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roleplaying:narrativetasks [2013/03/13 00:38] (current)
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 +======Task Resolution======
 +{{parent page=RulesNarrative}}
 +>>​=====Steps=====
 +   ​- ​ Define the conflict
 +   ​- ​ Determine the participants
 +   ​- ​ How much stress for each participant?​
 +   ​- ​ What resolutions are wanted?
 +   ​- ​ Bidding
 +    -  Each player may bid a trait for or against
 +    -  Player to player negotiation about strategy (ie prisoner'​s dilemma and plot points)
 +   ​- ​ Task resolved<<​
 +====Types====
 +   ​- ​ Character vs inanimate (i.e. defusing a bomb)
 +   ​- ​ Inanimate vs inanimate (i.e. weapon breaking weapon)
 +   ​- ​ Character vs character (i.e. an arguement)
 +  *  Aided by inanimate
 +  *  Aided by character
 +====Classes====
 +Some systems define task resolution to have specific set outcomes, and some systems use random factors to determine whether a task succeeds or fails. ​ Both styles weight the power of the outcome according to the skills and abilities (or power) of the protagonist and/or antagonist. ​ I propose a number of classes of task - from the characters must succeed/​fail"​ down to "it doesn'​t matter whether the characters succeed or fail"​."​
 +   ​- ​ Determined - No random factors. ​ The outcome is certain.
 +   ​- ​ Predestined - Very few random factors. ​ The outcome is certain within a set boundary (ie very successful to slightly successful).
 +   ​- ​ Weighted - Some random factors. ​ The outcome is weighted (usually by skill levels and abilities) for a particular success.
 +   ​- ​ Balanced - Some random factors. ​ Outcome is not weighted.
 +   ​- ​ Wild - Many random factors. ​ Outcome can be very different.
 +====Importance====
 +   ​- ​ Trivial - In general trivial tasks do not require any system to determine their resolution. ​ Climbing stairs when not stressed or not in a hurry.
 +   ​- ​ Minor - Usually uncontested and with little plot relevance. ​ Climbing stairs while being shot at or chased.
 +   ​- ​ Major - A task whose outcome determines the direction a plot goes. Or it could significantly change or injure the character.
 +   ​- ​ Climactic - A plot or character climactic event. Usually it ends the plot and may create another. ​ Or it could kill the character.
 +====Stress Resolutions====
 +Minor, Major or Climactic tasks may be resolved as stressful"​. ​ A stressful resolution is a method to create stress in the player who is attempting to resolve the task, and potential stress for the other players in the group at a future time."
 +Modelled after the [[http://​en.wikipedia.org/​wiki/​Prisoner%27s_dilemma Prisoner'​s Dilemma]] it is based on the concept of a player making a small betrayal now, can afford a big win later. ​ The asymmetrical nature of the payoff is based on the importance of the task.  The rewards for the betrayal are paid in Plot Points. ​ The mystery of how big the payoffs will be in a session is based on how often important tasks occur.
 +  * Minor Task (Other Player/​Acting Player Plot Points)
 +<​html>​
 +<​blockquote>​
 +<table border=1"​ cellpadding="​4">"​
 +<​tr><​th rowspan=2"​ colspan="​2"></​th><​th colspan="​2">​Acting Player</​th></​tr>"​
 +<​tr><​th>​Wants to succeed</​th><​th>​Wants to fail</​th></​tr>​
 +<​tr><​th rowspan=2">​Other Player</​th><​th>​Supports</​th><​td>​0 / 0</​td><​td>​-1 / 1</​td></​tr>"​
 +<​tr><​th>​Does not support</​th><​td>​1 / -1</​td><​td>​-2 / -2</​td></​tr>​
 +</​table>​
 +</​blockquote>​
 +</​html>​
 +  * Major Task (Other Player/​Acting Player Plot Points)
 +<​html>​
 +<​blockquote>​
 +<table border=1"​ cellpadding="​4">"​
 +<​tr><​th rowspan=2"​ colspan="​2"></​th><​th colspan="​2">​Acting Player</​th></​tr>"​
 +<​tr><​th>​Wants to succeed</​th><​th>​Wants to fail</​th></​tr>​
 +<​tr><​th rowspan=2">​Other Player</​th><​th>​Supports</​th><​td>​0 / 0</​td><​td>​-2 / 2</​td></​tr>"​
 +<​tr><​th>​Does not support</​th><​td>​2 / -2</​td><​td>​-3 / -3</​td></​tr>​
 +</​table>​
 +</​blockquote>​
 +</​html>​
 +  * Climactic Task (Other Player/​Acting Player Plot Points)
 +<​html>​
 +<​blockquote>​
 +<table border=1"​ cellpadding="​4">"​
 +<​tr><​th rowspan=2"​ colspan="​2"></​th><​th colspan="​2">​Acting Player</​th></​tr>"​
 +<​tr><​th>​Wants to succeed</​th><​th>​Wants to fail</​th></​tr>​
 +<​tr><​th rowspan=2">​Other Player</​th><​th>​Supports</​th><​td>​0 / 0</​td><​td>​-3 / 3</​td></​tr>"​
 +<​tr><​th>​Does not support</​th><​td>​3 / -3</​td><​td>​-4 / -4</​td></​tr>​
 +</​table>​
 +</​blockquote>​
 +</​html>​
 +===Dice===
 +If using dice, treat a Plot Point as a 1 point modifier to the die roll.
 +===Multiple Players and No Player===
 +What if there is more than one opposing player? ​ Or if a task is being attempted that no player wishes to take part in other than the acting player?
 +===Your major is my trivial===
 +What if the importance of a task is varied between players because the task is important to a particular character?
 +===Resolutions===
 +As far as I can see, there are three types of resolution in a task - reversed, prevented and dominated.
 +  * Reversed --- One or more players wish to reverse the outcome of the acting player'​s task.  i.e. Supervillian killing hostages vs Hero rescuing hostages.
 +  * Prevented --- One or more players wish to stop the acting player from succeeding in their task. i.e. Supervillian killng hostages vs Hero stopping hostages from being killed.
 +  * Dominated --- One or more players wish the task to succeed, but prefer it is their character that does it.  i.e. Which Hero rescues the hostages.
 +If there are different resolution types for different players for the same task - then each resolution should be regarded as a side.
 +----
 +CategoryNarrative
  
roleplaying/narrativetasks.txt · Last modified: 2013/03/13 00:38 (external edit)