Here is my attempt at a Solo Game Engine, building another layer off of those that came before me. It's for a small simple system I'm working on. Tell me what you think about using conditionals and branching to bring a sense of 'Maybe', instead of just using 'but' type answers.
it sounds good, bravo
ReplyDeleteI really like the idea of conditionals, but I don't know how I would use them in practice. On one hand, "if and only if" could just create another question and provide a mental branch that becomes not meaningful.
ReplyDeleteIs the door locked? "Maybe, if and only if..."
Then, I have to determine Why?, which I am a big proponent of... but in a way that does not create a fact.
"If someone is behind the door."
Ok, so now I have this Schroeding-like cat-fact. I don't know if the door is locked, and I don't know if a person is behind the door. I don't like that scenario.
However, if you could tie the conditional to something more, it could be a really cool device to have something hanging over your head. I'm just not sure how except to avoid asking "is someone behind the door?"
It creates tension. Yes someone could be holding it shut, something can be blocking it, it could be jammed temporarily, it could be a false door, maybe you have to press a panel on the wall to open the door, or many other possibilities depending on genre - like magic, illusion, and technology.
ReplyDeleteGame masters sometimes present such situations. Sometimes authors write them in stories as well. Uncertain situations when those in the story aren't certain to whether the facts are yes or no.
As to where the thought came from - which might help explain its practical uses, the thought process is comparing game master roll-again tests and author delay & uncertain situations compared to computer flow based programming.
I'm looking at conditional computer flow control for the 'Maybe' model. The IF, THEN, ELSE type flow statements.
Whereas the 'However' branching I'm looking at more the DO WHILE, and CASE SWITCH flow control.
This engine could be used with some sort of fact, hint, or clue generator. Or as-written a story writer could use or test their own suggestions to explain the uncertain situation.
Yes, like I said, I like conditionals. I'd like to see some more of your examples as to how you use them though because I don't have a good conceptualization on how to use them in your system apart from asking an immediate double question.
ReplyDeleteYour example 2 in the Loom of Fate, the question of the watcher, 'Yes, But' from CRGE, is a great example of a conditional. 'Maybe if and only if' would cause a test of first possibility.
ReplyDeleteUsing the your first choice "perhaps the
watcher is mistaken as to the
PC’s identities." That statement would be tested. The roll would test that possibility that the watcher made a mistake in identity. If the roll turns up No, then watcher hadn't mistaken their identity. If Yes, then the story can support that fact. If another Maybe, then consider the second "Perhaps the PC’s are being viewed through a security camera or scrying spell."
Whereas a 'However' works more like the Manor example as you wrote example 1 'Yes, But' of describing the stairwell - without a forced reroll, where another fact is considered.
I also just added a post showing the ABS12 Solo Game Engine synonyms to help writers. http://worldofthefifthsun.blogspot.com/2016/05/abs12-synonyms-for-writing-using-abs12.html
ReplyDelete