1 * Qu'est-ce que le jeu de rôle? [in jdrdef; en cours] |
1 * Qu'est-ce que le jeu de rôle? [in jdrdef; en cours] |
2 |
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3 ** Définition du jeu de rôle: |
3 ** Définition du jeu de rôle |
4 |
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5 - Abbrev. JdR ou jdr. Pl. Jeux de rôle. Jeu dans lequel les participants |
5 - Abbrev. JdR ou jdr. Pl. Jeux de rôle. Jeu de négociations entre |
6 décrivent les actions de personnages imaginaires dans un cadre |
6 participants des évènements se passant dans un espace imaginaire |
7 (décor) fixé d'avance et selon des règles de résolution déterminées |
7 commun (rêvalité). |
8 par le jeu. |
8 |
9 |
9 *** Objectifs |
10 *** Plusieurs composants: |
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11 Avoir du plaisir (jouer) en: |
12 - Le Jeu (Règles, objectifs) |
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13 - Les Participants |
13 - Rêvant; |
14 - Description des actions |
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15 - Personnages imaginaires |
15 - Participant; |
16 - Cadre fixé d'avance |
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17 - Règles de résolution fixées par le jeu. |
17 - Racontant quelque chose; |
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18 |
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19 Le modèle des jouets indique que ces trois objectifs sont tous |
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20 nécessaires. Le GNS ajoute qu'un seul objectif doit avoir la priorité |
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21 sur les autres. La définition de chacun des termes est vague. |
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22 |
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23 *** Manière |
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24 |
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25 - Le contrat social détermine comment la négociation se déroule. |
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26 |
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27 - Le système est l'ensemble des moyens techniques auquel les joueurs |
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28 choisissent d'abdiquer pour régler certains aspects de la négociation |
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29 défini par le contrat social. |
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30 |
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31 - Un moyen technique est une procédure permettant de transformer la rêvalité en |
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32 |
19 ** Correspondance avec le modèle des jouets |
33 ** Correspondance avec le modèle des jouets |
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34 |
21 Est-ce que cette définition respecte le modèle des jouets? C'est la |
35 Est-ce que cette définition respecte le modèle des jouets? C'est la |
22 preuve la plus facile mais en même temps celle qui prouve le moins. |
36 preuve la plus facile mais en même temps celle qui prouve le moins. |
57 - Règles de "simulation" |
71 - Règles de "simulation" |
58 - Durée |
72 - Durée |
59 |
73 |
60 * Modèle des jouets [cf. jjch] |
74 * Modèle des jouets [cf. jjch] |
61 |
75 |
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76 ** Le Jeu |
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77 |
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78 **** GM-tasks (from lumpley.txt): |
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79 |
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80 - start and stop scenes; |
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81 |
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82 - truth regulation; what happens? |
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83 |
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84 - orchestrated conflicts; |
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85 |
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86 *** From HowRPGRulesWork.txt |
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87 |
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88 On 1-20-05, *Vincent* wrote: |
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89 |
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90 ------------------------------------------------------------------------ |
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91 Ben, I reread that thread, most of it anyway. Here's a thing: |
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92 |
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93 The goal of designing rules is to change social contract. |
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94 |
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95 When I design a set of rules, I'm trying to change the way that people |
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96 relate to one another, within the confines of the game. I'm trying to |
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97 force, trick, or provoke them into treating one another in particular, |
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98 possibly unnatural ways. I'm fuckin' around with their working creative |
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99 relationships. |
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100 |
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101 Beyond apportioning credibility, rules create /permission/ and |
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102 /expectation/. Permission and expectation are the real building blocks |
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103 of social contract; cunningly designed rules have access to human |
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104 interactions at a deep level. |
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105 |
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106 So, sure, there are no complete RPGs; as you say, the complete RPG is |
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107 playerless. It may work better to think of RPG rules as strong or weak, |
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108 flexible or brittle: a strong RPG draws the players into its particular |
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109 play, where a weak one allows them to play however comes naturally. A |
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110 flexible RPG can survive or redirect a broad range of preexisting social |
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111 dynamics, where a brittle one requires a particular social dynamic to |
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112 already be in place, or the game crashes. |
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113 |
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114 Am I making sense? Am I kind of on your topic? |
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115 |
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116 /*I bumped this thread up to the front page. Let's talk about my diagrams |
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117 here.*/ |
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118 |
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119 ------------------------------------------------------------------------ |
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120 |
