Are you playing D&D if there are no dice?

Definition of "game" from Dictionary.com:

1. an amusement or pastime: children's games.
2. the material or equipment used in playing certain games: a store selling toys and games.
3. a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.

It looks like everyone is "right". I suppose it comes down to whether you prefer definition #1 or #3. I don't consider D&D a game in the #1 sense. Chance is a key part of the game, IMO (hence the D20 system).
 

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I call lots of things D&D...

I call it D&D when I'm playing Dungeons and Dragons v3.5 around a tabletop with my friends.
I call it D&D when I'm playing Dungeons and Dragons v3.5 via a message board with people I hardly know.
I call it D&D when I'm playing live action Werewolf at a LARP.

I call it D&D when I use plastic dice. I call it D&D when I get my randomness via Invisible Castle. I call it D&D when I'm playing Amber Diceless and the DM is making decisions arbitrarily or based on our relative Warfare or Psyche traits.

Maybe the semantics police are going to come and take me away at some point, but until then, I'm going to keep calling all those things D&D...

Later
silver
 

DonTadow said:
True, I know I've read you say this in other forums, I think I comented on it in dmgenie about how cool it is and how my group would never go for it, but its still cool.

I am interested to know what do people think the "playing of the game" aspect. To me, the dice rolling is the game part of d and d. Its the part thats covered in the rules. Decision making, descriptions and role playing arent covered by the rules.

I want to make sure that the question doesn't mean, "are you really playing dungeons and dragons" but are you playing a game if you do not perform your own mechanics yourself. YOu're

I'm sorry if it came off defensive. :heh: I meant to say that since I was already involved from the quote), I just wanted to actually get involved by contributing. I hope you don't take it as a negative from me. To be honest, I'm just excited that something I said in one thread started another! :D

And in truth, this is a topic that I enjoy discussing and hearing different viewpoints. I just wanted everyone to understand that although we are "diceless", we aren't "ruleless" or "game-mechanicless". That way we don't get lumped into the wrong categories.

And there's nothing wrong with the way you orginally posted. I think I knew where you were coming from. I just wanted to give everyone a little background on how we even ended up at a place where we considered going diceless. In direct response though, I do think we consider it just as much a game, and perhaps in some ways even more, than we did when we used dice. The benefit of quicker resolution gives the players more time to consider tactical options, and I've noticed the players working together better as a team. Because the players have to put more attention to description and not just look at numbers, it seems like they try to get a little more creative and don't always stick to tried and true tactics that the numbers indicate would yield optimum results. It feels more like a game to me, because the players have to be more creative in their thinking because they can't just rely on the numbers. To put it simply, if my players were football coaches, they wouldn't be making the PAT decision based on a chart. They would make the decision based on intuition, gut, their feeling for chance of success, their estimation of their ability to succeed against their opponent, etc. I think that coaches who just go by the chart are doing less "playing" than the coaches who go by their gut and make the decision "in the moment".

To me, for D&D to feel like a game, it simply needs a mechanical tool in place to replicate chance and statistical probability. That tool is in place with our group. The main difference, I believe, is that players in a diceless system must have a better awareness of their situation and a better sense of teamwork to be successful, because they aren't just looking at numbers and comparing charts. It definitely adds to the feeling of "risky decisions" in our game. Now I am strictly speaking about moments in the game that a character wouldn't have access to the out of game information, and have to decide in the moment what to do. Playing diceless has been the best way we've found to replicate that. Out of combat or time-sensitve situations, my players play with numbers just as much as any other group. If they are planning a skirmish, they do the recon, get the numbers of opponents, and their weapons, magic, etc. and make their battle plans accordingly. But, in the heat of battle, they have to rely on gut instinct, experience, and trust in the other players to come out on top. Our group likes that feel, and that's why we kept the idea around.
 

So when kids play cops and robbers, they are amateur thespians in training?

Sure. :)

When little girls play house, somehow they are not Role-Playing?

No, they're role-playing, but they're not playing a GAME, they're just playing. There's no wins, no losses, no task resolution, they're playing make-believe, not a make-believe game.

I sorry, but for there to be a role-playing game all that is required is that there is are roles being played and the outcome is unknown at the beginning. I don't see how dice or no dice changes the activity.

Mmmm, not really. Otherwise, every episode of Reno 911! is really a role-playing game. ;)

A "game" has a very specific meaning, and there is a pretty significant difference between Cops & Robbers and House and a game of D&D. Namely, that a game is competitive, and has a neutral outside way to resolve that competition.
 

In the quoted example, you'd still be playing D&D. The tactile feel of rolling dice does not a game make, particularly a tactical wargame (which is what most of the 'game' part of D&D is); chess has no dice, and I think it's safe to say it's the definitive tactical wargame.

IMO, a player's choices should do more to determine whether his character wins or looses than whatever randomizer the game uses.
 

