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A Forge term for a resolution mechanic which depends on the abstract higher-level conflict, rather than on the component tasks within that conflict. For example, one might roll to get past a guard -- regardless of whether you bluff, sneak, or fight your way past him. When using this technique, inanimate objects may be considered to have "interests" at odds with the character, if necessary. Contrast with Task Resolution. Tony's summary of the difference between Task and Conflict Resolution: In any system there's stuff that gets resolved by the rules ("Rules-Stuff") and stuff that gets resolved by either group consensus or individual player choice ("Soft-Stuff").
In task resolution, individual tasks are the Rules-Stuff. The importance and meaning of those tasks is Soft-Stuff. The rules tell you whether you can kill the minotaur, not whether killing the minotaur brings peace to the kingdom.
(taken from [Capes] The power of explicit conflicts, The Forge, March 2005)
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