| author | fabien |
| Mon, 20 Mar 2006 13:28:12 -0500 | |
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<?xml version='1.0'?> <!DOCTYPE article PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN" "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd"> <article id="dri-aido"> <articleinfo> <title>Mood-based Events Resolution Mechanics</title> <subtitle>The DRI/AIDO Events Resolution Taxonomy</subtitle> <abstract> <para>In this article, the author propose a taxonomy of resolution mechanics in role-playing game. The objective of this taxonomy is to provide a basis for orienting the choice of a resolution system not based on the action being simulated, but instead on the mood that the GM want to create. For this, the taxonomy will be compare to other existing model of events resolution, such as the DKF hierarchy, and especially its subelements, which are FatS, FitM and FatE.</para> </abstract> <keywordset> <keyword>resolution mechanics</keyword> <keyword>Drama-Kharma-Fortune (DKF) hierarchy</keyword> <keyword>Fortune-at-the-Start (FatS)</keyword> <keyword>Fortune-in-the-Middle (FitM)</keyword> <keyword>Fortune-at-the-End (FatE)</keyword> <keyword>DRI resolution taxonomy</keyword> <keyword>AIDO events taxonomy</keyword> <keyword>role-playing game</keyword> <keyword>system design</keyword> <keyword>play flow</keyword> </keywordset> <author> <firstname>Fabien</firstname> <surname>Niñoles</surname> </author> <copyright> <year>2003</year> <holder>Fabien Niñoles</holder> </copyright> <revhistory> <revision> <revnumber>0.1cvs :</revnumber> <date>2003-01-01</date> <revdescription> <para>Initial release (incomplete).</para> </revdescription> </revision> </revhistory> </articleinfo> <section id="intro"> <title>Introduction</title> <para>I try for a long time to create a truely generic role-playing system, able to handle a large range of both scale, but also genre or atmosphere of role-playing game. Those goals were often considered like a chimera impossible to reach, since some playing goals are just complementary to each other, as opposed to each other by their very own nature. Still, I was sure that it was possible although the idea were very vague. Although some people will put this confidence as a symptom of my great stubborness, pointing to the many failures of so-call generic role-playing systems in the market to prove it, I think I have an asset on my side: I GMing myself for more than 15 years in the same world with a very high variety of genres and settings that I must mixed together for the pleasure of my players. So, if I can do it, why no other people could? Except, if from words to practice there is a big step, the step backward is often as harder!</para> <para>Looking back at other role-playing systems, and on my many tries to adapt each of them to different settings, I find out that the same settings elements (like magic, combat, health, etc.) but with very different mechanics depending on the mood they want to create. Also, in most role-playing game creators forums, if you ask people what is the most important thing in creating a role-playing game, it's the mood, or the flavour of your role-playing game. Not the system or the setting, but the mood, the genre. Too often, mood and settings where mix together, but is it true? In this case, shouldn't we stop to create mechanics based on specific settings and instead, goes directly to the mood, the real thing that make all the difference between an interesting role-playing game experience and a boring one?</para> <para>This paper is a first attempt to elaborate on what such a role-playing game must contain. In fact, it goes a little more farther than this, as well as a little bit narrower. We will study a single aspect of role-playing game, tough an important one, which is the events resolution system, but we will study it in depth, questionning even the way GM treat this aspect of role-playing game, but keeping our focus on how the mechanics of events resolution can be used to create a specific mood.</para> </section> <section id="whatisit"> <title>What is events resolution?</title> <para>What's events resolution? Ask in the role-playing community and you'll end up with a lot of answer which more or less resumed to something like <quote>It's when you're rolling dice.</quote>. Well, this may be exact for some rpg but clearly not for all of them and especially this is a little bit short to define what's a major component of all role-playing games. For the purpose of this article, I want to use a little more broad definition, which will be develop a little more later but we can be first state as:</para> <blockquote> <para>The process by which the players decide on the follow-up of the current role-playing situation.