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    22 Author 	Topic: The 4 steps of action (for Ron)  (Read 2589 times)
       
    23 
       
    24 *Manu <http://www.indie-rpgs.com/forum/index.php?action=profile;u=223>*
       
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    33 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg6701#msg6701>
       
    34 *The 4 steps of action (for Ron)
       
    35 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg6701#msg6701>*
       
    36 « * on:* October 18, 2001, 11:55:00 AM »
       
    37 	
       
    38 
       
    39 ------------------------------------------------------------------------
       
    40 Hey again,
       
    41 
       
    42 you mention these four steps in any action: Intention, Initiation,
       
    43 Completion and Effect; could you again provide some examples of what you
       
    44 were thinking about? Thank you - great essay by the way :smile:
       
    45 	Logged
       
    46 
       
    47 ------------------------------------------------------------------------
       
    48 -------------
       
    49 Manu
       
    50 
       
    51 *Ron Edwards
       
    52 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
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    63 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg6793#msg6793>
       
    64 *The 4 steps of action (for Ron)
       
    65 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg6793#msg6793>*
       
    66 « *Reply #1 on:* October 19, 2001, 08:52:00 AM »
       
    67 	
       
    68 
       
    69 ------------------------------------------------------------------------
       
    70 Hey Manu,
       
    71 
       
    72 Whoo doggies ... can I ask a favor and sort of belay this one for a
       
    73 while? What with Scenes and Tasks and Gamism and Audience and all that,
       
    74 it's pretty thick at the moment.
       
    75 
       
    76 This topic is a BIIIG deal and I think we can probably move it to the
       
    77 Design forum. How about in a couple days?
       
    78 
       
    79 Best,
       
    80 Ron
       
    81 	Logged
       
    82 
       
    83 *Ron Edwards
       
    84 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
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    95 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7044#msg7044>
       
    96 *The 4 steps of action (for Ron)
       
    97 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7044#msg7044>*
       
    98 « *Reply #2 on:* October 23, 2001, 08:44:00 AM »
       
    99 	
       
   100 
       
   101 ------------------------------------------------------------------------
       
   102 Hi Manu,
       
   103 
       
   104 I'm finally ready to address the issues in this post, but believe me,
       
   105 it's a biggie. I hope we get somewhere ?
       
   106 
       
   107 Let's consider an event that is established through role-playing as
       
   108 "happened" in the game-world. I look back over last night's game, and I
       
   109 can say, "Sebastian killed the ogre."
       
   110 
       
   111 Now you and I know that Sam (the player) and the rest of the people he
       
   112 played with had to do SOMETHING to establish that. Dice and whatnot may
       
   113 have been involved, but ultimately, it was social and verbal. Sam had to
       
   114 propose something and through whatever mechanism, everyone else came to
       
   115 agree with it and how it came to pass.
       
   116 
       
   117 The topic at hand is not the DFK mechanisms involved (not initially
       
   118 anyway), but rather the communication among the role-players (GM,
       
   119 players alike) to establish the event. I am talking about whatever Sam
       
   120 and anyone else SAID during that process.
       
   121 
       
   122 OK, during play, here we are, and Sam is playing Sebastian, and there's
       
   123 the big evil ogre. Sam says, "I attack him!"
       
   124 
       
   125 What the hell did Sam just establish in the imaginative game-world?
       
   126 Depending on the game system and/or the group, it could have been any of
       
   127 the following.
       
   128 
       
   129 Intention: Sam has announced Sebastian's intention, but in the
       
   130 game-world, Sebastian has not yet moved or done anything. That must wait
       
   131 upon some other step of the process.
       
   132 
       
   133 Initiation: Sebastian has officially moved into action; his sword is
       
   134 raised, he is moving and grimacing and so on.
       
   135 
       
   136 Completion: Sebastian has completed his sword stroke; the action, for
       
   137 all purposes, is finished.
       
