Game Design Masterclass: Going Diceless

While they are pretty (oh so pretty) you don’t actually need dice to play a role-playing game. If we don’t mind the Gamemaster fiddling with results to improve the story (when players do it, that’s just cheating) how much do we really need to roll something? Some GMs say they only roll as they love the sound the dice make. So if you are fudging anyway, why not go the whole hog and be open about not using dice at all?

amberdicelessrpg.jpg

In 1991Eric Wujcik went that far with the Amber Diceless RPG, a game that blew my mind when I first came across it. Amber is based on the series of novels of the same name by Roger Zelazny. In the setting, only the feudal castle Amber and its lands are truly real, and the many other worlds (ours included) are mere reflections of it. The noble family who rule compete constantly for control of Amber, as nothing else in the multiverse truly matters.

While there are no dice used in Amber, it’s not entirely fair to call it systemless or entirely narrative. Resolving conflicts is done by comparing the attributes of those involved (Warfare, Psyche, Strength and Endurance). But these are not usually rated by a number. For the most part they are rated between the player characters as who is the best. Unless someone cheats in some way, the best person will win any conflict. When it comes to NPCs the GM simply decides secretly if the NPC is better or worse than the PC in question.

It’s quite common in narrative games for players to get stuck for ideas. One thing dice are good at doing is forcing a result. But Amber offers some basic options players can use to get clues about how good their opponent is. For instance, in a sword fight you might begin by declaring you are going all out to defend yourself. If you seem to be holding your own you might be pretty evenly matched. If your opponent is still landing the odd blow you are clearly in trouble. Every scene is a back and forth between players and Gamemaster until a conclusion is reached.

While Amber can be a little tricky to find these days, the system was revised by Rite Publishing with a new setting as Lords of Gossamer and Shadow. But another well known adaptation of the system is Jenna Moran’s Nobilis where each character is the embodiment of an aspect of the universe. Nobilis takes the system another step further by putting some points to the character’s attributes. This lets you ask a simple question each time they face opposition – ‘do you want to win enough to spend a point?’ Doing so is pretty much a guarantee of a win, but you only have so many points to use. There are also elements of diceless play to be found in many other dice-based RPGs that tilt towards the narrative like Smallville and Invisible Sun.

You may have noticed by now that the characters in most diceless games are a little more powerful than most player characters. They are often Gods or Lords and Ladies of the universe. It’s this level of play that suits diceless best as it allows you to ignore all the small stuff. Scenes are about shaping the universe not picking a lock. You can assume the characters are all potent enough to just worry about the big issues where it is worth spending their points or working out how to deal with the bad guy.

While a diceless game is a lot of fun, it will test your imagination whether you are a player or a Gamemaster. It can take some getting used to. In most games the players are used to the dice defending them from the Gamemaster. The GM sets a problem and the players escape it by succeeding at a dice roll. While it might not always look like it, dice are the player’s only defense.

When you first play a diceless game it is easy to fall into the trap of playing as you would with dice, and just making up what happens. This generally leads to the GM doing all the talking and trying to figure out results for everything. If a pit opens up in front of the characters, who falls in? You can’t roll so it’s the GM deciding to potentially kill your character off. There are no dice to protect you by making a Dexterity roll or the like.

So the key to running a diceless game is actually player input. Instead of waiting for the GM to interpret the dice roll the players should be the ones to decide what happens to their characters when presented with a situation. When presented with a pit, one might describe leaping across, but another might decide they’ve almost fallen in and are clinging onto the edge for dear life.

It’s a tricky style of play to master as it goes against a lot of habits you never knew you’d picked up rolling dice. For this reason alone it is a good idea to try it at least once and see how your group reacts. It can be liberating but also a lot of hard work. Without any clues from the dice as to how you’ve done, you have to make those decisions yourself.

While diceless might not be for everyone – and I’m not suggesting it’s innately any better than using dice – it is also a good way for a player to train as a GM. It lets the player invest in the story and make decisions about their character’s adventure that are usually left to the GM. Essentially it teaches how to play with everyone writing the story as a whole, rather than just their character’s part in it. As a final note, it’s also a pretty good way to play an RPG on a long car journey where you don’t have a surface to roll dice on and the driver can’t keep looking at their character sheet.
 

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Andrew Peregrine

Andrew Peregrine

Doug McCrae

Legend
One thing I like about Amber is that it's very easy to shift between different levels of abstraction. Events can be described in any level of detail desired. I can zoom in to describe a duel, out a bit to describe a squad-level engagement, or out a lot to describe a battle. This is very hard to do in most systems which typically represent combat and skill use at only one level of abstraction.
 

You may have noticed by now that the characters in most diceless games are a little more powerful than most player characters. They are often Gods or Lords and Ladies of the universe. It’s this level of play that suits diceless best as it allows you to ignore all the small stuff. Scenes are about shaping the universe not picking a lock. You can assume the characters are all potent enough to just worry about the big issues where it is worth spending their points or working out how to deal with the bad guy.

This part is something I'd never considered but it makes so much sense. I learned something useful about diceless games and I appreciate that! Excellent piece, Andy!
 



atanakar

Hero
I never fudge the dice. Everything is rolled on the player's side of the screen for everyone to see. All AC, DC, initiative values and HP numbers are open information at my table. I don't roll damage. I use average.

What I do want from a system is to lessen the number of things I have to manage during a game. With Numenera the GM almost never roll dice. Damage are fixed values and the PC «defend» against attacks instead of the GM rolling for attacks.

I've never tried diceless. I want to. Just no opportunity yet.
 


Mournblade94

Adventurer
How is this any different from sitting around a fire as we've been doing for millenium and just telling a story with other people?

I admittedly never opened it up, but I definitely prefer random factors in games. Though Amber doesn't seem like a game as much as a formal codifying of old storytelling.
 

imagineGod

Legend
How is this any different from sitting around a fire as we've been doing for millenium and just telling a story with other people?

I admittedly never opened it up, but I definitely prefer random factors in games. Though Amber doesn't seem like a game as much as a formal codifying of old storytelling.
Some people hate the randomness that dice offer to a pre-planned story arc. Especially some of those GMs who hid dice results from Players, are probably the sort who want to steer the story in a particular direction (sometimes even to the Player's benefit) and cannot accept the randomness of dice to throw a spanner in the works.
 

Von Ether

Legend
How is this any different from sitting around a fire as we've been doing for millenium and just telling a story with other people?

As far as I know most of those campfire stories were one storyteller narrating the myth. Amber is more collaborative.

And when introducing the game, it's oversimplified because part of the interplay is the tactics and different areas of expertise and how those at the table strategize to use it. Quickest example is Warfare and Endurance. If two foes are fencing and all things being equal the higher ranked Warfare will win. The bigger the gap, the faster the win.

But if the lower Warfare character knows they have higher Endurance, they should go all defensive and drag the fight out until the higher warfare/lower Endurance character is worn out. And try to avoid having characters with either higher Strength or Psyche get a literal hold of you.

And when you consider D&D is about leveling up characters to the point that outcomes related to your class theme/focus become highly predictable, it not really about "enjoying" randomness.

It's about overcoming that randomness.
 

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