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New 'Game' Element for the RP: Success Checks (Read this Second)

swaswj

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Post Terminus, and Halcyon Days before it, has always been summed up as a Writing Roleplaying Game. In reality, it's more of a shared writing environment or just roleplaying. There's not a lot of 'game' in it because even though we have stats and rules, we lack in a legitimate challenge. There is almost no means to fail, unless you want to fail. With my recent push to try to downplay the 'rules' side of things, there will be even less feeling of threat or accomplishment. This thread is meant to be a discussion. I want to hear your thoughts on this, whether you like or hate it, what you'd like to see from it, and so forth.

I believe many of you have played D&D at least a little, and may be familiar with the basic premise of ability checks. What I have in mind is for most of the upcoming PM threads to have a Success Check. Threads will have an open, hidden, or random difficulty threshold, and you'll have different things you can do to increase your chances for success. Simple example of a possible 'open' mission prompt:

Example said:
Your ship is waylaid by pirates en route to Pelagia. The pirates outnumber your ship's crew and passengers two to one, but your crew is made up of experienced fighters, potentially evening the odds. Your goal is to survive the ambush and drive away the pirate crew by any means necessary.

Difficulty: 70
>100 Great Success
< 70 Failure
< 50 Critical

Mission Bonuses (Unique to the Mission)

+/-?? - The Upset: The situation resolved in an unexpected way.
+20 - Driven Off: The pirates were forced to retreat, but they might be back.
+20 - Genocide: The pirates should have worn their red shirts.
+30 - Parlay: A deal of some kind was brokered in exchange for safety.
+0 - Deus Ex Machina: Someone or something saved the protagonists.
+10 - Hard Mode: The pirate crew is particularly formidable, with lasting consequences to the protagonists.
-30 - Fade to Black: The thread was not completed in a timely manner. Repercussions for the protagonists may follow.​
Standard Bonuses (each available once):

+30 - Page-turner: Wrote at least 3000 words.
+5 - Neophyte: Used a novice- or adept-tier ability.
+10 - Veteran: Used a skilled- or master-tier ability.
+20 - Legend: Used a grandmaster-tier ability.
+10 - Great Feats: Used a feat ability of any tier.
+10 - Magnum Performance: Used a magnum or ultimum ability of any type.​
Roleplaying Bonuses (subject to reader scrutiny):

+10 - It's Personal: Your PC has a history with one of the enemies, which is touched on or fleshed out here.
+10 - Rogues' Gallery: The antagonists were given distinct personalities.
+10 - Playing the Part: You performed actions iconic to your character.
+10 - Assimilation: The overarching plot has been woven into personal plot.
-10 - Mary Sue and Gary Stu: It's 1000 years too early for you to break a sweat.
-30 - Fade to Black: The thread was not completed in a timely manner. Repercussions for the protagonists may follow.​

In the example, a writer who hits at least 3k words, and uses a variety of techs (up to Skilled, with feats) would be starting with 55 points. Finishing the thread should bring them up to 75, enough to be considered resolved. But if they wrote it in particularly interesting ways (finding a non-violent solution, fleshing out the baddies, bringing personal plot into the mix), they could rate a great success, which would open up the possibilities for extra rewards of some kind. Conversely, letting the thread drag too long or noselling every conflict could cost points, causing failure (cutting the writers out of possible rewards, and with plot consequences) or a critical failure (the above plus potentially lasting repercussions for the characters).

I mentioned having open, closed, and random types of these -- in addition to normal chapters and collabs, of course. The 'closed' type would have an unknown difficulty goal, and the 'random' type would have the writer leave off on a cliffhanger, using a Roll function to determine what the difficulty was and whether the player hit goal.

What do you all think? Does this sound interesting? Have any suggestions for changes or improvements, or just think the idea should be scrapped?
 
I feel like this is a great alternative to the "grading" that we moved away from. It is incentivizing you to make it a challenge, which will make it better for the readers. I also like the idea of having some sort of direct "carrot" for people to chase.
 
Curious. I'm interested in finding out how using "ability checks" of sorts will work in this manner, so I'm down to see where it goes at the very least.
 
I feel like this is a great alternative to the "grading" that we moved away from. It is incentivizing you to make it a challenge, which will make it better for the readers. I also like the idea of having some sort of direct "carrot" for people to chase.

Agreed, and that's what I'm hoping to see. I would also like to see more 'grading' feedback and discussions for completed threads, more critical or analytical. I wanted to move away from grading points, because they were inconsistent, but grading commentary was always something to look forward to.

Curious. I'm interested in finding out how using "ability checks" of sorts will work in this manner, so I'm down to see where it goes at the very least.

Well, they're not ability checks, really. I just referenced D&D since that's where the idea began. If you look at the example I gave, you're not going to have anything checking your individual actions. Instead, you'll have a goal to reach, and a number of things you can do with your writing to hit that goal.

If you were writing that pirate attack example above, you can see that the highest-value choice is to work a way out non-violently, but if you're playing Aelflead, she doesn't have a lot of expertise in that area. Instead, you could write it so that she fights off the pirates and intimidates them into fleeing, or she and the other soldiers methodically kill off every enemy, or come up with something completely unique. Your point options are encouraging certain things like writing more dangerous enemies, rewarding roleplaying your character (rather than just showcasing her power), and also discouraging common pitfalls.

You have full creative control over what happens and how your character acts, how the enemies react, but with guidelines. And if the goal is unreachable by your character, you could bring in help and make it a collab, considering fleshing out an npc to join in, or just decide that if it's going to fail, you'll write out a spectacular failure.

The 'Success check' is for the mission, not for each action.
 
Mhmm... So in essence, the idea is to restructure writing so it's more like... well crafting a story rather than playing a game. I feel it. It certainly feels like a tangible effort to accomplish it out of previous attempts like you mentioned, I'm down^2 and excited now.
 
I really like this idea, where it feels like there is a tangible way to fail, but it falls entirely on the writing itself and the writers' abilities to create something that meets the given criteria while keeping it to their style and true to their characters.

It's also really cool to think about how there may be a difficulty curve where the more crucial a mission is to the overarching plot, the higher the cap is for making the check. Overall, very exciting stuff.
 

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