Hypersmurf said:
If you allow a non-thief to climb a wall, what you're playing isn't an AD&D game any longer.

-Hyp.

That's an interesting quote. I would point out that, as I understand the "Climb Walls" ability, we're not talking about the same thing as the 3E "Climb" skill, yes? Because as I understand Classic and 1E, anybody can climb a rope, just like anybody could climb a ladder or a wall into which handholds have been carved or onto which they have been affixed.

Just like "Hide in Shadows" is not the same as "Hide". Anybody in Classic or 1E can hide, assuming they have something to hide behind. A Thief can hide without being behind anything... just by being in shadows.

If the Thief were called "Ninja" and Thief Skills were called "Ninja Skills" would Gary's opinion be more palatable? Because what he's talking about in the article is not the ability to climb anything whatsoever, but to climb walls, which is really tough. He is talking about skills that require years of training, hence his unicycle example.

So if you let, say, Fighters and Magic-Users climb walls, you're playing a game where anybody can be a Ninja even if they don't have any training in it. That would be like allowing a Fighter to just out of nowhere cast an arcane spell. It breaks the assumptions of the game, therefore I can see his justification for saying that it is no longer AD&D.

The "Climb" skill in 3E is for climbing anything, including all those things you could just automatically climb in previous editions. You would not be deviating from AD&D, if I understand Gary correctly, if you let a Fighter climb a tree, a rope or a series of handholds. The sense in which you go outside the framework of AD&D is when you let just anybody be able to accomplish an extraordinary task like climbing a wall or hiding in nothing but shadow. Likewise, anybody can manage to move "quietly", but only a Thief can move "Silently", etc.
 

Kamikaze Midget said:
A "game" has a very specific meaning, and there is a pretty significant difference between Cops & Robbers and House and a game of D&D. Namely, that a game is competitive, and has a neutral outside way to resolve that competition.
By your definition, RPGs are not games. They are generally not competitive. Games like solitaire have no outside resolution, does that mean they are not games?

I've seen and participated in Cops & Robbers games where "grandpa" was the referee and so there were no arguments of who shot first. No numbers, no dice, just grandpa. Still not a RPG?

Personally, I feel if we at the "gaming" table say we are playing an RPG, we are. And if that involves no randomizers, so what.

Finally, game does not have a specific meaning, it has many different meanings to many differnt people:
http://dictionary.reference.com/browse/game said:
game1 /geɪm/ Pronunciation Key - Show Spelled Pronunciation[geym] Pronunciation Key - Show IPA Pronunciation noun, adjective, gam·er, gam·est, verb, gamed, gam·ing.
–noun
1. an amusement or pastime: children's games.
2. the material or equipment used in playing certain games: a store selling toys and games.
3. a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.
4. a single occasion of such an activity, or a definite portion of one: the final game of the season; a rubber of three games at bridge.
5. the number of points required to win a game.
6. the score at a particular stage in a game: With five minutes to play, the game was 7 to 0.
7. a particular manner or style of playing a game: Her game of chess is improving.
8. anything resembling a game, as in requiring skill, endurance, or adherence to rules: the game of diplomacy.
9. a trick or strategy: to see through someone's game.
10. fun; sport of any kind; joke: That's about enough of your games.
11. wild animals, including birds and fishes, such as are hunted for food or taken for sport or profit.
12. the flesh of such wild animals or other game, used as food: a dish of game.
13. any object of pursuit, attack, abuse, etc.: The new boy at school seemed to be fair game for practical jokers.
14. Informal. a business or profession: He's in the real-estate game.
15. Archaic. fighting spirit; pluck.
Why do you discount definition #1 preferring #3?
 

Korgoth said:
The sense in which you go outside the framework of AD&D is when you let just anybody be able to accomplish an extraordinary task like climbing a wall or hiding in nothing but shadow.

Who said 'just anybody'? We're talking about someone with 18 Dex and Str, a secondary skill of Masonry, Eyes of Minute Seeing, and it's a rough-hewn wall. And we're only giving him a 5% chance of success, since he's not a thief.

That's sufficient to warp the paradigm to much that it's no longer recognisable as AD&D, yet people who don't use Weapons vs AC Type, the DMG initiative rules, the grappling/pummelling/overbearing rules, the training rules for levelling, etc, are playing AD&D just fine?

-Hyp.
 


Shade said:
3. a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.

Emphasis added.

When I play D&D, skill is involved in determining which characters prevail and which do not. Removing the random element entirely would still leave the possibility of both skill and endurance even by this definition. Extremely late night sessions excepted (and I've had a few of those ;) ), we can safely rule out endurance. But how are you eliminating skill?

Of course, the OP isn't talking about eliminating chance, anyway. He's just talking about having a computer generate the random numbers instead of dice in the hand.
 

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