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    • CommentAuthorJesse
    • CommentTimeMar 6th 2008
     # 1
    This post is going to be the hardest to write because in some sense this is where I stop telling you how to play chords and start telling you how to compose music. This is a serious look at how the mechanics of Sorcerer touch the narrative. Just what is the toolkit designed to DO? Here’s the answer as best as I can put it: The Sorcerer mechanics are designed to first establish non-obvious details of situation and then to transform that situation into an unexpected new situation.

    Let’s look at the core pieces one at a time.

    The bonus dice at first look like GM bennies awarded for good player behaviors. That is not the case. In practice they operate a little more like fan mail in Primetime Adventures. Basically bonus dice should be awarded for establishing details of the situation that in some way creatively stir the group. Yes, the GM is the arbiter of this but if something makes a player go “Oooooooo” or “Oh crap!” it’s worth a bonus die and if the GM fails to notice (as I personally am prone to do) then the players should say something.

    Bonus dice are not about long winded narrations full of purple prose or sound and fury signifying nothing. The things that usually earn bonus are stuff that actually establishes details of the situation that add nuance to the conflict at hand that was not immediately obvious. Such nuances are often cool pieces of tactical and logistical texturing. This is why they apply to the immediate role at hand are not stored up like Fan Mail because they are about refining the details of the here and now situation. I’m not just hitting you with a crowbar, I’m holding it with both hands and thrusting it spear like into your chest.

    These details are important because they make answering questions that may arise later easier to answer. The clearer picture we have of what the character is actually doing the less confusing interpreting later rule applications become. In some sense it narrows the acceptable narrative space.

    Helper rolls as previously stated are about resolving larger chunks of ambiguous situation space. Do I know anything about the demon? Are there men loyal to me in the area? Is my dragon style better than your chicken style? The degree to which the answers these questions are useful are of course measured by the victories scored on the roll.

    It should be noted if the answer to any of these questions are obvious from previously established fiction then no roll is needed. For example it might have been stipulated early on that the character has never been to this area in his life. Thus the question, “Are there men loyal to me in the area?” is pretty pointless. The answer is an obvious, “No.” This applies to things the players may not know. For example, it might be part of the GMs pre-play prep that the entire village is really a hallucination generated by a demon. It’s perfectly fine for the GM to just say, “No” because he knows that the village isn’t real. But if judgment call is needed to answer the question then it should be decided by the dice rather than fiat.

    Now here’s the part where the creative context of the group matters. Let’s say I sequester myself for two hours reading the Necronomicon for two hours before performing a summoning ritual. Is this a bonus die situation or is this a helper roll situation? Frankly, it could be either and which it is depends on the groups’ investment in this bit of description. You kind of have to trust me when I say that in the context of play it is usually pretty obvious but I know that won’t be satisfying to everyone so here’s a guideline. If the purpose of the description is just to show the character’s process of summoning it’s probably a bonus die. If on the other hand, the purpose of the narration is to glean information that will then be applied in some manner to something else, then it’s probably a helper roll.
    • CommentAuthorJesse
    • CommentTimeMar 6th 2008 edited
     # 2
    At this point we have the details of the pre-roll situation. From this point the mechanics are about transforming those in motion details into a new situation in a meaningful manner. Any single die roll gives us two pieces of information the direction the narrative is going and the degree to which that direction matters. In some sense Sorcerer die rolls are story vectors giving us a direction and a magnitude. At this stage any ambiguities in the situation can often be resolved by comparing dice or applying victories.

    Example of Comparing Dice

    Imagine a situation in which two characters are wresting on the ground a third character wishes to strike down on the tussle. The third character is clearly unconcerned with which of the two wrestlers actually gets struck. Let’s say that the striking character’s action comes up first. Which of the two wrestlers gets struck?

    Here’s one solution: Since everyone rolls at once we can compare the dice pools of the wrestlers. Even though their actions have not happened yet we can see “who has the upper hand” at the time the striking blow comes in. That is the wrestler who gets struck because we can say with confidence that he is on top of the dog pile at the time of the strike.

    Example of Applying Victories

    Bob wants to shoot Carl. Carl wants to pull Alice in front of him to use her as a shield. We’ll leave Alice’s action out of it to keep it simple.

    Let’s say Carl comes up first and Alice fails to defend so she gets dragged in front of Carl. The obvious application here is to take the victory dice from Carl’s action against Alice and roll them over to his defense roll against Bob’s shot. Let’s assume that Carl’s defense roll is successful against Bob’s shot. But here’s a perfectly obvious question with maybe a not so obvious solution: Does Alice get shot instead? Do we have anything at out disposal that could answer this question for us so that we don’t have to rely on fiat?

