thorgarth wrote: ↑16 Dec 2018, 23:30
I think you both are missing the point I’m trying to make (and obviously failing).
Quite the contrary, your point has been communicated perfectly so far. What we both me and Agamemnon are saying is that you base your whole reasoning on a fallacy.
The reason for this fallacy, as I pointed many times before, is that you ignore core elements of the system in order to suit your vision of the game.
While you are free to do so - it's your table after all - to ask for rules that invalidate the core of the game is going too far. Hence the whole conversation.
The rules explicitly state :
pg3 wrote:TOOLKIT MENTALITY
As you might gather from the above, the game is fairly modular in nature. All of the advanced systems can be pared down, tinkered with, or expanded upon without upsetting the core game too much. It’s built to let you change things for flavor. Hack it as you please. That being said, when you’re first getting started make sure you take some time to get familiar with the book. Learn how the bits interact and how we meant them to work before you start shifting them around. In later versions of this document, we’ll give you some advice on doing just that.
I honestly fail to grasp what is not clear in the above passage. It says you can hack in there advanced elements or ignore them to your liking. Nothing states you can alter the core rules because its modular.
The most basic element of the game is the Conflict which is governed by the following.
Again quoting RAW :
pg7 wrote:The GM will present the players with situations and the players will describe what their characters do in response. This back and forth creates an ongoing fiction. Dice only enter the equation when there is a conflict to be resolved and something is at stake.
pg7 wrote:Conflict
A conflict occurs any time you try to change the momentum of events in the fiction. This means trying to make something happen that wasn’t going to, or trying to stop something from happening that otherwise would have. Moreover, to count as a conflict there must be something at stake. The stakes are why we care about this roll, representing the possible outcomes. A success must bring a tangible benefit and a failure must create some kind of complication. Your character is assumed to be reasonably competent by default, so mundane and meaningless tasks never require a die roll. by picking up the dice, you’re breaking the status quo of the game. You’re putting something on the line and declaring yourself willing to accept the consequences. Win or lose, you’ve set something in motion.
Conflicts are resolved with Task and Intent.
pg8 wrote:TASK AND INTENT
Any given conflict has two elements: the task and the intent.
The intent is what you are actually trying to achieve. Gain entry into the castle, get the jewels from the safe, and stop the flow of blood are all examples of intent.
The task is how you’re trying to achieve your intent. Bribe the guards, pick the lock, and apply a tourniquet are all good examples of tasks.
The description you give of the task is important because it will determine what you need to roll to get what you want.
Task and Intent can lead to Success or Failure.
pg8 wrote:FAILURE
Success or failure on a roll is about the intent, not the task itself. If you fail a roll, you didn’t get what you wanted from it. This doesn’t have to mean that you botched the task itself. Instead, failure most often represents some complication that developed to stand between your character and their goals. Instead of failing to pick the lock, the guards show up before you can finish the job. Instead of failing to woo that comely courtier, your intimate moment is cut short when a rival steals their attention. Even failure pushes the story forward, introducing new obstacles for your character to overcome.
All the above are governed by this little piece of gold :
pg8 wrote:ALL SALES ARE FINAL
until the dice are rolled, everything is negotiable. once a conflict is resolved, the results are fixed. They become a hard mechanical fact of the game world. In practice, this means two things: first, success means that you accomplish your stated intent. The GM can’t ask you for repeated rolls on a task to increase your chance of failure. Second, failure is binding. You can’t repeatedly attempt the same task in order to ’fish’ for a successful result.
And finally you have the Escalation.
pg9 wrote:ESCALATION
Where finesse fails, force can be king. When you fail a check, you can try to bring about the same intent with a different task provided that the second attempt is bigger, louder, or meaner than the first. Fail to pick a lock? You break down the door. Fail to crack a safe? You blow it up. Where your charm will sometimes fail, a pistol can be very persuasive.