   138 
       
   139 Effect: Sebastian's sword-stroke has produced its consequences and we
       
   140 have established just what has happened to the ogre and to Sebastian.
       
   141 
       
   142 In actual role-playing, I have seen EVERY one of these categories as an
       
   143 interpretation of Sam's statement.
       
   144 
       
   145 For a role-playing situation to be functional at the most basic level,
       
   146 the group as a whole must know and agree upon which one it is. I think
       
   147 that most of us are aware how jarring, disruptive, and plain Not Fun it
       
   148 is, when people at the role-playing table are disagreeing about which of
       
   149 the four categories is being established by an announced action.
       
   150 
       
   151 "But I said it!" is the issue. What, in fact, did you say? Intent,
       
   152 Initiation, Completion, or Effect?
       
   153 
       
   154 Game designs vary in the extent to which they either ESTABLISH or ASSUME
       
   155 the status of Sam's announcement in regard to the four categories.
       
   156 
       
   157 By far and away, the most common solution is to break down the
       
   158 game-world causality into linear form.
       
   159 1) Establish order of actions among all participants. Each character may
       
   160 now be considered "frozen" in the beginning of the sequence.
       
   161 2) Resolve the action of the first participant in terms of (a)
       
   162 unfreezing, such that the action may now be announced in full by the
       
   163 player; (b) motions of the character from initiation through completion
       
   164 through result.
       
   165 3) Continue through all characters.
       
   166 
       
   167 Please note that this paradigm exists with or without Fortune playing a
       
   168 role. In Champions, step 1 is fixed by Speed and Dexterity, whereas in
       
   169 other games each round requires a new Initiative determination (e.g.
       
   170 roll). In still others, the order is purely metagame in terms of "go
       
   171 around to the left" or something like that. For purposes of the present
       
   172 topic, this distinction does not matter.
       
   173 
       
   174 Several tweaks of this paradigm exist. They include:
       
   175 - "Saved" actions - explicitly permitting characters to reserve their
       
   176 actions past the point of order, to use as an "interrupt" prior to
       
   177 another, subsequent character's action.
       
   178 - Formalizing and fixing the announcements of actions prior to step two.
       
   179 E.g. in Sun & Storm, the characters' actions are announced in order of
       
   180 slowest-to-fastest between steps 1 and 2, and then resolved in order of
       
   181 fastest-to-slowest in step 2 as normal.
       
   182 - Assigning point-costs to actions such that one may manage a resource
       
   183 to distribute one's moments of action through the round (example: Shot
       
   184 Costs in Feng Shui).
       
   185 
       
   186 I suggest that this approach to the problem is functional, but it does
       
   187 have its limitations. For instance, the "saved" modification tends to
       
   188 result in everyone announcing "I save" and then playing
       
   189 multiple-interrupts on each other during each person's action. Or, some
       
   190 people dislike the "freeze" effect generated in the imagination.
       
   191 
       
   192 However, this paradigm is not the only one. Another is essentially
       
   193 "laissez-faire" for actions, in which everyone is expected to agree
       
   194 about the order informally, which in practice usually means the GM may
       
   195 rearrange who is going first and what happens when, for each series of
       
   196 actions in a group situation. The Window operates in this fashion,
       
   197 assuming that everyone's good faith is more reliable than a step-by-step
       
   198 method. In practice, this usually gives so much power to the GM that he
       
   199 or she may as well be writing the entire scene (especially insofar as
       
   200 many climactic scenes rely very heavily on the timing and sequence of
       
   201 actions).
       
   202 
       
   203 I have observed the laissez-faire method to founder on many occasions,
       
   204 due to confusions between the four categories. When Sam says, "I attack
       
   205 him," Sam and the GM and everyone else can be quite at odds about
       
   206 whether Sebastian is actually in motion or not. A subsequent
       
   207 announcement may influence Sam to say, "Um, actually I don't," or
       
   208 conversely, "But I'm already attacking him!" or anything in between. On
       
   209 the other hand, I am assured by many people that they prefer this
       
   210 method, and I can only assume that the group in question has informally
       
   211 worked out a standard for which category is being applied for a given
       
   212 announced action. I suspect that in these groups that Balance of Power
       
   213 heavily favors the GM.
       