    Yes, we do. We have the victories from Carl’s defense roll against Bob’s shot of which Alice’s role as human shield was a part of. We can take those victories and immediately apply them as mid-round attack on Alice. Notice that how Alice narrates her defense against getting shot herself could have a rather significant impact on the situation. If Alice says something like, “I throw myself to the ground dragging Carl with me if I have to” and she succeeds in defending against the bullet it might very well be the case that Carl is now prone on the ground, a situational transformation that wasn’t even part of the apparent possible outcomes at the top of the situation.

    Some of you might be asking where in the rule book this miraculous application of mechanics is listed: A secondary mid-round attack? Where is THAT listed? It isn’t. It isn’t because this isn’t a separate rule. Nor is it something I just made up. It’s an example of the application of currency. And that is the artistry of playing Sorcerer: learning to use the currency to resolve ambiguities in the situation without falling back on fiat. That is what takes practice.

    Even more so there may be more than one way to legally resolve that ambiguity and which of the options is more appropriate depends entirely on the greater creative context of the narrative. I alluded to such a situation in my post about conflicts with inanimate objects. Consider the gun lying on the ground that a player wants to pick up. When that action comes up does he just pick it up unhindered his with roll effectively only establishing when the action happens relative to the rest of the situation OR does the gun in some way oppose his attempt? The question relies entirely on the greater creative context of the narrative. Again, I can only say that it’s usually fairly obvious in play but I’ll offer up another guideline. Where is the groups’ investment in the gun? Is what’s at stake in the greater narrative just whose hands the gun ends up in? Or is it more like the opening scene of Indiana Jones and The Temple of Doom where we’re interested in watching the gun run around a bit like the diamond?

    Now let me touch on one more aspect of the system that I haven't previously dealt with: Total Victory. We’re back to adding depth and detail to the situation. By design Total Victory has no mechanical effect. Instead it allows a player to add another level of situational detail to the outcome of a conflict. If the character was swinging a crowbar at the enemy’s head and score total victory did he break his jaw or gouge his eye out? Again, it’s about narrowing down that narrative space with more detail that will seriously inform follow up narration and rules applications.

    I have no idea if I’d made things clearer or more confusing but this is my best shot at explaining how the rules and the narrative interact.

    Jesse
    • CommentAuthorAlan
    • CommentTimeMar 6th 2008
     # 3
    I posted to the Forge stumbling toward a similar understanding about In a Wicked Age.

    "The narrations are chained together by the context and logic of described events. The last surviving description sets up the action that must be addressed by negotiation when proposing consequences. The severity of that final action demands to be addressed, so the nastier it is, the more pressure on the loser to give more."

    [IaWA] Why narration matters
    • CommentAuthorMoreno R.
    • CommentTimeMar 6th 2008
     # 4
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008
     # 5
    Posted By: JesseEven more so there may be more than one way to legally resolve that ambiguity and which of the options is more appropriate depends entirely on the greater creative context of the narrative.


    Who is the arbiter on what is appropriate to the greater creative context of the narrative?
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008 edited
     # 6
    Posted By: Josh Ballyhoo Roby
    Who is the arbiter on what is appropriate to the greater creative context of the narrative?


    The answer to all your questions is always going to be the same: It's the music metaphor. It's about call and response among an ALREADY creatively synergistic group. Sorcerer wasn't designed with the idea that total strangers would play together.

    If it helps, the GM very much has a leadership role, which is different from "control." For example, Sorcerer strongly recommends that the GM comes to the group with a strong aesthetic vision that the other players buy into, such as the outlines for my Gothic Fantasy setting I carry around with me. This is analogous to someone saying, "I'm starting a Rock 'n' Roll band."

    If someone suddenly busts out The Blues in the middle of my Rock 'n' Roll band, it's an obvious and easily corrected social blunder.

    Jesse
  1.  # 7
    I suddenly wonder whether the playing in a band metaphor makes sense to people who have never played in a band? It makes totally sense to me, but I have loads of experience with playing in bands, both improvisational and sheet music stuff, but what if you haven't?

    I sense Josh hasn't, so Josh, is that metaphor completely wasted on you? Are you just "Yeah, yeah, right, here we go again" when it pops up, simple because you can't relate to it?
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008
     # 8
    Posted By: Per FischerI sense Josh hasn't, so Josh, is that metaphor completely wasted on you? Are you just "Yeah, yeah, right, here we go again" when it pops up, simple because you can't relate to it?


