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Posted By: Dave YounceRon,
Can you point to an example of a game where players have a role in setting "if I win then this, if you win then that"-type stakes that doesn't devolve into chestbeating?
Guy --
That's not how Polaris works.
yrs-- --Ben
Dave, Shock: does this by requiring orthogonal Intents. At no point can players set up a situation where one's success inherently requires the other's failure (or success for that matter).
A playlet ensues.
Joshua: OK, I'm gonna embarrass Lexis, making her lose all credibility in the eyes of the Synod.
Dave: Lexis is going to take away the thing you care about most: your family.
exeunt.
Now, you've got dice, both of you. You get to choose, using the dice, which you want to happen more: your own Intent, or the failure of your opposition.
You say what you want to happen. I say what I want to happen. If I escalate what I want to happen after you've said what you want to happen, it's no big deal; it just means that I didn't really say what I wanted to happen.
So, in the "more guards" example, let's say I'm playing with Levi, who's playing a Protag.
Levi: I'm gonna get in to the Sacred McGuffin Room.
Joshua: OK, my Intent is that the guards catch you.
Levi: Oh, I mean, my Intent is that I actually steal the Sacred McGuffin. I've got six dice, so I'll roll 4d10 to steal it and 2d4 to keep from getting caught.
Joshua: OK, I'm gonna spend 5 Credits to stop you. I actually think it's OK if you steal it, so I'm only rolling 1d4, but I'm rolling 4d10 that say that they catch the shit out of you.
Note that there's nothing I can do about your readjusting your stakes. What I can do has no bearing on that. If you say, "I destroy the universe and make a new one, with me as king!" then you might get a bullshit call, but maybe everyone's cool with that. Significantly, everyone at the table gets a mechanical bullshit call, including me, in the form of Minutiæ and opposition dice, respectively.
Ron, this is the kind of thing you're talking about, right?
Stuart, check out some Competitive games, the players are trying to beat their opponents and create dramatic situations, so there'd be further conflicts.
So, Ron, would it be fair to characterize your issue with the technique as misuse brought about by poor or insufficient explanation in game texts as to how it should be applied in play?
why is there an important distinction between "chesting" and "chest-beating?" I see your image of two people trying to occupy the same physical space, but "chest-beating" evokes two simians on opposite hills, both fighting to be the top of the social heap. Surely both terms are equally (if loosely) valid?
Secondly, and please read this in the Socratic light that it's written, if the negotiated resolution system in Polaris works, how does that tie to the conflict at hand being the key variable? As written, it lends itself, even encourages elements being added that are well out of the scope of the initial conflict. I can see that "You Ask Far Too Much" acts as a counter to the intentions-are-stakes issue, but it also seems to act as a counter example to focus on conflict.
In the guard example, there are really two conflicts, but the second one is apparently determined by GM fiat. It appears as though he other guards did not have to roll anything to ambush the PC. In this regard, I am surprised that Burning Wheel hasn't been mentioned yet. The requirement to state the intent of an action, along with the Let It Ride rule, seem like a wonderful approach to solving the guard issue and all related issues of succeeding at a task but having one's intent violated.
Posted By: Ron EdwardsI'm not gonna point my finger and say "poor and insufficient," I'm gonna say "still developing our language and presentation."
I see two issues in your post. One concerns knowledge of what-all's going on that could be affected by the conflict's outcome; you're saying that in some cases, full knowledge is not available to least one party and that's cool. I totally agree. The little diagram I made of conflict resolution (I'm looking for it in my GenCon notes) should make it clear that nothing about that is a problem for what I'm saying. I'm not saying that conflict resolution is always handled by a bird's-eye-view, total-knowledge approach. I'll get that diagram up once I find the notes and cope with some way to represent it.
Sorry man ... I'll invoke my as-yet-internet-invisible diagram again.
the mechanics and the fiction seem to run at cross purposes. That without a lot of player investment to keep a game on the rails, the rules actively encourage bizarre flights of fancy and wacky improvisation that tend to run roughshod over any SIS or character development.
Judson, can you concretise that with an example?
I'm prone to relate this to a misbehavior of a variety of system's my designer's group has run across: that the mechanics and the fiction seem to run at cross purposes. That without a lot of player investment to keep a game on the rails, the rules actively encourage bizarre flights of fancy and wacky improvisation that tend to run roughshod over any SIS or character development. Does that make sense, does it echo any of your own experience, and would you tend to align that with the "chesting" phenomenon you're describing or not?
... would I be right in suggesting the important thing is to distinguish between 'agreeing the conflict' and 'setting the stakes' because the latter narrates the outcome, whereas the former defines the field of outcomes. In that canse I suspect I am happy to try using'agreeing the conflict' as a phrase over setting the stakes for what we do in our HeroQuest game. There is an element of agreeing to the magnitude of the conflict for us as well, a kind of how much is at stake here discussion. But I suspect in your terms that is part of the conflict.
Conflict resolution
A Technique in which the mechanisms of play focus on conflicts of interest, rather than on the component tasks within that conflict. When using this Technique, inanimate objects are conceived to have "interests" at odds with the character, if necessary. Contrast with Task resolution.
Task resolution
A Technique in which the Resolution mechanisms of play focus on within-game cause, in linear in-game time, in terms of whether the acting character is competent to perform a task. Contrast with Conflict resolution.
Honestly, I think Stakes are a transitional technology. The important thing is that you be able to propel the story through conflict resolution. Stakes can be implicit if the mechanics are right. I've used them in my games in the past, but in future, they'll be altered or gone mechanically.
Posted By: Ron EdwardsWhat you need is a good outline or diagram of conflict resolution, and I’m on my way with that.
"Okay, I want to try and fight the vampires, to show Buffy that I'm not a coward."
"If I win, Xander shows Buffy that he's not a coward."
This seems like an obnoxious request, but if you want to get to the heart of this matter, go and listen to last night's Durham 3 podcast. We dissect the issue, explain it, play it, and revisit it through the lens of Actual Play.
Posted By: Ron Edwardsputting a live, vexed chicken in your pantsWow, you've made that sound more than mildly uncomfortable. Thanks for pointing me to the original thread. Anything else you want to say here specifically about that and stakes? Or which games do a better job of making that authority distinction clear with respect to stakes?
Stuart, that's OK, except that "twists, surprises, room" are pretty vague and your phrasing sounds like it's kind of a maybe-misunderstanding instead of an outright glaring glitch. I'm stressing that the systems I'm talking about are actually very clear about when such things come into the process, and it's not just a potential reduction that the pre-narrations bring in, but actual and specific interference.
Anything else you want to say here specifically about that and stakes? Or which games do a better job of making that authority distinction clear with respect to stakes?
blockquote>Posted By: judsonNow, it's possible that setting stakes ahead of time does indeed produce it's own problems, but it still seems to me that the issue it's trying to address is a real one: that if we as players are going to actually engage any kind of resolution mechanic, then we want to be guaranteed that our intentions going into resolution will be respected, and that we're all clear about the domain of those intentions.