I’ve made a resolution
framework, not a system. It’s not a full system as I won’t prescribe any dice
or mechanic, but it will discuss how to frame a player’s intended action and
how a GM/Referee should handle it.
I could discuss at length why I did this, but the gist of this is most games don't address how difficult or risky an action can be, often relying on the GM or referee. Now this is fine, since most GMs and players know how to discuss and resolve it, but often times they are coming from different perspectives, which creates inconsistency in how to adjust DCs or Target Numbers, or if the situation gives a bonus or advantage to the players' roll.
I could discuss at length why I did this, but the gist of this is most games don't address how difficult or risky an action can be, often relying on the GM or referee. Now this is fine, since most GMs and players know how to discuss and resolve it, but often times they are coming from different perspectives, which creates inconsistency in how to adjust DCs or Target Numbers, or if the situation gives a bonus or advantage to the players' roll.
I can think of two games and
one article who best handled and described their resolution framework. There is
The Nightmare Underneath’s training and tools requirement for skills, Blade inthe Dark’s conversational core system, and Chris McDowall’s Information-Choice-Impact Doctrine. I
recommend reading at least Chris’ blog, as it is a short but excellent
framework.
My framework below is a bit
wordy, as I wanted to clear out my head all my thoughts about it and have it
spread out in this post, as to make sure I’m conveying my ideas as clearly
as I can. I am also not 100% final with the terminologies I’ve used here.
Criticisms and comments are welcome and will be considered. Once I’m
comfortable with this as I develop it, I’ll probably make a compact version.
An important note that this is all player-facing and double duty, meaning each roll tells what happens to the players involve, as well as any opposition faced or situations tackled. This is also a cinematic/scene-based framing of each action, meaning it is best used on games that treats characters' turn as a moment or scene, rather than a 6-second-turn per character per round.
An important note that this is all player-facing and double duty, meaning each roll tells what happens to the players involve, as well as any opposition faced or situations tackled. This is also a cinematic/scene-based framing of each action, meaning it is best used on games that treats characters' turn as a moment or scene, rather than a 6-second-turn per character per round.
Actor
and Opposition
When you want to perform an
action, you are the actor for that
moment, or action. Anyone who participates with you will also be actors and will
often get the benefits or drawbacks of the action taken.
When you are taking an action, but
success or failure is not certain, often there is opposition. It can be an obstacle, an opponent, a puzzle, an effect
– anything that makes the action difficult or uncertain.
Impact and Consequence
When you perform an action and
things go your way, it will have impact.
You deal a swift blow to your foes. You find food that will last for your
travels. You finish a divination ritual that will find the nearest city.
When you perform an action and opposition arises to your attempts, consequences may happen. A warrior’s
shield will push you back. A venomous worm bites you during your scavenging. A lich
who was looking for the same city intervenes your ritual and now knows your
location.
Factors and Position
Whenever
you’re making an impactful action, be it crafting a potion, attacking an
ogre-mage, or dispelling a warlock’s curse, you need to have three factors:
·
Trait – the skill, training, proficiency,
background, or inherent ability to do something
·
Tools – the weapon, components,
ingredients, or tools helpful for the task
·
Timing – the opportunity,
stage, moment, or initiative to make it happen
If
you have all three factors, you are performing in a controlled position, and
will probably deal great impact.
If
you only have 2 factors, you’re putting yourself in a risky position. You can
still bring impact to the situation,
but consequences may arise during
the process or after it is done.
If
you only have 1 component, your attempt will be a desperate position. Odds
are against you, and you may suffer great consequences
when it doesn’t work.
If
you have none, then your action is not possible, or won’t make any significant
change to the current situation. You must acquire the relevant factors for you
to make a significant thing happen. You might attempt to do it, but you will
only suffer consequences.
An
action that requires a critical factor
won’t happen unless the required factor, usually a tool or trait,
is present. You’ll need wings or levitation effect to fly off a cliff. You
won’t be able to magically charm your enemies without the right spell or a
supernatural trait that dazzles others.
Reactive actions, such as
blocking a troll’s club, dodging a dragon’s breath attack or resisting a curse
often lose the timing factor already,
so these are always risky or of
worse position unless it is readied action, or a substitute factor is
introduced in the situation.
Quality of the factor can give
greater impact once you succeed. Enchanted gear, big or small size, a week-long
preparation, sheer number of actors, a technique passed down through
generations.
Opposition of equal or greater quality
can negate a factor you already bear and may bring about greater consequences. A
dwarf’s iron stomach won’t befall to your poison mix. A heavy shield can cushion
a hammer strike. A zombie’s lack of spirit won’t be charmed by your enchantments.
Teamwork can substitute as one
of the factors or improve the quality of one, but helpers can possibly suffer
the same consequences as the actor. A strongman acts as a boost for the thief
climbing a tower. A wizard gives notes to a detective investigating a curse. A
warrior gets the attention of a troll guard, so a brawler can jump on the
guard’s back.
External factors such as temperament or
supernatural effects that does not fit in any factor can be a source of bonus
or advantage, as you see fit for your game’s resolution system. This also applies to any opposition with such factors, giving a bane or disadvantage to the actor.
Discuss
with your referee with what you want to do and what is your position during a
scene.
Now that's done,
I'll probably make another post about how to use this in your resolution
system, be it d20, d6s, counting success, etc.
This is really interesting and I think it makes a lot of sense. I think if you could boil the explanation down to 2 headings with 3 bullet points each (Chris McD style) it would be an awesome resolution framework to drop into a number of RPGs!
ReplyDelete