This second attempt is always an escalation. You are gaining a second shot at your intent, but not without a price. Escalating the roll always increases the stakes attached. Where before you were unable to get into the safe, failure might now mean destroying the goods inside of it. Where before someone might have simply declined your offer, now failure may mean that you’ve damaged your relationship with them. Worse, depending on the context you may create a significant complication regardless of the outcome. A failed seduction may create some awkward moments, but blackmail will make an enemy of your victim even if you succeed.
Breaking the above means that you created your own game, using
Sword & Scoundrel™ as the blueprint. But this you could do with any game, modular or not.
thorgarth wrote: ↑16 Dec 2018, 23:30
First thing is not every relevant action on the part of the pc’s need to be the result or consequence of a conflict. Dramatic, kingdom shattering consequences CAN be the result of a failed test done by a PC that tried to influence the king and epically fails the conflict BUT can also be the result of a simple and willing action of bluntly and quite rudely stating to the face of said king, where the entire court could hear “you, sir, are a bit on the the stupid side. Not much, mind you, but enough to lose a problem for the leadership of this kingdom” or ever just “ My lordship, if you could only fuck yourself!” Or just “Shut the fuck up”
This passage is contradictory and misleading. For the PC to say either of the above is part of a Conflict where the PC is interacting with the King (Task) for a reason (Intent). You don't simply say anything to the king. If you want to do so, you set up a Conflict handled with the appropriate Task/Intent always with possible Escalations. Going from
“you, sir, are a bit on the the stupid side. Not much, mind you, but enough to lose a problem for the leadership of this kingdom” to
“My lordship, if you could only fuck yourself!" is an Escalation.
thorgarth wrote: ↑16 Dec 2018, 23:30
Whereas in the first case it was the mechanical result of a failed conflict, which led to a complication, in the second case the lethal result was the consequence of a simple sentence. Unless the pc had a very deficient control of the language spoken in that kingdom, which could result in a conflict, there is no need whatsoever to test to see if he can make that statement, and in my opinion there it’s the domain of the GM to adjudicate the consequence of said action.
I explained above why this is wrong. Your job as a GM is to present the players with situations and the players will describe what their characters do in response. Not adjusticate consequences based on your reasoning; rather present outcomes based on Conflict resolution.
thorgarth wrote: ↑16 Dec 2018, 23:30
The same with the example I gave. Although it could have been a complication that was the result of a failed test, in this case it’s completely independent of the result of any conflict he made to indicate the success of his advances on that gorgeous lady. Actually, a great MoS could result in a more serious offense to the honor of the bethrothed. Hell, if the lady just ditched him and ran away to a wild night of scandalous sex with the pc , an episode half the court saw (the running away, not the sex part, though that was spread by the many patrons of the local in where the acts took place, and which the pc didn’t try to avoid, after all he had his reputation as a “Casanova” to upheld).
None of this is the result of failed conflicts, but still are the consequences of his actions. Either he just didn’t care if the lady had a bethrothed or didn’t e en bothered to try to find out. Either way his actions resulted in an offense to the poor bastards honor, and are not the result of a mechanical failure. Not everything comes down to mechanics, especially in narrative oriented games.
Which part of the following sentence is not clear?
pg7 wrote:A success must bring a tangible benefit and a failure must create some kind of complication.
Must. Not may. You don't get to make that call as the GM. The dice do. With Margin of Success.
pg13 wrote:Compare the number of hits you rolled against the req of the task. The difference produces your margin of success (MoS) or margin of failure (MoF). If you rolled 3 hits against an r2 check, you have a margin of success of 1 or MoS1.
pg13 MoS Table wrote:MoS1-2 Standard Success. You accomplish what you were after by a clear margin.
You cannot introduce Complications on a MoS1 because you are the GM. Period.
thorgarth wrote: ↑16 Dec 2018, 23:30
In any case every system out there, but especially one with a toolbox mentality, can be used in a different context or goal which presided it’s conception. True, the more one diverts from the philosophy that presided it’s design the less “efficient” the system may be. In this case, I don’t see any major mechanical handicap.
You could also try eating a soup with a fork. You might even succeed at that. Still you'd only be hindering yourself using a tool for a function its not designed to accomplish.