Efter att ha läst en hel del om sådana system på rpg.net och i en del bloggar (vågar mig ännu inte in på forge pga jargongen) så har det lyckats kittla min nyfikenhet.
Så vad är konfliktresolution?
Här tänkte jag citera Vincent D. Bakers blogg:
Så vaför är jag intresserad av detta? Jag tror att jag använder ett till citat, denna gång från rpg.net där passengerpigeon sa så här:
En liten följdfråga är också hur man kan få tag på ett rollspel som använder ett sådant system. Helst i bokform.
/Marcus låter andra prata för honom.
Så vad är konfliktresolution?
Här tänkte jag citera Vincent D. Bakers blogg:
Taskresolution är alltså det normala i rollspel.In task resolution, what's at stake is the task itself. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you crack the safe?
In conflict resolution, what's at stake is why you're doing the task. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you get the dirt on the supervillain?
Which is important to the resolution rules: opening the safe, or getting the dirt? That's how you tell whether it's task resolution or conflict resolution.
Task resolution is succeed/fail. Conflict resolution is win/lose. You can succeed but lose, fail but win.
In conventional rpgs, success=winning and failure=losing only provided the GM constantly maintains that relationship - by (eg) making the safe contain the relevant piece of information after you've cracked it. It's possible and common for a GM to break the relationship instead, turning a string of successes into a loss, or a failure at a key moment into a win anyway.
Let's assume that we haven't yet established what's in the safe.
"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
It's task resolution. Roll: Success!
"You crack the safe, but there's no dirt in there, just a bunch of in-order papers."
"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
It's task resolution. Roll: Failure!
"The safe's too tough, but as you're turning away from it, you see a piece of paper in the wastebasket..."
(Those examples show how, using task resolution, the GM can break success=winning, failure=losing.)
That's, if you ask me, the big problem with task resolution: whether you succeed or fail, the GM's the one who actually resolves the conflict. The dice don't, the rules don't; you're depending on the GM's mood and your relationship and all those unreliable social things the rules are supposed to even out.
Task resolution, in short, puts the GM in a position of priviledged authorship. Task resolution will undermine your collaboration.
Whether you roll for each flash of the blade or only for the whole fight is a whole nother issue: scale, not task vs. conflict. This is sometimes confusing for people; you say "conflict resolution" and they think you mean "resolve the whole scene with one roll." No, actually you can conflict-resolve a single blow, or task-resolve the whole fight in one roll:
"I slash at his face, like ha!" "Why?" "To force him off-balance!"
Conflict Resolution: do you force him off-balance?
Roll: Loss!
"He ducks side to side, like fwip fwip! He keeps his feet and grins."
"I fight him!" "Why?" "To get past him to the ship before it sails!"
Task Resolution: do you win the fight (that is, do you fight him successfully)?
Roll: Success!
"You beat him! You disarm him and kick his butt!"
(Unresolved, left up to the GM: do you get to the ship before it sails?)
(Those examples show small-scale conflict resolution vs. large-scale task resolution.)
Så vaför är jag intresserad av detta? Jag tror att jag använder ett till citat, denna gång från rpg.net där passengerpigeon sa så här:
Där har vi exakt varför jag tror att CR kan vara något för mig. Frågan är nu vad ni andra har för funderingar på detta.I don't trust the GM.
Whoever he is. I don't care. If you were my GM, I wouldn't trust you. If Abraham Lincoln were my GM, I'd be like "That Emancipation Proclamation thing is exactly the kind of fudging I can't stand." I just don't accept the concept that the GM should have any more power over me than any other player does.
So I hate task resolution, for two reasons:
1. I don't have faith in the GM's ability to know what the hell I'm on about. The things I think are really important he may think are meaningless fluff. The actions I think are really cool he may think are lame and contrived. I do care if he doesn't like them, inasmuch as I care when any player thinks what I do is lame, but I refuse to allow him to apply his judgement of how cool the things I want to do are when trying to resolve what happens when I try to do those things. He's not the boss of me, and he doesn't get to say how good my ideas are and have it mechanically reinforced.
Thus, I like conflict resolution. I don't have to throw a two-die stunt (although I CAN); all I have to say is "I want to impress the shit out of that guy, and I'll make a conflict out of it if necessary."
2. I have no interest in putting my character at risk without knowing what the possible consequences are. He's important to me. If somebody else decides that he looks stupid or gets his arm chopped off, that's offensive! It's like kicking my dog. No matter how good you think your reason is (and I may well not agree, see point 1), I'm going to be pissed at you for thinking you have the right to kick my dog, because you don't. (Unless the dog is trying to kill you or something like that. It's not a perfect analogy. Also, I hate dogs.)
En liten följdfråga är också hur man kan få tag på ett rollspel som använder ett sådant system. Helst i bokform.
/Marcus låter andra prata för honom.