Leitz wrote: ↑Thu May 26, 2022 9:46 pm
Ah, and this is where I wanted to take some time before responding.
Ha! Well played.
Leitz wrote: ↑Thu May 26, 2022 9:46 pmI misunderstood the type of "framework" you were looking for. I'll be honest and admit that doing a series of skill challenges doesn't really appeal to me.
This whole "thing" was created very much in haste, without any real in-depth thought or consideration. Absent any hint of direction, it's not surprising in the least that there wasn't a perfect hit on the first proposal.
That's the thing, this is very much still a discussion without any formally defined outcomes. I'm not even sure everyone has the same idea of what the goal should be?
I know there's been a lot of recent chatter about a 'gauntlet' or a linear dungeon -- that's just all brainstorming. Like your initial idea; once you get it, you just get caught up in the excitement and just run with it. It wouldn't surprise me in the least if we don't end up using either, but something else completely.
Like visiting a town or village. With a negotiation, which I think was the initial thought.
But...
I do think we will ultimately need to work our way towards a more streamlined outline.
Bullet points, if you will.
Everyone works differently, so maybe it will be easier for some to compose a full narrative first. Working backward to create an outline from a fully versed idea isn't too challenging, and that's fine. For others (like me), I probably prefer to outline the major points upfront, then script around them.
But I believe that the final script (or formal narrative, or box text) should
probably be left to the individual GM that ultimately runs the game.
At some point, though (maybe even now as I work through this response?), we're going to need to really iron out the requirements and expectations of this experiment. I just don't want to stifle anyone's creativity by saying this is what must be done. Not so early in the process.
Anyway, hopefully, everyone can agree that at the very least we want to put the different rule systems through both a combat situation and a social encounter.
Yes, those two broad topics will need to be broken down into more specifics (e.g. melee and ranged combat, intimidating versus persuading a guard, etc...).
But we will also need to formally decide upon will be any other specific situations we want to test.
Different tasks that utilize character abilities (whether as ability checks or skill checks or something else) should probably fall into these "other situations" that we plan for:
- How would a character pick a lock, for instance? Or,
- How would a character estimate the worth of a gem before they attempt to sell it?
Then there are physical challenges, like jumping, climbing, or swimming.
And maybe things like:
- How long can a character hold their breath?
- What happens if a character gets poisoned?
We obviously won't be able to come up with a single scenario that nails every single requirement perfectly for every game system, but hopefully, we can work to identify a specific list of situations we want to test in all games.
Maybe that should be the whole goal of this scenario planning phase?
To identify maybe a dozen or so
must-have situations that the GM needs to include in whatever they run. Then the GM will build a scenario for the simulation they're going to run that includes all the items in that list.
I think it will be really cool to see an apples-to-apples comparison of how even a handful of games resolve the same situations. Ideally, a handful of games with very different mechanics.
Just my thoughts.