Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.
Posted By: xenopulsein task resolution, you sometimes have no way of knowing if the task you are carrying out has any chance of fulfilling your player goals. I always bring up Vincent's "break into the safe" example here. If your player goal is to get incriminating evidence on an enemy, traditional GMs will just ask you what tasks you're trying out to get that. They won't tell you if there's evidence in the safe until you open it. They won't tell you if there's any evidence whatsoever anywhere, i.e., if your goal is actually attainable... The GM wouldn't say, "Sorry, you don't have to bother, you wouldn't find anything in his house." He'd say, "Well, go ahead and break in and find out." That's because in traditional play, the GM reacts to what the character DOES, not what you the player WANT in the larger scheme of things.
Posted By: AndySo, in other words, moving from Task to Conflict isn't always the answer. Maybe just taking the lessons learned from good Conflict-based resolutions and folding them back into Tasks can do the trick; Sometimes a simple clearing of intentions will help you to provide the players with what they want while keeping task-based resolution. No need to throw away the baby with thesoupbathwater.
Posted By: AndyJEREMIE: "I'm investigating the rooms upstairs. Should I make a roll?"
ANDY (not really planned on having anything in those rooms): "What are you trying to do?"
JEREMIE: "Well, I thought that this guy seemed suspicious, so I was thinking that if we see anything upstairs related to the Scarlet Murders, we could ask him more questions."
That's, if you ask me, the big problem with task resolution: whether you succeed or fail, the GM's the one who actually resolves the conflict. The dice don't, the rules don't; you're depending on the GM's mood and your relationship and all those unreliable social things the rules are supposed to even out.
Task resolution, in short, puts the GM in a position of priviledged authorship. Task resolution will undermine your collaboration.
Posted By: Matt_SnyderTim, isn't it possible to resolve the parallel gladiator thingy with actual fights?
Posted By: Graham WalmsleyDoing it with intentions puts a slightly different spin on it, of course, but it seems basically as though it switched to conflict resolution.
Posted By: buzz
Of course... if a game is explicit about addressing intent, isn't that, in itself, conflict resolution? Hmm.
Of course it is.
You're not just resolving a task. You're using a particular tool to resolve a conflict.
Matt's exactly right, which should surprise no one, and since it happens so often, you should probably just listen to what he says.
We used to play this way. It started (this would be late '80s) because I had a character inventing networked computers in 1902. I said that I was doing some little detail differently. The GM didn't know much about computers, and asked, flabbergastedly, "What are you trying to do?" I told him the intention behind what I was doing — that I was making it so that computers inherently shared information, making it the preferred medium for citizen journalists — and he understood that. (My arch-enemy wound up being William Randolph Hearst, btw. He had my dude assassinated, but too late. I was a martyr!)
"What are you trying to do?" became the default question for whenever we didn't understand why a player was doing something. It was, after all, what we wanted to know, so asking seemed the direct route to finding out. It was rudimentary, but it was Conflict Resolution. So's what you're doing.
I think Matt's equivocating a little too much. I won't do that.
Task Resolution doesn't resolve anything except for those direct impacts on resources, like hit points or whatever. Dice roll, hit points are refigured, and then the GM makes up what happens. If you're having fun doing this, it's because you're using some subtle system that resolves the conflict, like the one we're talking about here.
However, once you make this step, you're blowing the whole player/character thing to pieces, and that just doesn't work for a lot of players. Because now your character is no longer doing what's most likely, he's doing what the player wants her to do to achieve a particular goal.
As a side note, the second part--the prepared-versus-spontaneous thing--is where the GM can decide whether to focus on simulating the world or on providing the players with the means to achieve their goals. This is another huge step that a lot of players don't want to make.
Before you -- the GM -- call for a die roll, it is critically important that you stop and do two things:
1. Imagine Success
2. Imagine Failure
It sounds simple, but it can make a critical difference. Success is usually the easy part, but failure can be a bit trickier. You want to make sure that both outcomes are interesting, though interesting certainly doesn't need to mean good.
If you cannot come up with a way to handle either outcome, you need to rethink the situation.
It's as simple as that, because there are few things more frustrating to a player than making a skill roll and getting told that it nets them no new knowledge, no suggested course of action, no new development for the story, and so on.
Fred, you're just talking about different scales of conflict resolution. If you resolve the intentions of the players through principled application of the system, that's conflict resolution. That tasks are resolved in the process does not change the more important part that the conflict is being resolved.
Here's a hypothetical system. I'm playing a GM of some sort. You're playing a protagonist.
