[svn] r2102@freebird: fabien | 2006-01-07 12:35:38 -0500 ecjdr
authorfabien
Sun, 08 Jan 2006 14:07:12 -0500
branchecjdr
changeset 25 7616057f23af
parent 24 9d840e23110a
child 26 de387155c376
[svn] r2102@freebird: fabien | 2006-01-07 12:35:38 -0500 Mise en place de la résolution à la fin de la section.
resolution.xml
--- a/resolution.xml	Sun Jan 08 14:07:06 2006 -0500
+++ b/resolution.xml	Sun Jan 08 14:07:12 2006 -0500
@@ -384,91 +384,6 @@
         </listitem>
       </varlistentry>
     </variablelist>
-
-    <section id="DRIFortune">
-
-      <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">
@@ -527,6 +442,89 @@
 
   </section>
 
+  <section id="controle">
+
+    <title>Contrôle dans le 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 id="ack">
     <title>Acknowledgements</title>