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121 ** Le Jouet |
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122 |
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123 ** L'Histoire |
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124 |
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125 *** Why a character died? (from lumpley.txt): |
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126 |
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127 When a character dies in a novel or a movie, it's a) to establish |
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128 what's at stake, b) to escalate the conflict, or c) to make a final |
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129 statement. Or perhaps some combination. It's never by accident or |
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130 for no good reason, unlike in real life. |
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131 |
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132 |
62 ** Les types psychologiques |
133 ** Les types psychologiques |
63 |
134 |
64 *** Type 0: le décrocheur |
135 *** Type 0: le décrocheur |
65 |
136 |
66 N'a aucun intérêt à jouet. |
137 N'a aucun intérêt à jouet. |
117 certaines explicites, d'autres implicites. Ne serait-ce que celle de |
188 certaines explicites, d'autres implicites. Ne serait-ce que celle de |
118 prendre son tour de parole et de s'assurer que tous puissent |
189 prendre son tour de parole et de s'assurer que tous puissent |
119 participer. |
190 participer. |
120 |
191 |
121 * Système de résolution [cf. Résolution] |
192 * Système de résolution [cf. Résolution] |
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193 |
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194 ** Meta-gaming elements in Resolution |
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195 |
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196 [From Burning Down the Firewall in lumpley.txt:] |
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197 |
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198 *** Out-of-scene characters |
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199 |
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200 Conventional wisdom: *if your character's not in the scene, you can't |
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201 participate.* |
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202 |
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203 Text from Dogs in the Vineyard: |
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204 |
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205 The game calls for lots of free table talk, with you and your fellow |
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206 players calling out suggestions, kibitzing, and expanding on one |
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207 another's descriptions. Don't shut your mouth just because your |
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208 character's off the stage. |
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209 |
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210 *** Metagame knowledge |
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211 |
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212 Conventional wisdom: *if your character's not in the scene, you |
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213 shouldn't let information from the scene influence your actions.* |
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214 |
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215 Text from Dogs: |
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216 |
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217 The game works *even better* when you bring your own metagame |
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218 knowledge into your character's actions. If you're choosing between |
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219 two possible, realistic actions for your character to take, don't |
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220 limit your decision-making to your character's point of view. Choose |
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221 the one that *you* prefer! |
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222 |
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223 *** Immersive Surprise |
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224 |
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225 Conventional wisdom: *when your character's surprised, you should be |
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226 surprised.* |
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227 |
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228 I can't beat Ron Edwards' answer to this one. The whole answer's here on |
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229 the Forge <http://www.indie-rpgs.com/viewtopic.php?p=114267#114267>, but |
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230 here's a quote: |
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231 |
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232 I'm now going to say something very harsh - traditionally, the focus |
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233 on "must ... surprise ... players!" is trying to solve the basic |
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234 problem that the encounter with, e.g., the goblins, is fundamentally |
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235 a stupid and irrelevant event in the game. Gotta have a fight. |
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236 Goblins. Must make it exciting. Um, well, I guess the only way is to |
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237 "get into character" and "be surprised," so I gotta figure out how. |
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238 OK, tell them to immerse, surprise the characters with GM-rolls-it |
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239 Perception checks, and thus the players will be surprised, right? |
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240 |
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241 Wrong. The perception check is a big fat meaningless waste - the |
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242 encounter only takes on player-relevance if, in fact, the goblins |
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243 are relevant to the Creative Agenda of this group. |
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244 |
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245 *** Out-of-scene Participation |
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246 |
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247 Conventional wisdom: *it's boring when your character's not in the scene.* |
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248 |
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249 Text from Dogs: |
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250 |
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251 Like every social fun, playing Dogs in the Vineyard depends on |
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252 constant feedback and demonstrated enthusiasm. When somebody says |
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253 something cool, show it. When something's funny, laugh. When you |
