Re: Yet another social combat thread - The Minimalist Approa
In Task Resolution, how Exalted does everything, Baker notes that the stakes are "succeed/fail," and states a preference for "win/lose" stakes (conflict resolution), where you can't get a "good" roll but still not get what you were going for. However, Baker's examples with the safe seem more about whether or not the GM is being a jerk than system assumptions, to me. I also disagree with him about suspense. There's less suspense the second time you watch a mystery, or any tense drama, because uncertainty and the unknown are an essential part of it. Long story short, I respect the thinking Forge guys like him are doing, but they're often too wrapped up in this high concept stuff to see when they're fixing what isn't broken, or not addressing the real issue between people.
Exalted has one conflict resolution system: shaping combat. When one raksha weaves a ring, cup, staff, or sword narrative against another, whoever loses all their (grace) health levels is inflicted with the winner's objective conditions. This is very similar to the tug of war or race to a total seen in some other conflict resolution systems, such as Mouse Guard, or the new WoD chase rules. I like these multi-step conflict resolutions better than single step ones, because they do allow for more suspense and tension - however, I still like task resolution better, in general. Conflict resolution is often too abstract, as well, because there isn't a direct connection between what action you try to take and the results you get. Consider Baker's own example: if the supposed GM had actually planned out the layout of clues in the room, then one conflict resolution sequence requires him to tell the player who wanted to search the safe about the clue in the trash instead, if there was no clue in the safe. In other words, I feel like the challenge to creativity and problem solving is dumbed down in a system where you get exactly what you want if you roll well.
Unless telepathy or the equivalent gets involved, people don't truly know each others' minds. For this reason, I support task-resolution based social combat. Unless you knew ahead of the attempt that the girl had been raped by her last lover, you wouldn't know about the taint her damaged psyche would put on the intimacy of love you're working to build. You don't know there's a deranged "love will hurt me" ideal there, so you can't address it until you know. And so on.
In Task Resolution, how Exalted does everything, Baker notes that the stakes are "succeed/fail," and states a preference for "win/lose" stakes (conflict resolution), where you can't get a "good" roll but still not get what you were going for. However, Baker's examples with the safe seem more about whether or not the GM is being a jerk than system assumptions, to me. I also disagree with him about suspense. There's less suspense the second time you watch a mystery, or any tense drama, because uncertainty and the unknown are an essential part of it. Long story short, I respect the thinking Forge guys like him are doing, but they're often too wrapped up in this high concept stuff to see when they're fixing what isn't broken, or not addressing the real issue between people.
Exalted has one conflict resolution system: shaping combat. When one raksha weaves a ring, cup, staff, or sword narrative against another, whoever loses all their (grace) health levels is inflicted with the winner's objective conditions. This is very similar to the tug of war or race to a total seen in some other conflict resolution systems, such as Mouse Guard, or the new WoD chase rules. I like these multi-step conflict resolutions better than single step ones, because they do allow for more suspense and tension - however, I still like task resolution better, in general. Conflict resolution is often too abstract, as well, because there isn't a direct connection between what action you try to take and the results you get. Consider Baker's own example: if the supposed GM had actually planned out the layout of clues in the room, then one conflict resolution sequence requires him to tell the player who wanted to search the safe about the clue in the trash instead, if there was no clue in the safe. In other words, I feel like the challenge to creativity and problem solving is dumbed down in a system where you get exactly what you want if you roll well.
Unless telepathy or the equivalent gets involved, people don't truly know each others' minds. For this reason, I support task-resolution based social combat. Unless you knew ahead of the attempt that the girl had been raped by her last lover, you wouldn't know about the taint her damaged psyche would put on the intimacy of love you're working to build. You don't know there's a deranged "love will hurt me" ideal there, so you can't address it until you know. And so on.