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Game Design Masterclass: Going Diceless
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<blockquote data-quote="TrippyHippy" data-source="post: 7979102" data-attributes="member: 27252"><p>Yeah, it’s just a misinterpretation of how it works.</p><p></p><p>In diceless play, you establish what a character can do or not do - and its fixed. If decide to pick up a cup, I can pick up a cup - there is no doubt in the outcome. When you have a game like Amber, the godlike power levels of the characters are such that they can basically do whatever they want - up until they meet with a challenge from somebody or thing that resists them. In this case, whoever is better wins. However, strategically, what you try to do is manipulate the situation so that you have the advantage over your opponent.</p><p></p><p>For example, if somebody is better at Warfare than an opponent they would win - and would be able to describe how they would win in a contest. There is no need to roll, or work out probabilities - they just win if they are better. However, if their opponent ran away and turned the contest into a chase, then they may have a better Endurance - and so they would win instead. You could add complexity here if you don’t know what the capabilities of your opponent is - and have to use the information given to work it out. So, you have to strategize to get more information, and this is where the game becomes interesting.</p><p></p><p>So many people could do with educating on the merits of diceless play. It makes you think a lot more than just relying on random rolls.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 7979102, member: 27252"] Yeah, it’s just a misinterpretation of how it works. In diceless play, you establish what a character can do or not do - and its fixed. If decide to pick up a cup, I can pick up a cup - there is no doubt in the outcome. When you have a game like Amber, the godlike power levels of the characters are such that they can basically do whatever they want - up until they meet with a challenge from somebody or thing that resists them. In this case, whoever is better wins. However, strategically, what you try to do is manipulate the situation so that you have the advantage over your opponent. For example, if somebody is better at Warfare than an opponent they would win - and would be able to describe how they would win in a contest. There is no need to roll, or work out probabilities - they just win if they are better. However, if their opponent ran away and turned the contest into a chase, then they may have a better Endurance - and so they would win instead. You could add complexity here if you don’t know what the capabilities of your opponent is - and have to use the information given to work it out. So, you have to strategize to get more information, and this is where the game becomes interesting. So many people could do with educating on the merits of diceless play. It makes you think a lot more than just relying on random rolls. [/QUOTE]
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