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254 have a suggestion, shout out. (I know, I know, duh, right? I only |
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255 mention it because I've played other games where you didn't, y'know, |
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256 do things like that.) |
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257 |
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258 Also, to really deliver, the game shouldn't be isolated from your |
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259 regular socializing, it should blend in. Chat about the game before |
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260 and after, just like you would a book or TV show or movie. Chat |
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261 about books and movies and catch up with each other, during! You can |
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262 think of it as commercial breaks if you want, but tied to the social |
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263 rhythms of your little group, not on TV's 15-minute cycle. If the |
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264 game's worth playing, it'll draw your attention back in. |
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265 Interspersing some time of just hanging out like friends can be |
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266 pretty effective for maintaining a pace, prolonging suspense, and |
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267 giving payoff moments real punch, so don't worry too much about |
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268 digressions. |
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269 |
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270 ... |
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271 |
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272 Your game will have an overall story, made up of the interwoven |
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273 individual stories of your characters. If it's not as fun and |
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274 engaging as the best TV shows, I haven't done my job. |
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275 |
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276 ** Conflicts vs Tasks Resolution |
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277 |
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278 *** From lumpley.txt: |
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279 |
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280 In task resolution, what's at stake is the task itself. "I crack the |
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281 safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at |
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282 stake is: do you crack the safe? |
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283 |
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284 In conflict resolution, what's at stake is why you're doing the task. "I |
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285 crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" |
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286 What's at stake is: do you get the dirt on the supervillain? |
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287 |
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288 Task resolution is succeed/fail. Conflict resolution is win/lose. You |
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289 can succeed but lose, fail but win. |
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290 |
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291 In conventional rpgs, success=winning and failure=losing only provided |
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292 the GM constantly maintains that relationship - by (eg) making the safe |
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293 contain the relevant piece of information after you've cracked it. It's |
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294 possible and common for a GM to break the relationship instead, turning |
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295 a string of successes into a loss, or a failure at a key moment into a |
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296 win anyway. |
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297 |
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298 Let's assume that we haven't yet established what's in the safe. |
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299 |
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300 "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" |
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301 It's task resolution. Roll: Success! |
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302 "You crack the safe, but there's no dirt in there, just a bunch of |
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303 in-order papers." |
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304 |
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305 "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" |
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306 It's task resolution. Roll: Failure! |
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307 "The safe's too tough, but as you're turning away from it, you see a |
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308 piece of paper in the wastebasket..." |
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309 |
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310 (Those examples show how, using task resolution, the GM can break |
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311 success=winning, failure=losing.) |
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312 |
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313 That's, if you ask me, the big problem with task resolution: whether you |
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314 succeed or fail, the GM's the one who actually resolves the conflict. |
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315 The dice don't, the rules don't; you're depending on the GM's mood and |
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316 your relationship and all those unreliable social things the rules are |
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317 supposed to even out. |
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318 |
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319 Task resolution, in short, puts the GM in a position of priviledged |
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320 authorship. Task resolution will undermine your collaboration. |
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321 |
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322 (later, in Practical Conflict Resolution Advice): |
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323 |
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324 In Conflicts Resolution, Success/Failure give you a bonus/malus on |
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325 accessing what's at stake. |
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326 |
123 ** Niveau de compétence et difficulté [competences.txt] |
327 ** Niveau de compétence et difficulté [competences.txt] |
124 |
328 |
125 *** Corrélation entre Action et Compétence |
329 *** Corrélation entre Action et Compétence |
126 |
330 |