</para> </blockquote> <para>This definition is quite broad. In fact, a whole role-playing game session can be resume with it: a situation is described, some options are offered and players decide, in accordance with their common judgements, rules, and/or some randomization mechanism, what will happen next. This new situation can then create another resolution events, forming a long chain of events, or, sometime, the resolution itself include it's own chain of more specific events. For example, the initial situation can be that the players families where all kill in a monstruous carnage. Players decide to investigate and get some justice for their family. The possible outcome is that either the players get their revenge or not. Which one will be chosen call for a whole chain of events that make an adventure by itself, including a lot of different resolutions.</para> <para>Some people will disagree with this very broad approach, too generic to correctly representing a role-playing game session with its non-linearity, multiple subplots and surprised events coming into play. On the contrary, I find it important to concentrate on such details. Too many role-playing session have seen its players lost their first goal and often, concentrating back to the primary goal of the game help GM and even players to focus back on the game and add some coherence to the whole story. We will see also how this can help GM resolved events in a more meaningful way by opening their usual methods of resolution for typical situations.</para> <section id="previousworks"> <title>Previous works on event resolution</title> <para>Although I doesn't pretend to make a complete presentation of every studies on events resolution, I should at least mention the work of others that influence a lot this taxonomy.</para> <para>First of all, the most popular model for events resolution is clearly Johnathan Tweet's Drama-Kharma-Fortune (or <abbrev>DKF</abbrev>) hierarchy. First publish into Everway RPG, the work was taken back by Ron Edwards which make it an important part of his role-playing game theory. The DKF hierarchy is mostly concern with the resolution mechanics itself, defining the choice of resolution mechanics as a hierarchy where more and more control at give from the players to the rules and some randomizers like dice. So, the principle of the hierarchy is to emphasis on players control instead of rules, an approach I will also try to follow.</para> <para>Children of the DKF, the Fortune-at-the-Start (or <abbrev>FatS</abbrev>), Fortune-in-the-Middle (or <abbrev>FitM</abbrev>) and Fortune-at-the-End (or <abbrev>FatE</abbrev>), is another taxonomy of resolution mechanics that try to study more specifically how Fortune resolution can be used to favorised players control over rules or fortune control. It is slightly different of the DKF itself, but kept mostly the same point of view, that I will try to include in this taxonomy.</para> <para>Finally, I want to include the excellent work of Hunter Logan in the Impossible Dream column of RPG.net. Specifically, M. Logan talk about Play Flow, in a very similar although more detailed approach as I used to describe events resolution, as well as Balance of Power, which explain how the Play Flow can influence the balance between players, GM and rules. I will compare the work of M. Logan with my own work in a later section. M. Logan also get back the three ladders of the DKF hierarchy but used it in a more <emphasis>dissecting</emphasis> way to describe resolution mechanics. He has however the good taste to used a different naming so that we not confused his definitions with those of misters Tweet and Edwards, calling his Three Means Chance, Ability and Intent. Currently only used to describe different resolutioons mechanics, by the time of this writing, we still don't know how M. Logan want to use it in correlation with his Play Flow and Balance of Power.</para> <para>Another interesting reading is <ulink url="http://www.rpg.net/news+reviews/collists/ruleslaw.html">The Travel of Mendes Pinto</ulink> by Sergio Mascarenhas. This amateur role-playing game is not only excellent but a very good reading for all the notes and explanation that the author give on his design. The section 4 about action is especially relevant here, since the author elaborate his own theory about game action resolution, which consist in a context, a goal, a performance and an outcome. I will also try to respond to the elements appearing there and to the excellent ideas that populate the game.</para> <para>This resume quite briefly what I consider as the most important elements of actual Role Playing theories about resolution mechanics. This is by far a complete survey since such survey is very hard to done (must libraries doesn't keep a good set of role-playing theories books, or even magazine, and also, must of the litterature on the subject was done in either commercial rpg, special editors magazines, and other difficult to consult elements). I will be please to heard about different approach to events resolutions, especially those that break with the current tendancy to consider events resolution strictly in terms of rules mechanics.