Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Chess is not an RPG: The Illusion of Game Balance
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6406333" data-attributes="member: 4937"><p>Thanks for the vote, but that doesn't give me a lot of confidence. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>It's sincerely weird to have you agreeing with me.</p><p></p><p></p><p></p><p>I think that there is a lot more to my argument than that, and it begins with, "Randomness isn't the goal in and of itself, but a means to some end."</p><p></p><p>In the 'old days', I think randomness was used because no one necessarily had better ideals about how to get to those ends. Randomness was the method we had, it wasn't seriously questioned, we didn't have the technical language to talk about it, it was a sacred cow, and so that's what you went with. But to make it actually functional, in my experience of play and in discussing it with other people, it was honored in the breach more than the use. The dice rolling creates the illusion of randomness, but some sort of social contract existed to mitigate that as an actual result while retaining some of the end values that randomness was the methodology used to create. "Throw out hopeless characters" so that the actual methodology wasn't Method 1, but rather Method 1 plus some number of rerolls until the player or table as a whole is happy with the character is one example of that. But, "Keep rolling until we get what we want.", as any reflective DM knows that has rerolled random encounter tables is, "Pretend to be random, but actually choose the outcome."</p><p></p><p>If you start looking at the stated primary goals of random character - the actual values we are prizing when we apply the methodology - it turns out that we have the methodology now for creating pretty much any of that while retaining balance.</p><p></p><p>For example, many have suggested that the like randomness for sparking diversity and preventing cookie cutter builds. Which is fine, but from a purely objective position, if what we valued most was diversity surely choice would produce more diversity than randomness would. After all, with choice you can always choose to play something different, but with random results you could be given a set of numbers similar enough to the last one to be effectively identical. If a player says, "I prize diversity over optimization and balance, but if I'm given a choice to create what I want, I always prioritize optimization over diversity.", what are we to make of that but at best and most charitably, "I like diversity, but the temptation to optimize is too great for me to over come so I need methodology that forces me to not do it". However, I've actually suggested methodology that would spark diversity and yield balance, yet this methodology remains unattractive. Clearly diversity as the end goal of randomness is at most secondary.</p><p></p><p>Others have said that the thrill of gambling is the reason that they like rolling dice. This is the theory that rolling dice is fun, so that's why random chargen is preferred. But the problem with that is that for most people, gambling is fun only when they win and that chargen carries no real cost. So in actual play, players didn't gamble once and accept losing as a happy result. They kept up the gambling until they produced some sort of 'winner'. The discarded the "hopeless" characters through some methodology. And so while we can honestly accept "the thrill of gambling" as being part of the attractiveness of the mechanic and part of the reason people honestly liked it, when we examine the actual impact on play that this thrill of gambling produced it was to produce a non-random set of playable "winners" who were perforce more balanced than randomness itself would have actually produced. Again, this isn't actual random, and we can't overlook the end state when discussing why people actually liked the methodology that they actually used.</p><p></p><p></p><p></p><p>As a DM, absolutely its fun to just randomly determine stuff - even stuff you'll never going to lose. There is definitely exploratory pleasure in randomly making stuff. But equally, absolutely there was and is more going on with random chargen than actual randomness. If there wasn't, there wouldn't be such elaborate table agreements and social constructs around protecting players from it. </p><p></p><p>Again, one of the most dominate aspects of random chargen is how much of the rerolling gets thrown out with the short term memory.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6406333, member: 4937"] Thanks for the vote, but that doesn't give me a lot of confidence. ;) It's sincerely weird to have you agreeing with me. I think that there is a lot more to my argument than that, and it begins with, "Randomness isn't the goal in and of itself, but a means to some end." In the 'old days', I think randomness was used because no one necessarily had better ideals about how to get to those ends. Randomness was the method we had, it wasn't seriously questioned, we didn't have the technical language to talk about it, it was a sacred cow, and so that's what you went with. But to make it actually functional, in my experience of play and in discussing it with other people, it was honored in the breach more than the use. The dice rolling creates the illusion of randomness, but some sort of social contract existed to mitigate that as an actual result while retaining some of the end values that randomness was the methodology used to create. "Throw out hopeless characters" so that the actual methodology wasn't Method 1, but rather Method 1 plus some number of rerolls until the player or table as a whole is happy with the character is one example of that. But, "Keep rolling until we get what we want.", as any reflective DM knows that has rerolled random encounter tables is, "Pretend to be random, but actually choose the outcome." If you start looking at the stated primary goals of random character - the actual values we are prizing when we apply the methodology - it turns out that we have the methodology now for creating pretty much any of that while retaining balance. For example, many have suggested that the like randomness for sparking diversity and preventing cookie cutter builds. Which is fine, but from a purely objective position, if what we valued most was diversity surely choice would produce more diversity than randomness would. After all, with choice you can always choose to play something different, but with random results you could be given a set of numbers similar enough to the last one to be effectively identical. If a player says, "I prize diversity over optimization and balance, but if I'm given a choice to create what I want, I always prioritize optimization over diversity.", what are we to make of that but at best and most charitably, "I like diversity, but the temptation to optimize is too great for me to over come so I need methodology that forces me to not do it". However, I've actually suggested methodology that would spark diversity and yield balance, yet this methodology remains unattractive. Clearly diversity as the end goal of randomness is at most secondary. Others have said that the thrill of gambling is the reason that they like rolling dice. This is the theory that rolling dice is fun, so that's why random chargen is preferred. But the problem with that is that for most people, gambling is fun only when they win and that chargen carries no real cost. So in actual play, players didn't gamble once and accept losing as a happy result. They kept up the gambling until they produced some sort of 'winner'. The discarded the "hopeless" characters through some methodology. And so while we can honestly accept "the thrill of gambling" as being part of the attractiveness of the mechanic and part of the reason people honestly liked it, when we examine the actual impact on play that this thrill of gambling produced it was to produce a non-random set of playable "winners" who were perforce more balanced than randomness itself would have actually produced. Again, this isn't actual random, and we can't overlook the end state when discussing why people actually liked the methodology that they actually used. As a DM, absolutely its fun to just randomly determine stuff - even stuff you'll never going to lose. There is definitely exploratory pleasure in randomly making stuff. But equally, absolutely there was and is more going on with random chargen than actual randomness. If there wasn't, there wouldn't be such elaborate table agreements and social constructs around protecting players from it. Again, one of the most dominate aspects of random chargen is how much of the rerolling gets thrown out with the short term memory. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Chess is not an RPG: The Illusion of Game Balance
Top