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Game Design Masterclass: Going Diceless
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<blockquote data-quote="timbannock" data-source="post: 7979423" data-attributes="member: 17913"><p>When my cousin and I published DeScriptors we began with a one page "word-bidding" diceless game and loved how the wordplay involved encouraged creative description and put a lot of the ball in the player's court for driving the story forward. More importantly, it ensured a story arc: a player character won't end a session with the same descriptive traits they started with.</p><p></p><p>But for those who think diceless means a simple system, or something that can't be made robust, we were able to build in dozens of expansions, options, and variant rules in DeScriptors: Definitive Edition. We were actually really surprised how much the word-bidding system could be flexed to come up with separate systems for things like magic, one-use items, and escalating contests.</p><p></p><p>If you wanna see something more than just uber-powered characters in diceless games, give it a look. There's a PWYW version so you can get the base system free. Definitive adds something like 20 pages of options, a full example of play, and a FAQ-style GM advice section that take about improv.</p><p></p><p>There's also an Actual Play for several sessions on the Worldbuilder's Anvil podcast.</p></blockquote><p></p>
[QUOTE="timbannock, post: 7979423, member: 17913"] When my cousin and I published DeScriptors we began with a one page "word-bidding" diceless game and loved how the wordplay involved encouraged creative description and put a lot of the ball in the player's court for driving the story forward. More importantly, it ensured a story arc: a player character won't end a session with the same descriptive traits they started with. But for those who think diceless means a simple system, or something that can't be made robust, we were able to build in dozens of expansions, options, and variant rules in DeScriptors: Definitive Edition. We were actually really surprised how much the word-bidding system could be flexed to come up with separate systems for things like magic, one-use items, and escalating contests. If you wanna see something more than just uber-powered characters in diceless games, give it a look. There's a PWYW version so you can get the base system free. Definitive adds something like 20 pages of options, a full example of play, and a FAQ-style GM advice section that take about improv. There's also an Actual Play for several sessions on the Worldbuilder's Anvil podcast. [/QUOTE]
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