   214 
       
   215 Finally, Zero introduced an novel solution - announced actions are ONLY
       
   216 Intent, and finalized as Initiation only at the end of a "free
       
   217 discussion" about them. The order of the actions are established
       
   218 simultaneously with the resolution of the actions (it's the same roll).
       
   219 Results of the actions are all then established in order. Sorcerer's
       
   220 group-resolution mechanic imitates that of Zero with minor differences.
       
   221 
       
   222 Another solution is found in Extreme Vengeance, in which order is fixed
       
   223 but adjustable due to metagame resources, and Hero Wars follows this lead.
       
   224 
       
   225 There are lots of other solutions or models as well, but none so
       
   226 consistently established across many games as the first two. If I'm
       
   227 leaving out your favorite, please don't have a cow about it; this post
       
   228 is long enough already.
       
   229 
       
   230 If anyone would like to add insight to this breakdown, or to disagree
       
   231 with it entirely, or otherwise to give me some feedback about it, I'm
       
   232 very interested. It's a really big deal and - in my opinion - even more
       
   233 fundamental than DFK. The four categories obviously are integrated in
       
   234 many ways with conflict vs. task resolution, and I'd like to work out
       
   235 some of those relationships as well.
       
   236 
       
   237 Best,
       
   238 Ron
       
   239 	Logged
       
   240 
       
   241 *Laurel <http://www.indie-rpgs.com/forum/index.php?action=profile;u=216>*
       
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   251 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7063#msg7063>
       
   252 *The 4 steps of action (for Ron)
       
   253 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7063#msg7063>*
       
   254 « *Reply #3 on:* October 23, 2001, 11:19:00 AM »
       
   255 	
       
   256 
       
   257 ------------------------------------------------------------------------
       
   258 I think IICE is brilliant, and its a game mechanic I'm working on this
       
   259 week for my own game.  I want players to be able to state their
       
   260 character's Intent, and if the action seems possible but not absolutely
       
   261 assured, for them to pause long enough for a very quick fortune-based
       
   262 check.  
       
   263 
       
   264 Regardless of the outcome of the check (success, failure, or
       
   265 catastrophe), I want players to proceed to the Initation without stating
       
   266 a new Intent, even if they know the action is going to fail and to
       
   267 role-play through to the Completion using a Director's stance to provide
       
   268 the elements that explain specifically why the action was successful or
       
   269 a failure.  The Effect will be announced by the next player to pick up
       
   270 the narrative, as an introduction to their own Intent.  
       
   271 
       
   272 What I'm stumbling over right now is the best mechanism for determining
       
   273 order of actions.  My design goal is to minimalize disruptions to
       
   274 Narrative play, so that the story flows with as few meta-game
       
   275 interruptions as possible.  The standard linear form of resolution (what
       
   276 Ron posted as step 1-3) required enormous quantities of meta-game
       
   277 interruption.  I'm not saying this is bad, or bad for every game, but
       
   278 its something I'm trying to avoid without running smack into the
       
   279 organizational and coherency issues of freeform.
       
   280 	Logged
       
   281 
       
   282 *Ron Edwards
       
   283 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
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   294 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7066#msg7066>
       
   295 *The 4 steps of action (for Ron)
       
   296 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7066#msg7066>*
       
   297 « *Reply #4 on:* October 23, 2001, 11:42:00 AM »
       
   298 	
       
   299 
       
   300 ------------------------------------------------------------------------
       
   301 Actually, Laurel, I suggest that you're struggling with an impossible
       
   302 design goal here:
       
   303 
       
   304 "My design goal is to minimalize disruptions to Narrative play, so that
       
   305 the story flows with as few meta-game interruptions as possible."
       
