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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="pemerton" data-source="post: 9397213" data-attributes="member: 42582"><p>This is pretty facile. In Burning Wheel, the GM is bound by the results of the dice at all points (Gold Revised ed, p 30: "Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither the GM nor other players can change the fact that the act was successful."</p><p></p><p>In Marvel Heroic RP, the GM is bound by the result of the dice at all points (Operations Manual p 8 sidebar: "In some games, the person who runs the game rolls the dice in secret - but there are no secrets in the Bullpen. Roll those bones in full view, Watchers!")</p><p></p><p>In Apocalypse World, the GM is bound by the results of the dice at all points (I can't even find a quote from the rulebook - it's treated as obvious that when the player makes a move and rolls the dice, everyone does what the result says).</p><p></p><p>But how would a computer adjudicate any of these games? I mean, how does a computer follow the rules for narrating failed outcomes in Burning Wheel (Gold Revised ed, pp 31-2: "When . . . the character fails . . . [then] the [player's] state intent does not come to pass. . . . When a test is failed, the GM introduces a complication. . . . The GM must present the players with varies, twisted, occult and bizarre ramifications of their decisions.")</p><p></p><p>How would a computer adjudicate AW? From p 117:</p><p></p><p style="margin-left: 20px">However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When a player’s character makes a move and the player misses the roll [ie gets net 6 or less], that’s the cleanest and clearest example there is of an opportunity on a plate.</p><p></p><p>How is a computer meant to make sense of notions like <em>intent not coming to pass</em>, <em>complications and bizarre ramifications</em>, <em>irrevocable consequences</em>, etc?</p><p></p><p>As much as any of the three games I've mentioned, 4e D&D can be played with the dice rolls binding on the GM: I know, I've done it. It's resolution rules can be applied broadly the same as Burning Wheel's. And I'm pretty confident no computer would have come up with the complications and twists that I did, over the course of 30 levels of play.</p><p></p><p>Good luck with that. I mean, by your logic we don't need novelists, playwrights or painters either.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9397213, member: 42582"] This is pretty facile. In Burning Wheel, the GM is bound by the results of the dice at all points (Gold Revised ed, p 30: "Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither the GM nor other players can change the fact that the act was successful." In Marvel Heroic RP, the GM is bound by the result of the dice at all points (Operations Manual p 8 sidebar: "In some games, the person who runs the game rolls the dice in secret - but there are no secrets in the Bullpen. Roll those bones in full view, Watchers!") In Apocalypse World, the GM is bound by the results of the dice at all points (I can't even find a quote from the rulebook - it's treated as obvious that when the player makes a move and rolls the dice, everyone does what the result says). But how would a computer adjudicate any of these games? I mean, how does a computer follow the rules for narrating failed outcomes in Burning Wheel (Gold Revised ed, pp 31-2: "When . . . the character fails . . . [then] the [player's] state intent does not come to pass. . . . When a test is failed, the GM introduces a complication. . . . The GM must present the players with varies, twisted, occult and bizarre ramifications of their decisions.") How would a computer adjudicate AW? From p 117: [indent]However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable. When a player’s character makes a move and the player misses the roll [ie gets net 6 or less], that’s the cleanest and clearest example there is of an opportunity on a plate.[/indent] How is a computer meant to make sense of notions like [I]intent not coming to pass[/I], [I]complications and bizarre ramifications[/I], [I]irrevocable consequences[/I], etc? As much as any of the three games I've mentioned, 4e D&D can be played with the dice rolls binding on the GM: I know, I've done it. It's resolution rules can be applied broadly the same as Burning Wheel's. And I'm pretty confident no computer would have come up with the complications and twists that I did, over the course of 30 levels of play. Good luck with that. I mean, by your logic we don't need novelists, playwrights or painters either. [/QUOTE]
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