    More or less, yeah. Consensus from thin air! Happens by magic! Not by the boatload of assumptions and social power games that rules every other instance of a group coming to consensus "without" a process.
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008
     # 9
    Posted By: Josh Ballyhoo Roby
    More or less, yeah. Consensus from thin air! Happens by magic! Not by the boatload of assumptions and social power games that rules every other instance of a group coming to consensus "without" a process.


    Josh,

    1) There isn't a total lack of process in Sorcerer. That's what this very thread was about. Showing how each of the individual pieces narrows down the legitimate creative choices. You've got key, tempo, maybe even a basic riff, the roles of the actual instruments themselves but at some point someone's got to dive in and make music.

    2) A band is not a board room meeting. In a board room meeting although there's a group agenda often personal agendas confound that, such as wanting to cover your own ass and shift blame and responsibility away from yourself. That might happen to a band as a commercial entity but it usually doesn't happen in an actual instance of music making if everyone is really committed to the music.

    3) It isn't perfect. Yeah, sometimes someone calls, "Hold it! Hold it! And turns to the bassist and says, dude, what's with the Ray Charles act? Could we maybe have a little more Clapton?"

    Jesse
    • CommentAuthorptevis
    • CommentTimeMar 7th 2008
     # 10
    At this point the metaphor is obscuring the point rather than helping it for me.
    •  
      CommentAuthorHituro
    • CommentTimeMar 7th 2008
     # 11
    If your group already has a strong and creative (and co-operative) agenda, what do you add by having dice to guide your creativity? I am sensing that it is *not* random change, or neutral arbiter, or the other things dice are usually good for, so what is it?

    And I'm confused by the hatred of fiat. In a strong creative co-operative group fiat is not a bad thing. Why does a random dice roll have a better perspective on who has an advantage, and how much of an advantage, than intelligent humans?

    Of course I know the answer in *general* : people are often idiots, player interests get conflated with character ones and go at odds with each other and so on. Most games have dice (and GMs) to arbitrate where such conflicts and idiocy appear, but when your group is already in marvelous synch, why do you need them? If all you are doing is adjuducating the edge cases where advantage is not obvious then Amber's "highest score wins" does fine, so why the dice and currency here?
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008 edited
     # 12
    Hey David, quickly, I have no problem at all with fiat. I have big giant city-stomping problems with mechanics that loudly proclaim to the world that they defeat fiat while simply masking it behind a screen of dice.

    Posted By: Jesse1) There isn't a total lack of process in Sorcerer. That's what this very thread was about. Showing how each of the individual pieces narrows down the legitimate creative choices. You've got key, tempo, maybe even a basic riff, the roles of the actual instruments themselves but at some point someone's got to dive in and make music.

    Okay, give me an example of something that you can do or say in a Sorcerer game that narrows down my legitimate creative choices. Please.

    2) A band is not a board room meeting. In a board room meeting although there's a group agenda often personal agendas confound that, such as wanting to cover your own ass and shift blame and responsibility away from yourself. That might happen to a band as a commercial entity but it usually doesn't happen in an actual instance of music making if everyone is really committed to the music.

    Thanks for using negative and cowardly examples in the already-stigmatized board room example, Jesse. Come on! How about "I think we should focus our resources in Endeavor X, and you think we should focus our resources on Endeavor Y?" Let's call the resource time and Endeavor X the plotline where I confront my father and Endeavor Y the plotline where you kill the big bad. What does Sorcerer do to help us choose which scene we do next?

    3) It isn't perfect. Yeah, sometimes someone calls, "Hold it! Hold it! And turns to the bassist and says, dude, what's with the Ray Charles act? Could we maybe have a little more Clapton?"

    Yeah, I'm with Paul, at this point.
    •  
      CommentAuthorPer Fischer
    • CommentTimeMar 7th 2008 edited
     # 13
    Posted By: Josh Ballyhoo Roby
    More or less, yeah. Consensus from thin air! Happens by magic! Not by the boatload of assumptions and social power games that rules every other instance of a group coming to consensus "without" a process.


    OK. I wish I had a better metaphor to pull out of a hat, but I really haven't. One thing, though, playing improvisational music in a band is not about "consensus" as I understand the term which is "some kind of agreement". If you and your fellow musicians are trying to come to some kind of agreement, it's not going to work. You HAVE to go out on a creative limp, put your own creative power at risk. Yes, you have the chord structure of the song, you perhaps have the melodi and some kind of premade agreement on how many verses, choruses, breaks, bridge, and suddenly: OK, you solo! AH!