Fred: I want vengeance on that wizard who killed my sister. She was a 74-point relationship for me, so you get 74 points of opposition.
J: OK. (writes that down.)
Fred: I'm going to break into his tower.
J: OK, the lock is magical and talks back. It's 12 points of opposition (I mark off 12 of my 74 points). Roll vs. 12 on your Sophistry skill.
Fred: I get 14. I sophistrize the crap out of him. He gets confused and agrees to open the door as a demonstration of his free will, just to prove that he has it. I get the leftover 2 points for later.
J: When you get into the hallway, there's a minion. He's a big, hairy body with huge muscles and no head, just, like, a puckered sphincter where you'd expect for there to be a neck. It "faces" you, and its body language tells you that its surprised. It's 22 points of asskicking of you! Roll vs. 22 on Asskicking!
Fred: Crap! It's not worth the risk right now! I'm using my Run Away! ability and roll against half the dude's Asskicking value — I get a 12! I run away, get a point, and the minion can't get me!
Eventually, a lot of stuff will have happened, you'll have confronted the wizard (and maybe failed to have achieved vengeance), and we'll have resolved the conflict.
The point is that I can't just make shit up to throw in your path — I have rules (that, in this case, are clearly underthought) that I have to use as your opposition that are used to resolve the conflict, and you get to do things that you know are related to the outcome you want. Like, maybe I use up all my points making minions and traps and stuff, and I've only got one point left for the wizard himself. He's surrounded by crackling energy, the sky opens up and so forth, but I've only got a 1 — you extract your vengeance. I've played my pieces, and that's how it came out.
This is not a hybrid. This is long-form Conflict Resolution.
Fred, what I hear you saying is, "Conflict Resolution is obviously required for functional play. I just don't like the short form CR type from PTA or Shock: (which can have multiple conflicts in a scene, but it's not usually more than two)" That's not a difference between CR and TR, though. Everything you're talking about that is function is used to resolve entire conflicts. There only question is the amount of detail, and that's a design-level variable that addresses aesthetic, not functional, goals.
(I'm really, seriously not saying that the system I just described is good. It's just an example of the scale of a Conflict being well beyond one little scene.)
Posted By: Landon DarkwoodI now dub the following statement the Hicks Principle:
"Player intent is a necessary factor of resolution. All other considerations are merely matters of pacing and scale."
So, that task resolution that *doesn't* factor in player intent? You know, when the GM doesn't think the information's in the safe and runs a full Safecracking roll w/ modifiers anyway? That needs a new term. I think Fred would probably like, "suck-ass play".
Posted By: Joshua A.C. NewmanFred, you're just talking about different scales of conflict resolution.
Posted By: SupplanterThe PLAYER would like to have his character be able to forge the signature.
The CHARACTERlacks any interestin forging the guy's signature.
In the search upstairs example it doesn't SOUND like it's the case that
The PLAYER thinks the guy may have a connection to the murders.
The CHARACTER has no suspicions on that score.
Posted By: xenopulseSo in this style of play: You are not told anything that your character doesn't know, and all of the important information is prepared or randomly assigned via certain probabilities. These two aspects are important because they are considered necessary for you to play your character properly and simulate what the character would really do. There's a whole sleuth of issues here that have their foundation in the rub between "playing to win" and "playing to simulate" (which many non-theory-heads try to describe as the roll-v-role issue). But only the first one--being told wheter/how to address the goal--stands in the way of CR.
"Sometimes a player will say, "I look around the room. Do I see anything?" and sometimes she'll say, "I look into the room, knowing that I just saw a kobold dart inside. I look behind the chair and the table, and in all the dark corners." In both cases, the DM replies, "Make a Spot Check.""
-- DMG 3.5, "General Versus Specific", pg 32.
Fred, the thing that's different is that task+task+task+task does not necessarily add up to resolution of intent.
Mark's right.
Fred, what's going on is that you have a perfectly functional mode of play, and you're assuming that everyone plays like that. You're taking a generous reading of game texts because you've found an excellent technique by which you play and have perceived that playing otherwise stinks.
Here's what is probably obvious to you:
Task Resolution: It resolves tasks only. They may or may not result in furthering the conflict. The input from the task into the conflict is entirely a matter of whim, taste, social pressure, or whatever. The point is that it only resolves tasks.*
Conflict Resolution: A system of resolving conflicts. This may be a function of resolving tasks, weighing player interests, randomness, or whatever. You know, however, that it resolves the conflict.
