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Game Design Masterclass: Going Diceless
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<blockquote data-quote="clearstream" data-source="post: 7979307" data-attributes="member: 71699"><p>Yes, or more generally speaking, ordering principles. Roshambo can play a part in that (this element trumps that element) but also one can use methods like resource expenditure and ranking attributes to help decide.</p><p></p><p>What also counts strongly for me in diceless is <em>appropriateness</em> and <em>alacrity</em> so a DM must have a very good idea of what matters in their world. Alacrity is interesting, because I found that it worked well to favour the quicker act, because it would be the least well considered. In what I will characterise as <strong>system-light diceless</strong>, if you favour the slower act then that pushes out the play in a direction that I think can be a lot less fun. Less exciting anyway, though perhaps very satisfying if a group were to be thinking of a more strategic campaign.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7979307, member: 71699"] Yes, or more generally speaking, ordering principles. Roshambo can play a part in that (this element trumps that element) but also one can use methods like resource expenditure and ranking attributes to help decide. What also counts strongly for me in diceless is [I]appropriateness[/I] and [I]alacrity[/I] so a DM must have a very good idea of what matters in their world. Alacrity is interesting, because I found that it worked well to favour the quicker act, because it would be the least well considered. In what I will characterise as [B]system-light diceless[/B], if you favour the slower act then that pushes out the play in a direction that I think can be a lot less fun. Less exciting anyway, though perhaps very satisfying if a group were to be thinking of a more strategic campaign. [/QUOTE]
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Game Design Masterclass: Going Diceless
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