    When something works in music, we call it "the groove" or "it grooves". That's something you feel. There's no way to re-create that groove by playing something exactly the same way as you did when it grooved the last time. But you can record the sesssion and play it back, and if it grooved originally it will still groove whe you listen to it. It's almost impossible to groove with yourself playing all the instruments - listen to a Prince studio recording and then listen to the same song with Sheila E on drums - different worlds.

    The jazz trompet player/band leader/composer (and painter) Miles Davis explored this "landscape" extensively in his entire career from the 1940s until his death in 1991. He developed an interestingly technique to stress his band members to perform their best (most creatively). Let me try to explain, if you are still reading at this point ;)

    When faced with this challenge of soloing for example, in a band, musicians of course use a number of tricks and techniques, just like we do as roleplayers. Musicians practice their skills, they test ideas beforehand, often on their own or when practising, so when they have to perform for real in front of an audience they have something to fall back on. But then, when a solo that should be improvised or original comprises only rehearsed licks and ideas, then it can be a bit, well, bland perhaps. Eddie van Halen kicks out some astonishing short 8-bar solos, fx, but they are rehearsed down to the smallest detail. Great craftmanship and skill, but maybe a bit bland creatively.

    Miles Davis solved this in a very straightforward way. He would simply let the musician in the spotlight (the soloist) play himself dry, let him use every single old idea and stored snippet the guy could dig out of his arsenal. And then he would place himself in front of the now stressed musician only waiting for the signal for the solo to be over and urge him to continue. Play on. An magic stuff happened.

    Apologies for the babbling :) and EDIT: crossposted with lots of people :)
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008 edited
     # 14
    Posted By: Josh Ballyhoo Roby
    Okay, give me an example of something that you can do or say in aSorcerergame that narrows down my legitimate creative choices. Please.


    Without a greater play context this question is almost impossible to address but I can try. Let's stick with the man in the woman in the bar because I like the example.

    Let me clear that the first roll does not accomplish *nothing*. As the player of the woman it gives me a really vital piece of information. The man walks up all flirtation and friendly. The die roll tells me if the woman is moved by this at all. It does not constrain her BEHAVIOR as chosen by me but it does give me a new piece of information: is she or isn't she receptive to this guy at all. I HAVE to take that creatively into account but it's my call on HOW I creatively take that into account. If I just ignore it all together, I'm an asshole and not a socially functional participant.

    So, creatively I have two pieces of information. I know she likes the guy (as per the outcome of the roll) and I know she's terrified of her boyfriend. I decide that she's scared of this guy. He got past her emotional defenses. She's got to get away before she gets herself or this nice guy in trouble with her boyfriend I have her run away.

    Contrast that with what happens if the roll failed. She's totally unmoved by this guy AND she's afraid of her boyfriend. So I might STILL have her run away but before it was colored with desperation, and now it's more of a "fuck, you jerk" move.

    And that might be sustained through several sub-situation. For example consider the point where she tries to call the bouncer over. Let's say the guy's victory dice give out and she actually succeeds in getting the bouncer involved. The outcome of that FIRST die roll is still in play. To me that's the difference between a, "Hey don't hurt him Joe, just get him out of here." vs. "I hope you tear his arms off Joe." moment. Hell if the PC starts getting violent with the bouncer, that initial success might be the difference between her stepping in to prevent it and sitting back and letting the fight ensue.

    But it's true that there's no way for you the player to ENFORCE that on me. If I'm not taking it into account at all I'm being an asshole and not really playing the game. But it's still my creative call on HOW I take it into account. And in terms of rules or no rules, I'd really rather have that piece of information than not have that piece of information. Because at the top of the scene I'm squirming uncomfortably because ALL I have is her fear. I have no way to judge whether she is turned on or off by the guy's flirting. When such situations arise it is genuinely emotionally uncomfortable situation for me. But I either make that call in a vacuum or I turn to the dice which convert my unease into something useful.

    Now I'm not a perfect person. I make bad creative decisions from time to time and I forget things from time to time. The rules are no substitute for genuine communication. I have had games where someone has said to me something like, "Dude, she's being kind of hostile. Did my initial flirting success mean so little?" And as a socially and creative receptive person my response is usually either, "Oh crap! I forgot about that! Sorry, forget what I just said, this happens instead...." OR "No, I haven't forgotten. I'm getting to something trust me..."

    Does that help?

    Jesse
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008 edited
     # 15
    Okay... trying to fit my head around this.

