Saskwach said:
Now I must reveal my ignorance: "stakes" based gaming?
And to talk about the rest, I don't know about delicate setup, but I a certain type of what might be called handwaving is acceptable to me - the "what skill is that action related to and how difficult do I think it is" line of DM thinking. Unless I'm missing your point?
It's a paradigm that has us "setting the stakes" when we start a game-mechanical conflict: What is this scene about? What are the consequences of game-mechanical failure or success? We forge ahead with the die-rolling or card-drawing or whatever only after we've agreed on the big picture of what the narrative struggle in this scene is about.
So, for example, imagine our two characters are fighting an honor duel. My dude accused your dude's mother of heresy and martial indiscretions. Your family name is on the line!
In D&D or GURPS or WoD, we'd use the combat mechanics, maybe with some ad-hoc tweaking. The story would be about defending your family honor but the game rules would really focus on hitting each other with swords, and it's really up to us and the GM to work the actual point of the scene in.
In contrast, a game in the style of say, Dogs in the Vineyard, would kinda bring the
why of our fight into the (abstract) mechanics of the fight itself. The game-mechanical resolution of that scene is going to tell us something about what happens to your dude's family honor.
There's a bit of a code of fairness in RPGs. It's seen as bad form for a GM to hose a player just with "fiat". Like, if we have our honor duel and you win, then it's kind of a curve ball to have the GM step in and say "Okay, you kicked his ass, but public opinion at court still turns against your family and their fortunes suffer!" -- it's basically negating the purpose of the scene we just had. Some groups make it work but it takes a light touch and a lot of care to do it right.
So, I
personally find that mechanics that allow me us to say "Okay, if I win this contest, my accusations will stick and your family will suffer!" permit me, both as a player and a GM, to ratchet up the pain without feeling like I'm just being a dick. And they introduce a clear point where you can say "Okay, but if
I win, then I will not only redeem my honor but also greatly impress your wife who is watching the duel!"
(That point is also a very natural place for us to stop and think "Okay, am I comfortable with this or should we take it in a different direction?" without having to "retcon" anything. It's certainly possible to turns this into "godmoding" by always protesting about any interesting threat to your character, but you really can't do it without making it painfully, horribly obvious that you're wussing out on the actual point of the game. Having an explicit check there does make it much easier for me to suggest some out-there or offensive stuff without having to worry about "What if it makes people uncomfortable but they go along with it anyway and it totally kills the mood of the session for two hours?")
Attaching game mechanics to that stuff also turns up the feeling of risk -- while we're having out little duel, the question of "Does your family get screwed?" really is up in the air.
(This isn't the best or only method. I'd say a lot of newer "indie" designs are actually moving away from this. But I do think it works wonderfully.)
...
In terms of handwaving, I'm not so much talking about picking skills and difficult levels -- I don't think of that as a problem at all, usually -- as much as carefully tweaking circumstances so that the consequences of failure and success work out as desired. In D&D, for example, it's easy to ask for Climb checks and set a DC, but it's harder to, say, set up circumstances such that a fall won't outright kill PCs but threatens them with lasting harm that will make it harder for them to complete their ability to complete their mission. Going by the rules you'd have to carefully adjust the height and there's a good chance a character will outright die or just chug a healing potion to ignore the bad stuff; to really get the desired effect, you pretty much have to ad-hoc it, which a lot of the time ends up looking like a clumsier, less transparent variant of "setting stakes" anyway.
-- Alex