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  1. Administrator
     
    Hi, welcome to Narrative Control Episode 15. This week Justin and I tackle different resolution methods (task, conflict and scene), give a couple examples, talk about the strengths and weaknesses, and as always talk about ways we use them in our games.

    Hosts: Sean Nittner and Justin Evans

    Length: 24:00

    Show Notes

    [00:32] Introduction to the show. Task, Conflict and Scene resolution.
    [01:03] A lot of podcasts celebrating 2, 3 or even 4 years of syndication. Check them out at RPGPodcats.com
    [01:47] Brilliant Gameologists Promo
    [02:03] My New Years Resolutions… not
    [02:20] What are we talking about?
    [02:38] Task Resolution Definition by way of example.
    [05:13] Consequence of failure in task resolution.
    [06:22] Conflict Resolution defined by Justin.
    [07:13] Consequences of successes or failure in conflict resolution.
    [07:54] Player narration either way.
    [08:08] Settings stakes
    [10:45] Comparing Task and Conflict resolution.
    [11:40] 4th Edition Dungeons and Dragons skill challenge. A blend of the two.
    [12:27] Examples of systems that use conflict resolution. Wilderness of Mirrors, Shadows of Yesterday, Chalk Outlines.
    [14:47] Mixing the two. Games that aren’t explicit about resolutions. Don’t Rest Your Head, you can go either way.
    [15:14] Example of combining the two in a 4th Edition Dungeons and Dragons Pirate battle. Task resolution became too tedious. Macro vs. Micro mechanics.
    [18:16] Justin unveils it… Scene resolution. Ending each scene with a lead.
    [20:23] Task vs. Conflict resolution. Final Showdown!
    [23:00] Closing. Let us know what you think. What have your experiences been?

    Links

    RPGPodcats.com
    Brilliant Gameologists
    Dungeons and Dragons
    Wilderness of Mirrors
    Shadows of Yesterday
    Chalk Outlines
    Don’t Rest Your Head

    Direct download: NC_Episode_015.mp3
  2. Member
    • CommentAuthorArcana
    • CommentTimeJan 16th 2009 edited
     
    Good show, I already had a pretty good grasp on the differences between task and conflict resolution, but I enjoyed the details you talked about from The Shadows Of Yesterday, and I look forward to getting my copy of Solar System all that much more (TSOY Rules without Setting). I like the idea of spotlighting the PC's while keeping the action of the NPC Pirates relevant but not overwhelming in the DnD example, one idea I have on that in particular is to write up each crew as a proto-character, with Hitpoints representing how many are left standing (1hp=1 crew member, if they fall rather easily, or a higher ratio if they are tougher/well trained/armored etc),and the other stats representing the Average abilities of the force. In effect this would just give relevant numbers to roll against that represent the strength of the crew, to be used for conflict resolution.

    Oh and, I'm surprised you don't have an introductions thread, I'd make mine here, but I'm one for tradition.
  3. Member
     
    I actually hadn't heard about Solar System. Thanks for pointing that out.

    I like your idea for creating a kind of proto-character for crew. Its sounds kinda like minions in SotC...only you don't necessarily need to get through them before confronting the big bad as long as you can tie them up with minions of your own. Makes me want to fight another pirate battle.
  4. Administrator
     
    I've been thinking about this for a while and I think that the FATE/Dresden Files game has come the closest to what I want. Here's the idea:

    We stage a conflict... any kind of conflict of any size... a sword fight, a bank heist, a seduction, an intergalactic race, absolutely anything where there is tension between what one side wants and what might happen to them as they try to get it.

    Each "round" each player can take some kind of relevant action. A swing of the sword, gathering intel on the building, putting on perfume, charging the warp drive, whatever. They are going to roll their appropriate skill and have that skill tested against as challenging difficulty (something that may require the expense of precious resources like FATE chips, etc).