    Cause right now, it seems like this isn't a resolution system at all. This is a system for throwing out tons of information, and the "resolution system" is always and inviolately in the hands of the players deciding what their characters do. I can use the system to keep throwing out tons of information about how charming, handsome, persuasive, and so on my character is, but at no point can I use the system to get what I want -- just put pressure on you to give me what I want.
    •  
      CommentAuthorHituro
    • CommentTimeMar 7th 2008 edited
     # 16
    *crossposted*

    So the dice are an(other) input into your creative process, nothing more?

    But if I hit you with an axe and put successes into damage and I give you creative input *and* mechanical penalties, why the difference?

    I think I am seeing why Vincent insisted that in IAWA there had to be *action* to invoke the dice, if you want to persuade someone of something then *do* something, because it sidesteps this issue of our discomfort at the thought that its perfectly acceptable for mechanics to kill us, but not persuade us.

    Personally I'm more inclined to say that the dice in IAWA should be used in exactly the same way if I browbeat, threaten, seduce, blackmail or otherwise verbally (or mentally) attack you. The mechanics are just as happy to give me consequences for that (a dice lost is a dice lost) as being hit with a stick. Why isn't that how it's done? Why isn't it done like that in Sorcerer?
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008
     # 17
    I don't see how the difference between a woman who is receptive to your flirtatious advances and a woman who isn't receptive to your flirtatious advances not something being resolved.

    Put another way.

    Declared Action: I flirt with her.
    Question on the Table: Is she or isn't she receptive to that?
    Roll dice -> Question Resolved.

    Jesse
    •  
      CommentAuthorHituro
    • CommentTimeMar 7th 2008
     # 18
    Posted By: Josh Ballyhoo Robybut at no point can I use the system to get what I want -- just put pressure on you to give me what I want.


    And there is exactly what I'm trying to say about how I am feeling it *should* work, there should be a mechanical backup to that pressure. "give me what I want or suffer a mechanical consequence, which do you want?"

    After all look at what happens in this situation above. If you keep pressuring this girl she is going to get upset (that's mental damage of some sort surely), and maybe have to leave the bar and go home and be miserable (which is mental damage too), or you have to resort to physical damage, which is where Jesse's example seems to keep tending too.
    •  
      CommentAuthorJohn Harper
    • CommentTimeMar 7th 2008 edited
     # 19
    Posted By: Josh Ballyhoo Robyat no point can I use the system to get what I want -- just put pressure on you to give me what I want.

    Josh, you've used Wicked a few times as an example of a functional resolution system, and your sentence above seems to describe it to a T.

    In the Wicked Age, you can't make anyone give you what you want, either. All you can do is kill them if they resist enough. Same goes for Sorcerer. Especially considering that all those roll-over victories that you've been husbanding can be pushed into a combat roll at some point if killing is how far you're willing to go.

    The difference you're seeing is that in Wicked, you can incrementally hurt someone, through Injury or Exhaustion. Which puts them at a mechanical disadvantage if they choose to resist you some more. Which, I would argue, is the same as having a 9:4 dice mismatch in Sorcerer due to roll over Victories. You're in a weaker position going forward and have to decide how much it's worth it to you. The combat and killing mechanic is right at hand, and we might engage it at any time now when things are not gonna go your way.

    Does that shed any light here?

    (cross-posted with David)
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008 edited
     # 20
    Posted By: John Harper (emphasis mine)
    In the Wicked Age, you can't make anyone give you what you want, either. All you can do is kill them if they resist enough. Same goes for Sorcerer. Especially considering that all those roll-over victories that you've been husbanding can be pushed into a combat roll at some point if killing is how far you're willing to go.


    Ah, John gets the golden carrot! There is something mechanical that you can do with roll-over victories!

    Now I have to reread the combat and damage rules...
    •  
      CommentAuthorHituro
    • CommentTimeMar 7th 2008
     # 21
    I was under the impression (wrongly?) that sorcerer only carried the roll overs into the next roll as extra dice, rather than piling them up for a future roll, but my reading was pretty quick. So each successive attempt by the target to resist has a fair chance of using up those bonus dice on failures and depleting your advantage. Is that the case? (I'd re-read, but I don't own :)
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008
     # 22
    Posted By: Josh Ballyhoo Roby
    Ah, John gets the golden carrot! Thereissomething mechanical that you can do with roll-over victories!

    Now I have to reread the combat and damage rules...


    Oh, dude. I didn't know you didn't know that. You can roll victory dice into ANY follow up action (within reason). It doesn't have to be the same arena of conflict or anything like that. They don't even have to roll over to your OWN roll.

    That's totally how you mix and match social and physical conflict.

    Bob wants to shoot Carl. Alice pleads with Bob not to shoot Carl.

