View Full Version : #12: Them's Fightin' Words
RPGnet Columns
04-29-2008, 01:00 AM
http://www.rpg.net/columns/talesfromtherockethouse/talesfromtherockethouse12.phtml
Summary:
Conflict resolution and the Tarafore system.
Go to the column (http://www.rpg.net/columns/talesfromtherockethouse/talesfromtherockethouse12.phtml) for more information.
Paul DuPont
05-07-2008, 12:22 PM
I haven't looked at the source thread behind your column yet and look forward to it. Certainly, it becomes apparent to me that the game I want to design is much more along the lines of conflict resolution even in the fights. I want to focus on the theatricals of roleplay for the system which is currently my design focus.
On the other hand, I feel that task resolution is more apropo to physical activities like combat. When someone relies on brute force to accomplish something, their atitude typically narrows to their specific situation and the details of their situation. Social conflict between people closely fits the conflict resolution approach. If the world has a mystical bent or a mystical form of magic (like controling fate, for instance) than that may be the best fit for conflict resolution mechanics. I would love to play a game that gives a different feel for the different aspects of the game. Since I believe controling fate is more powerful that brute force, with social interactions in the middle ground. Perhaps a game that had three different levels of mechanics depending on the level of interaction would be appropriate. On the other hand, how many people would enjoy all the implications of this type of game?
PS: Haven't posted in a while, nice to be back!
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