</para> </section> </section> <section id="DRI"> <title>DRI Events Resolution Taxonomy</title> <para>What the DRI stand for? DRI stands for Definition, Resolution and Interpretation, the three steps involved in every event resolutions mechanics. The view of DRI on event resolution makes it very near the definition of play flow, as specify by Hunter Logan in his RPG.net's column <quote>The Impossible Dream</quote>, and as such can be considered the central element of any RPG, whatever freeform or rules-light it can be. However, although this taxonomy take good notice of some narrative aspect of RPG, it doesn't explore as in depth it could have. Doing so, it neglected an important part of RPG, part which can play a great role to the immersion of the player. However, the interest of the method are more into the interactive elements of narration, as well as of the decision process in RPG, a very different topic. So, to avoid to mix thing too much and having a too broad and often useless tool, the taxonomy accept to be less general than other method and keep focus on its primary goal: offering a good understanding of the resolution mechanics of RPG, so that the designer as well as the game master can choose the best fit for the system or the situation at hand.</para> <para>So, DRI is a mean to classify the process of events resolution in RPG. The taxonomy identify three important part in events resolution: the Definition of the events, the effective Resolution and finally the Interpretation of the results. Each of them happen in order, and different games or play style will put a different emphasis on different steps, putting more or less details in one, taking more time in another or according more or less power to the players, the GM or the rules in another part. We will see how all those aspects affect the role-playing experience in a <link linkend="DRIFortune">later section</link>, but let just consider the definitions currently:</para> <variablelist id="dridefinitions"> <varlistentry id="definitiondef"> <term>Definition</term> <listitem> <para>Each events can be defined using a set of parameters. Some parameters are mundane, or in game, such as the event description, who's involved and in which manners, what's the possible outcomes and what are the odds for each of them, and which parameters can influence them, like difficulties, materials or skills. But another important aspect are more on the narrative, or meta-game, level: How important is the event to the story? Are they any outcome that is necessary for a good continuation? Are they any outcome that is unwanted? And what are the general purpose of the event for the game? Which atmosphere such events must create? Those narrative elements are often more important than the mundane ones.</para> </listitem> </varlistentry> <varlistentry id="resolutiondef"> <term>Resolution</term> <listitem> <para>The next step is to determine the resolution mechanics used to resolved the event. There is many way to determine the final issue of an event. The taxonomy here doesn't aim to describe them in details but instead try to precise which caracteristics such mechanics should have to handle the event just describe previously.</para> </listitem> </varlistentry> <varlistentry id="interpretationdef"> <term>Interpretation</term> <listitem> <para>Finally, the resolution mechanics give just the choice of an outcome, but this in fact let to the players, again both GM and role-players, some liberties of interpretation. The interpretation can contain two parts: the effective performance (what happen) and the outcome (the result). This last one doesn't need to be choose from the possible outcome determine in the first step and can even be completely different. Don't hesitate to create new situations from it, it will just add to the story. Also, as for the <link linkend="resolutiondef">resolution</link>, the goal of this article is not to describe them but instead to make them in relation with the two previous elements.</para> </listitem> </varlistentry> </variablelist> <section id="DRIFortune"> <title>Fortune and DRI</title> <para>The control on the game events can be seen accross two dimensions: who have it and for which part they have it. The current RPG theory currently have two models for it: The Fortune model, describe through the <acronym>FatE</acronym>, <acronym>FatS</acronym> and <acronym>FitM</acronym> acronyms, which is related to when the players control the game, and the Balance of Power (<acronym>BoP</acronym>), which is more concern about balance between the players, the GM, and the rules.</para> <para>DRI provide a model based on the Fortune one, and so is more concern about the when then the whom. Although I consider this issue very important, is just that the current model doesn't add anything very useful to it. We can all see who are in control at which moment, but it's less clear how the exact balance is affected. I let's this to the BoP model.