    Alice goes first Bob chooses not to abort and defends with just one die. He looses but, again, isn't bound to any course of action, so chooses to shoot Carl anyway. Carl then gets ALL of Alice's victories over Bob as bonus on his defense dice as Alice clearly distracted or moved Bob in SOME hesitating manner.

    Jesse
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008
     # 23
    Posted By: HituroSo each successive attempt by the target to resist has a fair chance of using up those bonus dice on failures and depleting your advantage.

    That is my understanding.
  2.  # 24
    Yeah, David, you have it right. But if you go into a roll with the advantage, you at least have a chance to keep it moving forward. A reversal is always possible, though. So the question is, when you have a good pile of roll-over victories, do you jump into the fight right then? And can you? It has to make sense given what's happened before, or those victories aren't available to you.
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008
     # 25
    Hituro,

    Your understanding is correct. It's just if you're rolling more dice on your next roll than you did on your previous roll there's a higher percent chance that you'll score more victories to roll over to the roll after that. But yes, it's possible for a total dramatic reversal where you lose ALL of your advantage on a single roll and you're back to square one.

    Jesse
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008
     # 26
    Okay, so "giant pile of dice" is "I can kill you / fuck you up bad if I choose to." This is limited, yes, to physical damage?

    This puts a very different spin on the game -- the only thing always at stake is death, and the only weapon is the threat of death. I can dig it.
    •  
      CommentAuthorJohn Harper
    • CommentTimeMar 7th 2008 edited
     # 27
    So, okay. Hold up one second, Josh. I'm glad my post turned on a lightbulb, but there's still an issue here.

    Let's consider a situation. A father and daughter are having a disagreement. He forbids her to date a certain boy. She tells him to go to hell. Neither of these characters is willing to kill the other in order to win the argument once and for all.

    So, we ply out this conflict in Wicked and in Sorcerer. In both cases, no one gives in to the other's wishes (utterly or for good), and no one is killed.

    Is it pointless to use the resolution system in this case? I would say, in a big, loud voice, NO. I think the resolution system is going to give us all kinds of wonderful stuff to work with as it plays out.

    Agreed? In other words, we don't need final, binding, mechanical outcomes -- every single time -- in order to get value out of our resolution system.
    •  
      CommentAuthorHituro
    • CommentTimeMar 7th 2008
     # 28
    In Wicked, though, you can be mentally exhausted by the argument, there is a mechanical consequence

    (I'm loving this discussion but it's late and I must go to bed)
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008 edited
     # 29
    Posted By: John Harper
    Let's consider a situation. A father and daughter are having a disagreement. He forbids her to date a certain boy. She tells him to go to hell. Neither of these characters is willing to kill the other in order to win the argument once and for all. So, we play out this conflict in Wicked and in Sorcerer. In both cases, no one gives in to the other's wishes, and no one is killed.


    In Sorcerer, we play out the conflict and in the back of our heads, we know that it can, at least mechanically, escalate to death. Father can ground her, she can declare she's going out the kitchen door anyway, he can attempt to restrain her bodily, and she can grab a kitchen knife, and so on. We don't have to go there, but we know it's there as a possibility. Absolutely, yes. I'm on board.

    In Wicked Age, we play out the conflict: We go all three rounds of dice, and one of us ends up with the stick. We can negotiate whatever results we like between the two characters, and in the back of our heads, we know that the stick can be used to bring you one-third of the way to story-irrelevance (ie, "death"). We can use the dice over and over again in the same father-daughter spat, and if the stick gets used three times on anybody, they're out of the game. We don't have to go there, but we know it's there as a possibility. Absolutely, yes. I'm on board.
  3.  # 30
    Communication! On the Internet! We totally win.
  4.  # 31
    Wait. That's it? Josh didn't know the rules?
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008 edited
     # 32
    Yep. :)

    Clarification and communicaton: it's there if you want it enough.
  5.  # 33
    Remind you to ask you pointed questions before I get caught up in your confusion next time. Yikes!
    • CommentAuthorptevis
    • CommentTimeMar 7th 2008
     # 34
    Posted By: Christopher KubasikWait. That's it? Josh didn't know the rules?


    This is Sorcerer we're talking about.

    More charitably, and just as true: these are roleplaying games we're talking about.
  6.  # 35
    Well, it does say in a nice clear font, in black ink on white pages, that any victory dice gained can be rolled over into any next action. There are plenty of obscure moments in Sorcerer. But that isn't one of them.

    I'm sorry. I find myself once more thinking: "The Internet. How stupid is this thing?"
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008
     # 36
    I don't know if I've ever made a character decision in Sorcerer because the possibility of escalating to physical violence was looming over the fiction... but whatever makes it work for you I guess.