    Here’s where I’m still working on things. Success is made in degrees. Either they need a certain number of X level successes (for example, Great rolls in Fate, exceptional successes in WoD, etc) or the successes are all tallied up cumulatively. In contract the opposition is making rolls which are similarly tallying successes. In each exchange several things might happen. 1) if the protagonist rolls less than the opposition, they might suffer some consequence, hit points, stress, etc. 2) Regardless of who rolls higher each side will make some progress towards achieving their goal. 3) Momentum is possible (i.e. by winning roll #1, you might have a benefit on roll #2 (for example because someone is wounded, arrested, allured, or eating your jet engine smoke) but precious player resources could mitigate that momentum. For example, if a player rolls to sneak into the building, they may get caught and get arrested removing them from the heist, but the expense of a FATE chip might mitigate that.

    In the end, the first side that achieves their goal wins, but makes concessions based on the successes of the opposing side(s). Along the way they are expending resources to aid in their rolls and mitigate their failures and with each roll consequences (on both sides) are being generated. By the end of the conflict, the individuals should be changed ins some meaningful (though not necessarily permanent) way as well as both “sides” having to make some compromises about their goal.

    I’m not sure if this was a response to your post, but it’s been in my head for a while and seeing this thread helped it work its way out.

    My Goal: A system where car chases, social conflicts, and bank robberies are just as dynamic, fun, dangerous and full of options as a sword fight, because in the “action/spy” genre that I enjoy they usually are.

    Questions, comments, rebuttals?
  5. Member
    • CommentAuthortomg
    • CommentTimeFeb 10th 2009 edited
     
    Excellent show. Looking forward to the next few (I'm catching up.). My group is pretty traditional though I am trying to introduce narrative elements along the way. We played SOTC recently and they seemed to enjoy it. We are starting Savage Worlds next and I hope to bring in some stake setting ideas. Thanks for reminding me of that.
  6. Member
    • CommentAuthorforlorn1
    • CommentTimeFeb 11th 2009
     
    Posted By: tomg We played SOTC recently and they seemed to enjoy it. We are starting Savage Worlds next and I hope to bring in some stake setting ideas.


    You should check out SharkBytes (the Savage Worlds fanzine) Volume 3 issue 2 - The Deadlands Reoloaded issue.
    http://sharkbytes.info/download.php?view.63

    Around page 10 or so they have an article about using SotC Aspects with Bennies to enhance SW character creation and story gaminess.

    I've also used a group Bennie pool like PTA fanmail in games with success.
  7. Member
     
    I hate joining new forums, I can't follow the ones I'm on as it is, but I couldn't let this pass.

    I've really enjoyed your guys' casts up until this one. I couldn't even finish it after you started with the basic definition that task resolution = resolving a single action vs. conflict resolution = resolving a whole scene.

    This has nothing to do with task vs. conflict resolution. At all.

    Now, maybe you guys went on to clarify, but if you continued working from that basic assumption... let's just say I'm glad I didn't keep listening because I probably would have driven off the road. I was screaming at the top of my lungs as it is.

    The best explanation of Task Res vs. Conflict Res I've seen is by Vincent Baker, in his Roleplaying Theory: Hardcore series of posts from way back in '04; which are collected here: http://www.lumpley.com/hardcore.html

    I beg you, and all other podcasters out there who would help their listeners to understand the new jargon (an admirable goal, to be sure), to please, please, please do thorough research before attempting to present knowledge. If necessary, go straight to the horse's mouth. The presentation of half-understood ideas as fact on podcasts has got to stop- the gaming community suffers from enough miscommunication and confusion as it is.

    Please understand, I'm not bagging on you guys in general, I enjoy your show for the most part. And I'm not bagging on you specifically either, pretty much EVERY PODCASTER who deals with jargon is guilty of this. It just so happens that your show was the one that pushed me over the edge.

    Thanks for your time, and I'm looking forward to listening to the next show.

    Dave
  8.  
    Member
    • CommentAuthorrenatoram
    • CommentTimeMar 9th 2009
     
    There you go, I was not the only one that noticed this :)

    But hey, we love you all the same! :-P
  9. Administrator
     
    Posted By: Nev the DerangedI hate joining new forums, I can't follow the ones I'm on as it is, but I couldn't let this pass.

    Dave, I hear you. Both Justin and I hated the idea of having our own forum. It seems so redundant when there are gads of other (more useful) forums out there. We talked about consolidating forums with other podcasts and it might still happen someday but so far we haven't found a better solution than just keeping this one up and running for those that are willing to create yet another account.

