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<blockquote data-quote="Piratecat" data-source="post: 5157078" data-attributes="member: 2"><p>Dread really is the best of the diceless games that I've played; tying character success to player skill is ingenious, especially when the mechanic of pulling Jenga blocks sets your heart a-thumping. My body's involuntary reactions to the tension actually makes my character feel more scared as well. I think it's the only game I know where the resolution mechanic actually makes the adventure better.</p><p></p><p>In comparison, Marvel SAGA (the second version of the game, which used cards) is tremendously fun but not too different than using dice. The card mechanic effectively gives you 3-5 pre-rolled dice rolls that you can use in whatever order you want, along with a trumping mechanism that gives you the chance of boosting your rolls to <s>ludicrous</s> superheroic levels. This was my favorite superhero RPG until Mutants & Masterminds came along, and I still love it. Its major downfall is that creating a non-Marvel hero isn't well supported.</p><p></p><p>Amber Diceless is a diceless system that is gloriously matched with its fiction; the bidding and trumping mechanic that allows you to pick your stats exactly mirrors the books by Zelazny. In the Amber universe the smarter (or stronger, or more agile) person will always prevail over a lesser relative in a straight contest. There's an auction at the beginning of the game, and generally you can be best in one stat or second best in several, and you'll want to pick your alliances accordingly so you don't find yourself trying to swordfight your brother who happens to be the best swordfighter in the world. Luckily, thinking creatively and drawing resources from the multiverse can help make up for any weaknesses. Not everyone likes this sort of a backstabbing, manipulative game, but I love how the rules work.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5157078, member: 2"] Dread really is the best of the diceless games that I've played; tying character success to player skill is ingenious, especially when the mechanic of pulling Jenga blocks sets your heart a-thumping. My body's involuntary reactions to the tension actually makes my character feel more scared as well. I think it's the only game I know where the resolution mechanic actually makes the adventure better. In comparison, Marvel SAGA (the second version of the game, which used cards) is tremendously fun but not too different than using dice. The card mechanic effectively gives you 3-5 pre-rolled dice rolls that you can use in whatever order you want, along with a trumping mechanism that gives you the chance of boosting your rolls to [s]ludicrous[/s] superheroic levels. This was my favorite superhero RPG until Mutants & Masterminds came along, and I still love it. Its major downfall is that creating a non-Marvel hero isn't well supported. Amber Diceless is a diceless system that is gloriously matched with its fiction; the bidding and trumping mechanic that allows you to pick your stats exactly mirrors the books by Zelazny. In the Amber universe the smarter (or stronger, or more agile) person will always prevail over a lesser relative in a straight contest. There's an auction at the beginning of the game, and generally you can be best in one stat or second best in several, and you'll want to pick your alliances accordingly so you don't find yourself trying to swordfight your brother who happens to be the best swordfighter in the world. Luckily, thinking creatively and drawing resources from the multiverse can help make up for any weaknesses. Not everyone likes this sort of a backstabbing, manipulative game, but I love how the rules work. [/QUOTE]
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