    I still think the distinction between receptive to flirting vs. not receptive to flirting is a significant and non-trivial systemic contribution.

    Jesse
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008
     # 37
    Well, the system seems functional to me now, at least, which is quite a bit different than sounding interesting. As Per said, probably not a tool I need -- but I'm glad I understand it better.

    At the risk of prolonging the discussion, does the system really tell you if she's receptive to the flirting or not, or does they system tell you that the player has an advantage, and you interpret that as receptivity, but could as easily interpret it as her being intimidated by him, or drunk, or gullible, or any of a dozen other things?
    •  
      CommentAuthorJohn Harper
    • CommentTimeMar 7th 2008 edited
     # 38
    The system tells you who has the advantage, yeah. But, since the system is engaged in a specific situation, with specific actions taken by the characters, you're not assigning meaning out of the blue. You don't say she's intimidated or drunk without that being established as part of play.

    And "has the advantage" is a mechanical thing, but the fictional consequences of the roll are the resolution. That's why we're not just doing pass/fail task stuff here.

    The initial roll (the man flirting) is very significant. It provides resolution, and may even be the only roll we make. We don't have to drive to complete, final (or deadly) results in order to get meaning from the resolution system.

    "She seems like she's into you, but suddenly pays her check and leaves," is totally conflict resolution. The status quo has changed. Whatever happens next isn't just a do-over or attempting the same task again. What do you really want out of this? becomes a question that drives play in a big way.

    Like, "But what I wanted was for her to sleep with me!" Okay. You won the initial roll when you flirted with her. She thinks you're cute. But she is a person with her own mind and goals. She doesn't want to sleep with you. Or, at least, not right now from this interaction at a bar. Now what? Do you want her to sleep with you so badly that you will force the issue? Cajole, dominate, control, threaten or whatever it takes? The system will push us further and further to find out. But, absent the threat of force on some level, there's no mind control. No guaranteed outcome to win with a die roll.

    Instead: Action -> Result -> Consequences. New Action -> Result -> Consequences... and so on.


    EDIT: And, to move away from the force issue, those victories you won on the flirting contact can certainly be kept for some future scene in which you see her another time and try to make a further connection, in a more normal dating way rather than the immediate conquest thing.
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008
     # 39
    Josh,

    Intent matters. Intent just can't extend across the table to playing the other person's character. If your intention is to be friendly and endearing and you win the roll your character's actions are accepted as friendly and endearing but it's still up to me how the character REACTS to being endeared. In the above finding the man charming actually ADDS to her fear.

    So, no, being intimidated by a character who is genuinely trying to be friendly and well-liked isn't really appropriate.

    Jesse
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008
     # 40
    Posted By: John HarperThe system tells you who has the advantage, yeah. But, since the system is engaged in a specific situation, with specific actions taken by the characters, you're not assigning meaning out of the blue.


    Cross-posted with John and his is the better answer.

    Jesse
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 7th 2008 edited
     # 41
    John, I can see that -- I wonder if it's always so plain what is appropriate given the situation created/revealed thus far. The girl at the bar is pretty straightforward, but I can see a situation where the player's approach does not make clear that he's just trying to be charming and whatnot. If he "comes on strong" it wouldn't be too hard for the GM to misunderstand and think he was trying to intimidate. Alternately, in something like diplomatic negotiations, what the player intends to be a subtle implication of one thing might be misconstrued as a threat or worse.

    Can you two clarify for me the difference you see in "intent" and "stakes?"
  7.  # 42
    Posted By: JesseI don't know if I've ever made a character decision in Sorcerer because the possibility of escalating to physical violence was looming over the fiction...

    How often do you consciously consider the threat of death in your social interactions? Because that's the ultimate recourse of any culture - I continue to contend that the degree to which a culture is "civilized" and the degree to which the threat of death is removed from daily life are strongly correlated.
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008
     # 43
    Intent as it is used here and in Sorcerer operates on the scale of force of action. Which is not the same as task, we're just talking about small scale conflicts. That leaves the Uber-Agenda (generally the realm of Stakes) a) mailable and b) often unarticulated.

    For example you might go into the scene intending to get the woman to go home with you (that would be the Stakes in PtA or Dogs) and towards that agenda you open with flirtation with the intent to endear her to you. But as soon as the stuff about the boyfriend comes out you might very well abandon that original idea of trying to get her to sleep with you and move to something else. Again this often happens silently.

    As the situation moves from conflict-to-conflict within a situation what would normally be the Stakes in PtA or Dogs is likely to change rapidly.