This is not a dichotomy. One is a method of resolving conflicts. Another is a method of doing things that probably add color and may effect resources, but don't resolve the conflicts.
(Incidentally, what I said about the cycle of conflicts in PTA and Shock: is an oversimplification: There's another scale of conflict that both have: PTA's issue resolution is season-scale conflict resolution, as is Story Goal resolution in Shock: where it gets addressed completely once a game for short story one-shots, or every few episodes for longer games.)
*This is not a problem in a dungeon crawl situation because killing the critter is the conflict itself. You get XP, you get its goodies, whatever. The issue comes up when you start pushing the game beyond its design specs: "I don't want to kill him. I want him to be afraid of me. How many hit points does he have to lose before he runs away to tell his master, so I can follow him to find out where his master is?" Bhuuuuhhh... 50%? How about 50%. Uh, rounded... down. Then he'll run away... I don't know if he'd run to his master, though....
Posted By: Matt_Snyder
EDIT: Fred, after re-reading, I think I'm getting what you're saying now. And, really, I don't disagree with your objection of the use of the term "task". But, at the same time, you're not really addressing other things brought up in the thread, and I'm curious to hear what you think of those things.
Posted By: Matt_Snyder
Seriously, people, stop DEFENDING "task resolution" because you think it justifies your fun. HEre's what I mean:
Yeah, I totally, 100% agree with Fred's meaning. And I agree that, upon closer inspection, the terms have baggage from their origins that is misleading.
Task-only resolution is a frequent tool of dysfunctional play, particularly in a system like D&D, where you infrequently gain from a conflict (only when you level or get goodies better than what you've got, or sell the goodies that aren't), but almost always lose resources (HP, potions, spells). That means that, if I want to keep you guys from going somewhere, I can grind, grind, grind away your resources by having lots of rolls that cost you a little bit each time. Or we can play out exactly the same fiction with fewer rolls, if I want you to go that way. Because it's a tool for that kind of crap, it very reasonably came under suspicion. But, really, the issue is that the GM is responsible for for both fairness of the environment and the opposition (DUH), and that fact gives the GM authority over the value of the players' actions.
BTW, I think that the explicit stating of stakes isn't inherent to intent-relevant play. You can arrive at character/plot/relationship/&c.-relevant stuff through any number of functional methods. If all my resources are people I use, and my decisions about them determine mechanically whether they benefit or are harmed by the fictional events of the game, this game probably doesn't need explicit stakes. The stakes are my relationships with those people. I can charge into conflict, not knowing at all what will come out, perhaps not knowing what the fight's about, and the result of the conflicts will be the stuff I care about. The "intents" (as I call them in Shock: and Fred is callng them here) are written down. That stuff is always staked. That requires some very serious mechanical support, I think; it can't just be duct taped on.
Posted By: Matt_SnyderDo you sense, from anyone, the need or the atmosphere that task resolution needs defending.
Posted By: MertenTask resolution/intent-irrelevant resolution works better with style of play that builds upon staying in the context of the character.
Posted By: buzzI'm still not sure I buy this. Based on Fred's perspective, I don't see why it should matter. How is relevance of intent at odds with immersion?

Posted By: buzzPosted By: MertenTask resolution/intent-irrelevant resolution works better with style of play that builds upon staying in the context of the character.
I'm still not sure I buy this. Based on Fred's perspective, I don't see why it should matter. How is relevance of intent at odds with immersion?
Posted By: iagoWell, to point at the above diagram, I can get my immersion in the first column with ease, the second column with only marginal difficulty, and the third one -- for me, at least -- only in the first row of the third column. Soon as you take me to scene-based stuff where my intentions directly translate to what gets resolved -- then I've stepped out of character stance and gone into author or directorial stance pretty much as a given, I think.
Posted By: iagoThough p'raps you mean "Organic" in a different way than I would. I think I would use it to mean that I set the level of granularity "in a fashion which seems appropriate to the moment".
So, you play totally opaque, eh? Interesting.
Posted By: Merten
I think we mean different things; I mean organic in a sense that it resembles human interaction as closely as possible - "scenes" tend to be very long, because they mostly consist of dialogue (and description of physical activities) and time flow pretty much follows the flow of real time (or slower, because everything has to be described verbally). There are no scene changes as such, rather skipping over parts which are not intresting - that would be, sleeping through a journey or something else just not happening.
