special editors magazines, and other
       
   208         difficult to consult elements).  I will be please to heard
       
   209         about different approach to events resolutions, especially
       
   210         those that break with the current tendancy to consider events
       
   211         resolution strictly in terms of rules mechanics.</para>
       
   212       
       
   213     </section>
       
   214 
       
   215   </section>
       
   216 
       
   217   <section id="DRI">
       
   218     <title>DRI Events Resolution Taxonomy</title>
       
   219 
       
   220     <para>What the DRI stand for?  DRI stands for Definition,
       
   221       Resolution and Interpretation, the three steps involved in every
       
   222       event resolutions mechanics.  The view of DRI on event
       
   223       resolution makes it very near the definition of play flow, as
       
   224       specify by Hunter Logan in his RPG.net's column <quote>The
       
   225       Impossible Dream</quote>, and as such can be considered the
       
   226       central element of any RPG, whatever freeform or rules-light it
       
   227       can be.  However, although this taxonomy take good notice of
       
   228       some narrative aspect of RPG, it doesn't explore as in depth it
       
   229       could have.  Doing so, it neglected an important part of RPG,
       
   230       part which can play a great role to the immersion of the player.
       
   231       However, the interest of the method are more into the
       
   232       interactive elements of narration, as well as of the decision
       
   233       process in RPG, a very different topic.  So, to avoid to mix
       
   234       thing too much and having a too broad and often useless tool,
       
   235       the taxonomy accept to be less general than other method and
       
   236       keep focus on its primary goal: offering a good understanding of
       
   237       the resolution mechanics of RPG, so that the designer as well as
       
   238       the game master can choose the best fit for the system or the
       
   239       situation at hand.</para>
       
   240 
       
   241     <para>So, DRI is a mean to classify the process of events
       
   242       resolution in RPG.  The taxonomy identify three important part
       
   243       in events resolution: the Definition of the events, the
       
   244       effective Resolution and finally the Interpretation of the
       
   245       results.  Each of them happen in order, and different games or
       
   246       play style will put a different emphasis on different steps,
       
   247       putting more or less details in one, taking more time in another
       
   248       or according more or less power to the players, the GM or the
       
   249       rules in another part.  We will see how all those aspects affect
       
   250       the role-playing experience in a <link
       
   251       linkend="DRIFortune">later section</link>, but let just
       
   252       consider the definitions currently:</para>
       
   253 
       
   254     <variablelist id="dridefinitions">
       
   255       <varlistentry id="definitiondef">
       
   256         <term>Definition</term>
       
   257         
       
   258         <listitem>
       
   259           <para>Each events can be defined using a set of parameters.
       
   260             Some parameters are mundane, or in game, such as the event
       
   261             description, who's involved and in which manners, what's
       
   262             the possible outcomes and what are the odds for each of
       
   263             them, and which parameters can influence them, like
       
   264             difficulties, materials or skills.  But another important
       
   265             aspect are more on the narrative, or meta-game, level: How
       
   266             important is the event to the story? Are they any outcome
       
   267             that is necessary for a good continuation?  Are they any
       
   268             outcome that is unwanted?  And what are the general
       
   269             purpose of the event for the game?  Which atmosphere such
       
   270             events must create?  Those narrative elements are often
       
   271             more important than the mundane ones.</para>
       
   272         </listitem>
       
   273       </varlistentry>
       
   274       <varlistentry id="resolutiondef">
       
   275         <term>Resolution</term>
       
   276         
       
   277         <listitem>
       
   278           <para>The next step is to determine the resolution mechanics
       
   279             used to resolved the event.  There is many way to
       
   280             determine the final issue of an event.  The taxonomy here
       
   281             doesn't aim to describe them in details but instead try to
       
   282             precise which caracteristics such mechanics should have to
       
   283             handle the event just describe previously.</para>
       
   284         </listitem>
       
   285       </varlistentry>
       
   286       <varlistentry id="interpretationdef">
       
   287         <term>Interpretation</term>
       
   288         
       
   289         <listitem>
       
   290           <para>Finally, the resolution mechanics give just the choice
       
   291             of an outcome, but this in fact let to the players, again
       
   292             both GM and role-players, some liberties of
       
   293             interpretation.  The interpretation can contain two parts:
       
   294             the effective performance (what happen) and the outcome
       
   295             (the result).  This last one doesn't need to be choose
       
   296             from the possible outcome determine in the first step and
       
   297             can even be completely different.  Don't hesitate to
       
   298             create new situations from it, it will just add to the
       
   299             story.  Also, as for the <link
       
   300             linkend="resolutiondef">resolution</link>, the goal of
       
   301             this article is not to describe them but instead to make
       
   302             them in relation with the two previous elements.</para>
       
   303         </listitem>
       
   304       </varlistentry>
       
   305     </variablelist>
       
   306 
       
   307     <section id="DRIFortune">
       
   308 
       
   309       <para>The control on the game events can be seen accross two
       
   310         dimensions: who have it and for which part they have it.  The
       
   311         current RPG theory currently have two models for it: The
       
   312         Fortune model, describe through the <acronym>FatE</acronym>,
       
   313         <acronym>FatS</acronym> and <acronym>FitM</acronym> acronyms,
       
   314         which is related to when the players control the game, and the
       
   315         Balance of Power (<acronym>BoP</acronym>), which is more
       
   316         concern about balance between the players, the GM, and the
       
   317         rules.</para>
       
   318 
       
   319       <para>DRI provide a model based on the Fortune one, and so is
       
   320         more concern about the when then the whom.  Although I
       
   321         consider this issue very important, is just that the current
       
   322         model doesn't add anything very useful to it.  We can all see
       
   323         who are in control at which moment, but it's less clear how
       
   324         the exact balance is affected.  I let's this to the BoP
       
   325         model.</para>
       
   326 
       
   327       <para>The original Fortune model include three different models:
       
