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Posted By: David Bergyour group will probably default to the fastest speed and least detail the group deems permissible for any given chunk of play.
Posted By: komradebobYou know, this would be really great if there was another band that covered "conflict scaling" to go along with the pacing, too.Not sure if "conflict scaling" = "resolution scaling", but if you click on the image you can see how the dial relates to resolution... Take a look, and if that's not what you're talking about, could you clarify?
Posted By: jenskotHave you tried a version where it is just Bullet Time -> Slight Slo-Mo -> Real Time -> Action Summary -> Scene Summary -> Multi Scene -> Episode Summary
Can I ask a bit more about some actual play use? Your example of two players having different desires for pacing sounds pretty interesting to me.My short answer is that the dial helps resolve differences only by highlighting, "Hey, this is a relevant dimension of play that we should interact with, instead of being passively dissatisfied." I've found that once the players know they can express their pacing desires, then they do, and things tend to get worked out well enough.
Also, can you tell me about how it interacts with skills use of characters? Here I'm thinking about the way something like a research, invention, navigation, or repair skill might tend to go with pacing on the right side, while something like combat skills or manuevers will tend towards the left side.There's two things going on, right? There's the in-game time scale of a resolution, and there's the play coverage of in-game time. The way these line up in Delve is specific: "what gets played" takes the lead and determines when skill rolls are or aren't made, and how much they cover. In another system, though, I could easily see letting skill-based resolution mechanics lead, and adjusting the pacing/detail of narration depending on whether a "real time skill" (like a single attack) or a "scene summary skill" (like "research") is being used.
Does this change at all how players build characters once they've used this track?For the Delve model, no. But for that latter model I just postulated, I could easily see how it might! If I was creating a character, I might well pick more "small-scale resolution skills" as a way of pursuing my general preference for high detail.
Or, how it might interact with any sort of scene-framing?This is huge. As a GM, this one of my favorite things about the dial. It lets me know when to flex my visual and atmospheric portraiture skills before a rapt audience, and when to quickly spit out the bare basics. I honestly wish my players used the dial more for this. Although, post-dial-use, they have made some definite progress in giving me verbal guidance.
Does a shift in pace on the track tend to also correspond with the engagement of some sort of resolution mechanic ( official or unofficial)?Shifting doesn't cause any particular mechanic to be employed right then and there. It just dictates, when the fiction calls for resolution, what scale will be resolved.
My short answer is that the dial helps resolve differences only by highlighting, "Hey, this is a relevant dimension of play that we should interact with, instead of being passively dissatisfied." I've found that once the players know they can express their pacing desires, then they do, and things tend to get worked out well enough.
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