   306 
       
   307 Narrativism relies on a very strong metagame presence, and I've found
       
   308 that, counter-intuitively, it HELPS the story flow by acknowledging it.
       
   309 
       
   310 I think the key issue, though, is "disruption" rather than metagame vs.
       
   311 in-game. The traditional/common method, for instance, LOOKS as if it's
       
   312 very logical, but if people change their actions at the last second, you
       
   313 have a whole renegotiatory process going on with every character at
       
   314 every action. It's that kind of disruption that I think CAN be avoided.
       
   315 
       
   316 Best,
       
   317 Ron
       
   318 	Logged
       
   319 
       
   320 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
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   331 *The 4 steps of action (for Ron)
       
   332 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7078#msg7078>*
       
   333 « *Reply #5 on:* October 23, 2001, 04:19:00 PM »
       
   334 	
       
   335 
       
   336 ------------------------------------------------------------------------
       
   337 Warning: system plug ahead.
       
   338 
       
   339 This simplifies very well, kudos to you Mr. Edwards.
       
   340 
       
   341 Quote
       
   342 Ron Edwards wrote:
       
   343 
       
   344 The topic at hand is...the communication among the role-players to
       
   345 establish the event...could have been any of the following.
       
   346 
       
   347 Intention: ...the game-world...has not yet moved or done anything. That
       
   348 must wait upon some other step of the process.
       
   349 
       
   350 Initiation: ...moved into action...
       
   351 
       
   352 Completion: ...the action...is finished.
       
   353 
       
   354 Effect: ...has...established just what has happened...
       
   355 
       
   356 Very well conceived!  (Just one small quibble, since I would include
       
   357 what happens between the initiation and completion of an action - the
       
   358 act itself ? in with the second group, I might call it Action, as it
       
   359 ?caught in the act.?)
       
   360 
       
   361 Quote
       
   362 In actual role-playing, I have seen EVERY one of these categories as an
       
   363 interpretation of Sam's statement.
       
   364 
       
   365 For a role-playing situation to be functional at the most basic level,
       
   366 the group as a whole must know and agree upon which one it is. I think
       
   367 that most of us are aware how jarring, disruptive, and plain Not Fun it
       
   368 is, when people at the role-playing table are disagreeing about which of
       
   369 the four categories is being established by an announced action.
       
   370 
       
   371 You have that right.  We felt so too when creating Scattershot; in fact
       
   372 we felt that our mechanics had to first act as a communal language, thus
       
   373 such concepts had to be explicitly delineated in the text.
       
   374 
       
   375 Quote
       
   376 By far and away, the most common solution is to break down the
       
   377 game-world causality into linear form.
       
   378 1) Establish order of actions among all participants. Each character may
       
   379 now be considered "frozen" in the beginning of the sequence.
       
   380 2) Resolve the action of the first participant in terms of (a)
       
   381 unfreezing, such that the action may now be announced in full by the
       
   382 player; (b) motions of the character from initiation through completion
       
   383 through result.
       
   384 3) Continue through all characters.
       
   385 
       
   386 This is too true amongst traditional games.  And as you point out leads
       
   387 to many confusing situations.  I originally found that ?initiative
       
   388 rolls? seemed to be a mechanism to collapse many ?intangibles? about
       
   389 what can or cannot affect who makes the first (nigh?) successful attack
       
   390 in a combat.  To that I said, "Why skip the role-playing?"
       
   391 
       
   392 What eventually resulted (mostly because I was lazy in my analysis of
       
   393 the many varied systems out there) was stripping out such mechanics
       
   394 entirely.  As a game of Scattershot proceeds, when anyone does anything
       
   395 that raises the tension level to a degree that, in all fairness, more
       
   396 detail is needed to parse out, ?rounds? begin.  And they begin with that
       
   397 participant?s character.  It need not be anything traditionally thought
       
   398 of as melee (owing largely to my feeling that violent aggression need
       
   399 not always come to blows), just anything that creates the narrative
       
   400 atmosphere the [i]can[/] result in a fight.
       