I think it's best explained by comparing it with LARP. In LARP, real time and game time matches because of the physical reality - you do stuff and you speak, like you would outside a game. The immersive play style around here pretty much shares the same ideals and is heavily influenced by LARPing; the match is not one one one, because the lack of physical correspondency gives you some freedom of movement. That freedom is used if necessary; if not, the actual play is pretty much the same, except that physical activity is replaced by either description or resolution. And of course the freedom to potray things that could not be achieved in physical reality, like superpowers - this is where we start coming down to visit box the boxes in first row.
Opaqueness (it's hardly ever total and is in any case dictated by whatever is prepared before the play - if a character is desrcibed to be strong as a bull, he is, which is a kind of a resolution in itself) comes from the same place. Majority of LARPs lack a resolution system or have a very simple one. Thus the players have pretty much learned to live without one and rely on their own judgement of what happens (is that a "player fiat"?). GM resolves interaction with things other than players, if needed, because unlike LARPs, tabletop play needs NPC's and imagined physical reality. Again, visits to first row, if needed. Depends, really, on the amount and scale of physical activity.
Posted By: iago
Whenever you engage the resolution system (of player fiat or GM determination) you're resolving *specific actions*, e.g., "I'm trying to knock this guy out; he doesn't want me to." That's a task. Note that the granularity of resolution axis only talks about the "single unit" scope of play that's getting resolved in a single iteration of the resolution system. In your LARP, you're never resolving an entire scene with a single iteration of player or GM fiat, right? It's individual actions.
... which is pretty light-shedding for me. I'd totally failed to consider that LARP falls into the Opaque Tasks intersection on the grid. Though one could argue that you could at least go to Clear Tasks in a LARP -- for example, when that GM walks over to arbitrate the fisticuffs, it might help to be clear about your intents, since the GM might not've been around to experience the context in which the fisticuffs arose.
Posted By: Mark WBefore we go too far off into the weeds, isn't it the case that thereisresolution at work in the LARPS Merten describes, it's just that it's unstructured-drama? Or is it literally the case that no points-of-resolution (places where there is more than one plausible-and-interesting outcome) are encountered? Or are they avoided as much as possible?
Posted By: Mark WHow aretasksresolved when there is no single obvious outcome? I recognize that there's a strong attempt to do it through mimesis, by letting character abilities more -or-less directly map to player abilities, but there must still be situations where you don't have a sufficient mental map of the character to answer a "what would happen" question with certainty, right?
Posted By: Elliot WilenCommunities of Practice (paging Jonathan Walton!), i.e., people who've become accustomed to working together, tend to be better at signaling intent than complete strangers. I mean that they're more capable of signaling intent without having to resort to overt or formal signals.
Posted By: Elliot WilenFinally, while column 3 in Fred's chart obviously guarantees that the player's intent won't be arbitrarily voided (at least once the conflict has been defined), columns 1 & 2 don't amount to "the GM runs everything" unless you add one more ingredient: the GM has decided to run everything.
Just to chip in here without having read the whole thread:
Thanks for hashing this out, folks. The conversation has clarified for me a) why I like FATE so much instinctively (haven't fully played it); b) how to play FATE without my previous baggage; and c) clarifying for me that I now prefer Fred's terminology.
This isn't to say "Fred wins teh thread!!" as much as "this thread has added a lot of value to my understanding of gaming." And it's done so in a revelatory way I haven't experienced since my early Forge days (when I had lots more bunk thinking to clear out), and after that, Vincent's blog. Kudos!
--JB
Well, awesome!
I want to say here that Fred's revelations, whatever their origins, are identical to the conclusions of the Forge in this matter. He's using clearer terminology (having come at it from a different, and coincidentally more intuitive angle), but he's saying exactly the same thing and Vincent et al. I think he understands this because he understands the process of play very well and as a result, he understands RPG design very well.
Matt, I'm disappointed that you don't think I'm at least a little like Groucho Marx on methamphetamies.
Posted By: JDCorley
d20 non-combat: Varies considerably. Social skills like Diplomacy, Bluff, and Disguise absolutely require the player to clearly state their intent, because they aggregate extensive social exchanges. Diplomacy, for instance (http://www.d20srd.org/srd/skills/diplomacy.htm) lists possible actions that you could be steering the NPC towards: "I want this guy to help us out but he doesn't have to put himself on the line, just give us information". That's a clear intent and from the chart, it indicates you need to get him to Friendly.
Posted By: JDCorleyUm....okay, I'm still baffled. So you're saying that because the player might have picked the wrong person, or because the GM can switch up the wrongness or rightness of ther person without anyone knowing, that player intent is not used in Diplomacy checks?