    This is usually clearer in a fight scene. The mechanics will only resolve the individual physical clashes but the fight is generally *ABOUT* something else (that would be the Stakes in PtA or Dogs) and that thing can often change a few times over the course of a fight (unlike in Dogs or PtA). More importantly the narrative details of those physical clashes often reflect what the fight is about and signal when that something has changed.

    I don't 100% see it as just an issue of scale, but it is 95% functional to think of it in those terms.

    Jesse
    •  
      CommentAuthorJohn Harper
    • CommentTimeMar 7th 2008 edited
     # 44
    Intent: I want her to be attracted to me. (Action: I flirt with her and say funny things)
    Win! I flirt really well and say funny things. Is she attracted to me? Maybe so. (bonus dice!)
    Lose! I flirt really well and say funny things. Is she attracted to me? Probably not. (penalty dice!)

    Stakes: I want her to be attracted to me. (Action: I flirt with her and say funny things)
    Win! She's attracted to me.
    Lose! She's not attracted to me.

    Intent: I want to kill him! (Action: I shoot him)
    Win! I shoot well! Is he dead yet? He might be.
    Lose! I don't shoot well! Is he dead yet? Nope.

    Stakes: I want to kill him! (Action: I shoot him)
    Win! He dies.
    Lose! He lives!

    Intent: I want to look cooler than Joe! (Action: I run the race faster than him)
    Win! I run faster! Do I look cooler? Probably.
    Lose! I run faster! Do I look cooler? Probably not.

    Stakes: I want to look cooler than Joe! (Action: I run the race faster than him)
    Win! I look cooler than Joe.
    Lose! Joe looks cooler than me.

    ----

    In all those Intent cases above, the "probably" bits are represented in the mechanics with bonus/penalty dice to related actions carrying forward. After the race that I won, when Joe and I both try to get our classmates to vote for us for class President, I have bonus dice in my roll and Joe doesn't. Did I actually look cooler? Depends on how things go down in the fiction, how people respond -- but we know for sure that I carry an advantage away from our foot race, and that is reflected in the fiction based on how my bonus dice help out (or not).

    We resolve the small-scale conflicts which change the situation and lead to different future conflicts where someone might carry an advantage. Do we ever ultimately decide, once and for all, if I'm cooler than Joe? Maybe. But the dice don't tell us all at once. It's over time, over a series of fictional events (affected by dice outcomes) that we might come to a judgment as s group and choose to stop pursuing it via conflicts and dice results.

    Going back once again to Wicked: I want to be the hero of the village! Okay, that's your goal or intention here, but do you turn out to be the hero after all? We don't know after the dice hit the table. We only know after many interactions, where advantages are won and lost, and the cumulative fiction (affected by dice outcomes) lets us make a judgment.
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008 edited
     # 45
    John,

    I have to disagree with you. Losing a roll in Sorcerer does not mean you didn't perform well. In fact the text is very adamant about this. It just means that you don't get what you want out of your performance or it backfires in some manner.

    For example, in the running example the character might very well be extremely charming and friendly but losing the roll simply means the woman's fear of her boyfriend is so overwhelming she isn't receptive, maybe even threatened by it.

    Jesse
    •  
      CommentAuthorJohn Harper
    • CommentTimeMar 7th 2008 edited
     # 46
    Yes, you're totally right, Jesse. I was oversimplifying there for contrast.

    You have the option of performing badly when you lose a roll in Sorcerer, so let's pretend like I took that option in each case. :-)
    • CommentAuthorJesse
    • CommentTimeMar 7th 2008 edited
     # 47
    By the way, that's another distinction between task and conflict resolution. Task resolution often DOES measure performance. You roll well, you're charming and polite. You roll poorly, you're awkward and inelegant. In conflict resolution you can always perform what you're doing well, it just might not help your interests.

    Jesse
    •  
      CommentAuthorJohn Harper
    • CommentTimeMar 7th 2008 edited
     # 48
    Yep. I edited a couple to make that more clear.
    •  
      CommentAuthorHituro
    • CommentTimeMar 8th 2008
     # 49
    Posted By: Judson LesterHow often do you consciously consider the threat of death in your social interactions? Because that's the ultimate recourse of any culture - I continue to contend that the degree to which a culture is "civilized" and the degree to which the threat of death is removed from daily life are strongly correlated.


    Generally every time I have to deal with a drunk person, moreso if it is late at night, they have friends, and it is kicking out time at the pubs.

    But why should the mechanics only offer death as a stick? Why can't you model all those crushing social consequences too?