   401 
       
   402 I take a page from so many gunslinger movies where, to me, the battle
       
   403 begins with an insult, tossed drink, or silent response (with the
       
   404 villain seemingly tempting the hero to ?make the first move?).  Not only
       
   405 did all ?statements? in Scattershot?s combat need to be ?initiations,?
       
   406 all statements had to be, certainly because any of them could shift play
       
   407 into combat-turn-sequencing.  (Heck, ?regular? play is described as
       
   408 loosely following this sequencing anyway; combat?s need for impartiality
       
   409 simply makes it more structured.)
       
   410 
       
   411 Quote
       
   412 - Formalizing and fixing the announcements of actions prior to step two.
       
   413 E.g. in Sun & Storm, the characters' actions are announced in order of
       
   414 slowest-to-fastest between steps 1 and 2, and then resolved in order of
       
   415 fastest-to-slowest in step 2 as normal.
       
   416 
       
   417 As an aside, for all my bad experiences with role-playing gaming, this
       
   418 is the style whose author I most wish to go back in time and strangle in
       
   419 their crib.
       
   420 
       
   421 Quote
       
   422 On the subject of 'saved actions:?
       
   423 
       
   424 I suggest that this approach to the problem is functional, but it does
       
   425 have its limitations. For instance, the "saved" modification tends to
       
   426 result in everyone announcing "I save" and then playing
       
   427 multiple-interrupts on each other during each person's action. Or, some
       
   428 people dislike the "freeze" effect generated in the imagination.
       
   429 
       
   430 I saw that too.  In Scattershot, saved actions must have explicit
       
   431 ?activation? conditions and are lost when play comes back to the player.
       
   432  Likewise, combined with actions that do not weigh upon a character?s
       
   433 combat, Scattershot combat can take on an air of that tense circling I
       
   434 am fond of in cinema.
       
   435 
       
   436 For Scattershot we decided to scrap all the complexity of turn ordering
       
   437 mechanics in favor of a clear and simple ?counter-clockwise around the
       
   438 table? system.  To make up for things reflected by those rules, we took
       
   439 note from the game theory premise it seemed to be founded on: ?they who
       
   440 attack first, have the advantage.?  This might be important where
       
   441 decisive blows can be easily had, but since this was not the case, we
       
   442 let the above, ?whoever initiated goes first? rule determine combat (in
       
   443 playtest, we found that this gives the desired level of cinema to our
       
   444 system).
       
   445 
       
   446 The effect this had was to place more focus on the role-playing aspect
       
   447 of the game.  In tense scenes it could really be important who
       
   448 ?initiated? as we see it in cinema.  As testing wore on, it became
       
   449 evident that not only did parsing everything out this way strengthen the
       
   450 ?communal language? effect of the system, but also it streamlined the
       
   451 play itself unobtrusively.
       
   452 
       
   453 The other thing we added to de-emphasize the ?who attacks first...?
       
   454 effect was to institute a running ?who has the advantage? mechanic.  You
       
   455 know, the ?Robin Hood is higher on the stairs, but the Sheriff, who is
       
   456 better with the blade, can still press his attack upward? kind of stuff.
       
   457  Together this allowed us to abandon a lot of the complexity of more
       
   458 mechanical systems without sacrificing combat?s value in the narrative.
       
   459  (As a student of game theory, I appreciate the interplay between chosen
       
   460 actions and their effect on ?advantage,? making tactics a two-leveled
       
   461 process.)
       
   462 
       
   463 Quote
       
   464 It's a really big deal and - in my opinion - even more fundamental than
       
   465 DFK. The four categories obviously are integrated in many ways with
       
   466 conflict vs. task resolution
       
   467 
       
   468 I think this is another one of those, ?without focus, a game dies on
       
   469 this ground? issues and heartily agree.  I, for one, am curious whether
       
   470 anyone else made this sort of thing more explicit in their games.
       