    Posted By: Nev the DerangedI've really enjoyed your guys' casts up until this one.

    Awesome, thanks for listening.

    Posted By: Nev the Deranged I couldn't even finish it after you started with the basic definition that task resolution = resolving a single action vs. conflict resolution = resolving a whole scene.

    This has nothing to do with task vs. conflict resolution. At all.

    Now, maybe you guys went on to clarify, but if you continued working from that basic assumption... let's just say I'm glad I didn't keep listening because I probably would have driven off the road. I was screaming at the top of my lungs as it is.

    As Renatoram and I have been discussing over here this show was in many ways an exploration on our part. Taking our first shot and working things out as we went along. The show did have some useful nuggets in it but it wasn't thought out well enough in advance. The primary failing as I see it was not addressing intent (i.e. that Conflict resolution is driven by intent) and therefore getting a incorrect definition of task vs. conflict resolution. As I was saying to Renatoram on the other post (see link above) this is one of those issues that I'd like to address again in a future episode and distill it down to something more useful.

    Posted By: Nev the Deranged I beg you, and all other podcasters out there who would help their listeners to understand the new jargon (an admirable goal, to be sure), to please, please, please do thorough research before attempting to present knowledge.


    This touches on another point that I've been thinking about for a while. Who is an "authority" on gaming? Ken Hite has been writing books for ages and I always listen when I hear an interview with him, but I've also heard people that just started gaming making brilliant comments of their own.

    Justin and I are just two guys and yet because we talk into the can (and at least some people listen) it gives us a presumed authority. This bugs me because I've listened to other podcasts and had the same reaction "no, no, no, you're getting it all wrong," mostly because (as Justin and I did) they were missing a critical piece of information.

    We try it present out shows as our opinions rather than fact or even something excepted industry-wide, but I can't help but imagine you in the car screaming "who do these idiots think they are telling me what conflict resolution is when they are getting it WRONG."

    To that end I'm thinking about qualifying our knowledge before we discuss a topic. There may be issues that we're still very green on but nevertheless want to continue the conversation and others that we have a lot of personal experience with. Hopefully this way, if someone is listening to a show, finds out it is going to be a shot in the dark at something that you are very knowledgeable about, he or she can either turn it off in advance or listen knowing that we're just figuring things out ourselves and send us feedback (as you did here). Hopefully without sending anyone off the road in rage.

    Thanks again Dave for your very constructive criticism, it’s given me food for though on a few different fronts.
  10. Member
     
    Thanks for taking the time to reply. Sorry if I was a bit ranty.

    I think you have some good ideas for improvement. I am certainly not against "amateurs" or whatever (which is bullshit because of course we're all just gamers, right? But you know what I mean) talking about this stuff. I mean, that's why I listen to these kinds of shows- both to hear "authorities" talk about their stuff, and to hear "regular folk" talk about how that stuff works for them. So that's all good.

    An idea I just thought of is that I'd like to see more 'casters credit their sources. I mean, you wouldn't submit an essay on a subject without citing sources, right? So maybe a discussion about Topic X could be prefaced with "Hey, we heard about Topic X from/on/at/during Soandso, and thought it was interesting. We read a couple blog/forum/essay/rant/whatever posts about it on GamesBloggityBlog and here's what we think/wonder/experienced/etc."

    It's totally ok to be "green". Lots of us, hell, most of us are. That's why I listen to shows, so I can become more... er... brown... yeah... anyway.

    I will freely admit that this is an idiosyncrasy of mine. A short story: When Mighty Morphin Power Rangers first came out, I (A longtime fan of Ultraman) watched the first episode and was literally sick to my stomach, not just because it was bad, but because I knew everyone was going to think that this was the sterling example of that crazy Japanese thing I liked to watch. Likewise, I was deathly afraid of running indie/hippie/story games for people for a long time, because I was terrified that I would screw it up, and they'd think that the games sucked because of my crappy GMing.

    So, yeah... I may have a bit of a complex about this sort of thing.