   328         FatE, FatS and FitM.  FatE, which stand for
       
   329         Fortune-at-the-End, is the most popular one: players describe
       
   330         what they try to achieve and roll the dice (or enable any
       
   331         resolution mechanics asked by the rules) and see if they
       
   332         succeed.  This model is the one where the players have the
       
   333         less control on their character's destiny, since although they
       
   334         can decide what they do, they can't do anything to oriented the
       
   335         game after a bad roll, leading to PC die, etc.</para>
       
   336 
       
   337       <para>Fortune-at-the-Start try to give more power on the players
       
   338         about the issue of an action.  The player roll the dice first,
       
   339         and seeing the result, decide what to do.  This is most often
       
   340         used for initiative rolls, although some games try to use it
       
   341         for their resolution system, for example by letting the
       
   342         players draw cards and choosing their actions based on the
       
   343         cards in hand.  FatS let you more control on the issues, and
       
   344         so on the story.  FatS allow you to avoid most bad situation
       
   345         without need to fudging the dice, although it gives players
       
   346         less freedom on what their characters can do.</para>
       
   347 
       
   348       <para>Fortune-in-the-Middle, you guess, is a mix between both
       
   349         the precedent.  The players choose their actions, call the
       
   350         resolution mechanics and, based on the results, describe their
       
   351         actions.  This is the model which give the more narrative
       
   352         control on the events by the players.</para>
       
   353 
       
   354       <para>In DRI terminology, the three model can be describe using
       
   355         camel-cased variations of DRI.  The use of uppercase signal
       
   356         players' control for this part of the events resolution, where
       
   357         a lower case letter signal rules control.  So, FatE will be
       
   358         Dri, FatS drI, and FitM will be DrI.  One will remark that the
       
   359         three models don't contain an uppercase R.  It's may be seen
       
   360         obvious, giving this, that the reason for this it's, as long
       
   361         you are using fortune, calling to the resolution mechanics is
       
   362         always giving the control to the rule.  Elsewhere, the game is
       
   363         no more contain Fortune element and so, can be better describe
       
   364         using either the Drama or Kharma mechanics. Well, I choose to
       
   365         say no to this hypothesis.  Player cans have the control here
       
   366         too.  Usually, players or GM let the rules describe which
       
   367         resolution mechanics used for a specific action: used this
       
   368         dice roll under this statistic for combat, or roll this
       
   369         statistic that number of time until you succeed thrice or
       
   370         more.  A R system will offer you to choose the mechanic based
       
   371         on what you want the action to look like, not what's more
       
   372         appropriate.  Used open roll for cinematic action, used
       
   373         extended roll to put more thrill, used simple roll on
       
   374         unimportant issues.  Briefly, based your mechanic on narrative
       
   375         factors, instead of descriptive ones, since what you really
       
   376         want it's a good story and good atmosphere, nor an objective
       
   377         description of events.  Although this look like a very
       
   378         narrative statements, credible simulations can still be
       
   379         achieve by such system.  Currently, RPG used only one or two
       
   380         universal mechanics for most of their events resolutions.
       
   381         Simulation is often reach more through fine-tuned parameters,
       
   382         detailed tables or statistics or other related parameter, not
       
   383         through the specific resolution mechanics.  Also, most
       
   384         resolution mechanics can be easily modified to give the same
       
   385         probabilities but with a different overall feeling.  Since
       
   386         only the probabilities are essential for good simulation, this
       
   387         part is untouched and so can mood-based simulation system is a
       
   388         possible dream.</para>
       
   389 
       
   390     </section>
       
   391 
       
   392   </section>
       
   393 
       
   394   <section id="definition">
       
   395     <title>Defining Events</title>
       
   396 
       
   397     <para role="todo">Explain how to define elements.</para>
       
   398     
       
   399     <section id="narrative">
       
   400       <title>Narrative Elements</title>
       
   401       
       
   402       <para role="todo">
       
   403         Must find how to determine narrative elements
       
   404       </para>
       
   405 
       
   406     </section>
       
   407 
       
   408     <section id="mundane">
       
   409       <title>Mundane Elements</title>
       
   410       <para role="todo">
       
   411         Actors
       
   412         Issues
       
   413         Decisions
       
   414         Outcomes
       
   415       </para>
       
   416     </section>
       
   417 
       
   418   </section>
       
   419 
       
   420   <section id="resolution">
       
   421     <title>Resolution</title>
       
   422 
       
   423     <para role="todo">
       
   424       Example on how to use the resolution mechanics.
       
   425     </para>
       
   426 
       
   427     <section id="DKF">
       
   428       <title>The DKF Resolution Model</title>
       
   429 
       
   430       <para role="todo">How the DKF is related to all of this.
       
   431         Including what's DKF and how it complement the taxonomy.</para>
       
   432 
       
   433     </section>
       
   434 
       
   435   </section>
       
   436 
       
   437   <section id="interpretation">
       
   438     <title>Interpretation</title>
       
   439 
       
   440     <para role="todo">Frankly, I don't know.</para>
       
   441   </section>
       
   442 
       
   443   <section id="history">
       
   444     <title>History of the ABC/DKF model.</title>
       
   445 
       
   446     <para role="todo">Historic of the taxonomy.</para>
       
   447 
       
   448   </section>
       
   449 
       
   450   <section id="ack">
       
   451     <title>Acknowledgements</title>
       
   452       
       
   453       <para role="todo">Acknowledge Mason, HighlandGreen and Pat
       
   454         "Sleeper", as well as Ron Oswald and the author of Everway.</para>
       
   455 
       
   456   </section>
       
   457 
       
   458 </article>
       
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