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Game Design Masterclass: Going Diceless
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<blockquote data-quote="clearstream" data-source="post: 7979299" data-attributes="member: 71699"><p>Diceless is not the same as system-less. In my own game - Masters of Luck and Death - I used a ranking system to decide what should prevail in high-noon situations. For example, powers with narrower application ranked above powers with wider application... albeit were relevant less often. And there were about four other factors that input into ranking.</p><p></p><p>So this is system-light, but not systemless. What I found is that the game was enthralling for players, as they had a unique freedom, and leaned into high-fantasy, perhaps just because player leverage over the narrative was in such broad strokes. It was difficult (for me at least) to run for more than two players at a time.</p><p></p><p>Seeing as players were highly empowered, I took the gloves off at the most fundamental level. Remembering that the DM is the source for what players know of the world, so if the DM distorts at that layer it threatens players through distorting what they know of the narrative. An example is where an NPC lies exactly as if they were not lying. It can be very hard for players to know what to believe if the DM refuses to give cues. Of course you must have a strong feeling for your world to maintain consistency - who might pull off such a lie, and who might not. The DM needs to know their world and NPC motives and capabilities very deeply as those are huge drivers of the unfolding of events, once dice are absent.</p><p></p><p>The reason I mention that is that I found that not only could the players take it, they loved it. I think the reason is that if you aren't rolling dice to decide if life or death actions succeed or not, real excitement can be created by making the <em>right choice of actions</em> a dreadful challenge. It can be enthralling: probably the best RPG I ever had the pleasure of DMing. If there is any interest I can post my system to the thread. It predated Amber and to be honest I preferred it. I loathed the Amber character-gen system.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7979299, member: 71699"] Diceless is not the same as system-less. In my own game - Masters of Luck and Death - I used a ranking system to decide what should prevail in high-noon situations. For example, powers with narrower application ranked above powers with wider application... albeit were relevant less often. And there were about four other factors that input into ranking. So this is system-light, but not systemless. What I found is that the game was enthralling for players, as they had a unique freedom, and leaned into high-fantasy, perhaps just because player leverage over the narrative was in such broad strokes. It was difficult (for me at least) to run for more than two players at a time. Seeing as players were highly empowered, I took the gloves off at the most fundamental level. Remembering that the DM is the source for what players know of the world, so if the DM distorts at that layer it threatens players through distorting what they know of the narrative. An example is where an NPC lies exactly as if they were not lying. It can be very hard for players to know what to believe if the DM refuses to give cues. Of course you must have a strong feeling for your world to maintain consistency - who might pull off such a lie, and who might not. The DM needs to know their world and NPC motives and capabilities very deeply as those are huge drivers of the unfolding of events, once dice are absent. The reason I mention that is that I found that not only could the players take it, they loved it. I think the reason is that if you aren't rolling dice to decide if life or death actions succeed or not, real excitement can be created by making the [I]right choice of actions[/I] a dreadful challenge. It can be enthralling: probably the best RPG I ever had the pleasure of DMing. If there is any interest I can post my system to the thread. It predated Amber and to be honest I preferred it. I loathed the Amber character-gen system. [/QUOTE]
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