</para> <para>The original Fortune model include three different models: FatE, FatS and FitM. FatE, which stand for Fortune-at-the-End, is the most popular one: players describe what they try to achieve and roll the dice (or enable any resolution mechanics asked by the rules) and see if they succeed. This model is the one where the players have the less control on their character's destiny, since although they can decide what they do, they can't do anything to oriented the game after a bad roll, leading to PC die, etc.</para> <para>Fortune-at-the-Start try to give more power on the players about the issue of an action. The player roll the dice first, and seeing the result, decide what to do. This is most often used for initiative rolls, although some games try to use it for their resolution system, for example by letting the players draw cards and choosing their actions based on the cards in hand. FatS let you more control on the issues, and so on the story. FatS allow you to avoid most bad situation without need to fudging the dice, although it gives players less freedom on what their characters can do.</para> <para>Fortune-in-the-Middle, you guess, is a mix between both the precedent. The players choose their actions, call the resolution mechanics and, based on the results, describe their actions. This is the model which give the more narrative control on the events by the players.</para> <para>In DRI terminology, the three model can be describe using camel-cased variations of DRI. The use of uppercase signal players' control for this part of the events resolution, where a lower case letter signal rules control. So, FatE will be Dri, FatS drI, and FitM will be DrI. One will remark that the three models don't contain an uppercase R. It's may be seen obvious, giving this, that the reason for this it's, as long you are using fortune, calling to the resolution mechanics is always giving the control to the rule. Elsewhere, the game is no more contain Fortune element and so, can be better describe using either the Drama or Kharma mechanics. Well, I choose to say no to this hypothesis. Player cans have the control here too. Usually, players or GM let the rules describe which resolution mechanics used for a specific action: used this dice roll under this statistic for combat, or roll this statistic that number of time until you succeed thrice or more. A R system will offer you to choose the mechanic based on what you want the action to look like, not what's more appropriate. Used open roll for cinematic action, used extended roll to put more thrill, used simple roll on unimportant issues. Briefly, based your mechanic on narrative factors, instead of descriptive ones, since what you really want it's a good story and good atmosphere, nor an objective description of events. Although this look like a very narrative statements, credible simulations can still be achieve by such system. Currently, RPG used only one or two universal mechanics for most of their events resolutions. Simulation is often reach more through fine-tuned parameters, detailed tables or statistics or other related parameter, not through the specific resolution mechanics. Also, most resolution mechanics can be easily modified to give the same probabilities but with a different overall feeling. Since only the probabilities are essential for good simulation, this part is untouched and so can mood-based simulation system is a possible dream.</para> </section> </section> <section id="definition"> <title>Defining Events</title> <para role="todo">Explain how to define elements.</para> <section id="narrative"> <title>Narrative Elements</title> <para role="todo"> Must find how to determine narrative elements </para> </section> <section id="mundane"> <title>Mundane Elements</title> <para role="todo"> Actors Issues Decisions Outcomes </para> </section> </section> <section id="resolution"> <title>Resolution</title> <para role="todo"> Example on how to use the resolution mechanics. </para> <section id="DKF"> <title>The DKF Resolution Model</title> <para role="todo">How the DKF is related to all of this. Including what's DKF and how it complement the taxonomy.</para> </section> </section> <section id="interpretation"> <title>Interpretation</title> <para role="todo">Frankly, I don't know.</para> </section> <section id="history"> <title>History of the ABC/DKF model.</title> <para role="todo">Historic of the taxonomy.</para> </section> <section id="ack"> <title>Acknowledgements</title> <para role="todo">Acknowledge Mason, HighlandGreen and Pat "Sleeper", as well as Ron Oswald and the author of Everway.</para> </section> </article> <!-- Keep this comment at the end of the file Local variables: mode: xml sgml-omittag:nil sgml-shorttag:nil sgml-namecase-general:nil sgml-general-insert-case:lower sgml-minimize-attributes:nil sgml-always-quote-attributes:t sgml-indent-step:2 sgml-indent-data:t sgml-parent-document:nil sgml-default-dtd-file:"~/.sgml/docbook/article.ced" sgml-exposed-tags:nil sgml-local-catalogs:nil sgml-local-ecat-files:nil End: -->