    As for who is an "authority" on gaming... well, there are some who are more experienced, sure. There are some who write about theory, sure. Really they're no different than any of us- and most of them make a point of saying so. Mostly I guess I'd say that there aren't so much authorities on gaming in general (although certainly there are people whose opinions and statements I personally trust more than others, and those people may be different for you), but that there are authorities on particular bits of jargon/techniques; often because they are the ones who invented or discovered them; or at the very least have clearly given them a ridiculous amount of insightful thought. My personal hero in this regard is, as I mentioned above, Vincent Baker. He can take a highfalutin' ten page essay by, say, Ron Edwards, and render it down into a paragraph or two of layman's terms that clearly convey the same ideas in a useful way. Now, YMMV for any given subject/authority combination. But it can't hurt to at least have one to refer to when discussing a subject.

    So. Thanks for listening to me rant (twice!) and giving my points some consideration.

    I've listened to a ton of 'casts, and sometimes I find new ones to add and sometimes I pare out the ones that no longer do it for me. I'm glad I ran across your guys' show; it's cool to me to listen to some people who are in that same process of wrapping their heads around all this newfangled hippie stuff that can be so mindbending, yet so rewarding once filtered through the layers of grognard habits.

    So, keep up the generally great work!

    Thanks,

    Dave.
  11. Administrator
     
    Posted By: Nev the DerangedI will freely admit that this is an idiosyncrasy of mine. A short story: When Mighty Morphin Power Rangers first came out, I (A longtime fan of Ultraman) watched the first episode and was literally sick to my stomach, not just because it was bad, but because I knew everyone was going to think that this was the sterling example of that crazy Japanese thing I liked to watch. Likewise, I was deathly afraid of running indie/hippie/story games for people for a long time, because I was terrified that I would screw it up, and they'd think that the games sucked because of my crappy GMing.

    So, yeah... I may have a bit of a complex about this sort of thing.

    I remember feeling the exact same way when the D&D movie came out. Whereas before when I told people I played D, if they looked at me like a deer in headlights, I just said "you know that nerdy Satan worshiping stuff" and walked away as they stood in shock. After the movie I was terrified that when I told people I was going to play D, they would says "oh you mean like crappy movie with Shaun Wayne and Jeremy Irons" and I would die a little inside. The good news is that our hobby is a discerning one and the fans of that movie became D&D players who like to play drinking games while watching it with almost cult reverence for how horrible it is. Like many things we adore, one shoddy example can’t tear down the great work that has already been done.

    Posted By: Nev the DerangedSo. Thanks for listening to me rant (twice!) and giving my points some consideration.

    No prob. If the internet is for one thing it is porn. If it is for two things it is porn and ranting.

    Posted By: Nev the DerangedSo, keep up the generally great work!

    Thanks! Will do.
  12. Member
     
    Oh, gawds, yeah... don't remind me about that movie >_< I had to go to a monastery for years to purge it from my psyche.
  13. Banned
    • CommentAuthornitsnitz
    • CommentTimeJul 21st 2009 edited
     
    Relationship conflict resolution [SOME SPAM LINK HERE] tips. is designed by licensed marriage and family counselors, which is easy to understand and easy to follow in daily life to resolve conflicts before conversation turns in to some serious problems. Stay attentive on the subject and resists the inducement to fetch up other conflicts or to get up earlier period grievances. Don't make generalization such as “not at all” and “for all time”. Don't use offensive names, or use provocative words or insults. Don't tag your spouse's behavior such as lazy, egoistic, careless, etc. as an alternative advice your spouse how you consider when certain stuff occur. Use “I” statements as a substitute of "you" statements. Listen carefully to your spouse's thinking and attempt not to react defensively. Do not depart the conversation without letting your associate recognize that you require a pause and will be presented to restart the discussion in the near future.
    [SOME SPAM LINK HERE]
  14. Administrator
     
    Wow... that was amazingly misplaced spam. I was going to delete it but decided it was just too funny to dump. So instead I yanked all the links and left it for our "huh?" enjoyment.
  15. Member
     
    See I thought it was an actual post...something on how we can use marriage counceling strategies for conflict resolution in our games. I just didn't know how to respond...