That's interesting, because none of the stated options in Apocalypse World for doing so involve rolling dice!I assumed it was a reference to “Sometimes, disclaim decision-making” from Apocalypse World. That’s where I got it, anyway.
That's interesting, because none of the stated options in Apocalypse World for doing so involve rolling dice!I assumed it was a reference to “Sometimes, disclaim decision-making” from Apocalypse World. That’s where I got it, anyway.
If you have two parties in conflict, having either party decide the outcome clearly has certain issues. Even then, though, there are games that do have rules for assigning/winning/negotiating that authority, such as one person gets to decide who wins, but the other person narrates how that happens.I have a strong quibble with "Disclaim Decisions". I feel moreso that they are neutral arbitrators. When two parties are in conflict, rolling the dice accounts for unseen factors and helps to determine outcomes in a non-biased manner. You inputed the chance, and the dice computed the outcome without emotion or further diagnosis of logic.
Of course it's disclaiming a decision. We need to know if Bob's fighter hits the troll. Unless everyone is cool with either the GM or Bob or Suzy just saying what happens, we need some way to not decide and let something else tell us what happens. That's disclaiming a decision -- literally denying claim or authority over it.I’m not sure there is disagreement (at least on my end).
I don’t think there would ever be an occasion when a “to hit” (as in an zoomed-in move using actual task resolution) roll would fall under Disclaim Decisions. That would definitely be Prompt. Now you may (or not) go to a randomizer to decide which of 3 moves to make before the “to hit” roll (whereby you’ve got a relatively atomized interaction in the gamestate vs zoomed out conflict resolution - like resolving the weekly or monthly change in a Faction War in Blades).
Disclaim Decisions is procedural content generation. Which thing is employed or how does this thing manifest (perhaps not at all)? When you don’t know and system or GM principles tells you “stay out of it”, you go to dice to find out.
So, what sorts of things do you base such decisions on?Choosing to introduce uncertainty is itself a decision.
And there are some decisions—like to-hit rolls—where tradition is very, very strongly on the side of rolling the dice in many games. Again, Bladesin the Dark is a notable exception there! You could go blow-by-blow with it, but it's usually not done that way, when combat even comes up in that game.Of course it's disclaiming a decision. We need to know if Bob's fighter hits the troll. Unless everyone is cool with either the GM or Bob or Suzy just saying what happens, we need some way to not decide and let something else tell us what happens. That's disclaiming a decision -- literally denying claim or authority over it.
Ah, this helps clarify the difference between prompt & disclaim decision a bit.It's also, in D&D and lots of other systems, a prompt, in that the result is pretty light on detail and so it prompts us to fill it in. It's both -- we disclaim the decision to say if Bob's fighter hits, and we also get a prompt to narrate some more fiction -- Bob's fighter hits, but how?
My understanding of reality, my understanding of the narrative needs of the scene, and my understanding of how those relate to the rules of the game.So, what sorts of things do you base such decisions on?
Okay. There's nothing here that says there aren't choices made by people. This is talking about using dice or a game mechanic. So unless the choice is through dice... not the topic.Choosing to introduce uncertainty is itself a decision.