   471 
       
   472 I believe this kind of communal unspoken agreement stuff underpins a
       
   473 great deal of role-playing gaming yet receives almost no discussion.
       
   474 
       
   475 Fang Langford
       
   476 	Logged
       
   477 
       
   478 ------------------------------------------------------------------------
       
   479 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
   480 Game System.  This project has been permanently suspended.  If you have
       
   481 any questions regarding the implementation of it or anything else, he
       
   482 can be reached at ripjack@mad.scientist.com
       
   483 <mailto:ripjack@mad.scientist.com>
       
   484 
       
   485 *Ron Edwards
       
   486 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
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   496 	
       
   497 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7083#msg7083>
       
   498 *The 4 steps of action (for Ron)
       
   499 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7083#msg7083>*
       
   500 « *Reply #6 on:* October 23, 2001, 08:28:00 PM »
       
   501 	
       
   502 
       
   503 ------------------------------------------------------------------------
       
   504 Fang,
       
   505 
       
   506 Quotin' you for emphasis:
       
   507 "I believe this kind of communal unspoken agreement stuff underpins a
       
   508 great deal of role-playing gaming yet receives almost no discussion."
       
   509 
       
   510 Exactly. I've been chafing for over two years to get to this level of
       
   511 discussion, yet until now have been tripped up by the continual need to
       
   512 clarify GNS. With any luck, that stage is over.
       
   513 
       
   514 Best,
       
   515 Ron
       
   516 
       
   517 P.S. Editing this personal note in: I didn't find the Sun & Storm
       
   518 (backwards-announce, forwards-resolve) anything as aggravating as the
       
   519 perpetually saved action. Or worse, the play-tactic that shifted
       
   520 announcements up and down the Intent/ Initiation/ Completion/ Result
       
   521 spectrum as the player or GM saw fit, from action to action.
       
   522 
       
   523 [ This Message was edited by: Ron Edwards on 2001-10-24 10:01 ]
       
   524 	Logged
       
   525 
       
   526 *Laurel <http://www.indie-rpgs.com/forum/index.php?action=profile;u=216>*
       
   527 Member
       
   528 
       
   529 Posts: 243
       
   530 
       
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   532 View Profile
       
   533 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=216> WWW
       
   534 <http://www.suite101.com/welcome.cfm/white_wolf_games>
       
   535 	
       
   536 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7125#msg7125>
       
   537 *The 4 steps of action (for Ron)
       
   538 <http://www.indie-rpgs.com/forum/index.php?topic=774.msg7125#msg7125>*
       
   539 « *Reply #7 on:* October 24, 2001, 12:52:00 PM »
       
   540 	
       
   541 
       
   542 ------------------------------------------------------------------------
       
   543 Fang-
       
   544 
       
   545 Quote
       
   546 
       
   547   The other thing we added to de-emphasize the ?who attacks first...?
       
   548 effect was to institute a running ?who has the advantage? mechanic.
       
   549  Together this allowed us to abandon a lot of the complexity of more
       
   550 mechanical systems without sacrificing combat?s value in the narrative.  
       
   551 
       
   552 
       
   553 Thanks for going through Scattershot's mechanics in such detail- that
       
   554 helped me a whole lot at least.  I think I will experiment with
       
   555 something similar.  The idea of acknowledging and utilizing combat
       
   556 advantages as something beyond a high dex or fortunate initiative roll
       
   557 makes so much sense to me.  
       
   558 
       
   559 Ron-
       
   560 Thank you, that makes sense. Its a drawn out renegotiatory process of
       
   561 players attempting to discern the best possible tactical advantage for
       
   562 character action that I think is very disruptive to Narrative play and
       
   563 not a general metagame presence.  I appreciate you helping me define
       
   564 what I was talking about.  :smile:
       
   565 	Logged
       
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