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Game Design Masterclass: Going Diceless
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<blockquote data-quote="aramis erak" data-source="post: 7980818" data-attributes="member: 6779310"><p>Personally, my experience with Amber is entirely in the "unpleasant and unworkable" bin....</p><p>Due to the way it is set up, it presumes that the group is stable from launch to conclusion; the bidding process makes adding characters a bit of a pain.</p><p>The near-total subjectivity of the modifiers renders it very strongly "GM gets what they want".</p><p>The lack of a decent decision tree matrix and of a point-spend system leaves the decision process way more arbitrary than is good.</p><p></p><p>I know some people enjoy it, but those people tend to be, at least of those I know persionally (FTF), the people who don't think system matters much, because they seldom invoke system no matter what game rules or setting is in play.</p><p></p><p>I personally find Theatrix a far better diceless approach. It has a strong decision tree system, and has a point economy that allows altering the decision tree. It's still super reliant upon some level of arbitrary, but the skill vs difficulty card also gives a way to resolve skills readily. (It also includes rules for percentiles in place of the decision tree for groups who can't handle the tree based system's lack of random.)</p><p></p><p>My favorite diceless games, however, aren't randomless: Dragonlance Fifth Age and Marvel Super Heroes Adventure Game. (While I playtested Freemarket, it flopped with my group because of lack of comprehension of the nature of the conflict resolution system.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7980818, member: 6779310"] Personally, my experience with Amber is entirely in the "unpleasant and unworkable" bin.... Due to the way it is set up, it presumes that the group is stable from launch to conclusion; the bidding process makes adding characters a bit of a pain. The near-total subjectivity of the modifiers renders it very strongly "GM gets what they want". The lack of a decent decision tree matrix and of a point-spend system leaves the decision process way more arbitrary than is good. I know some people enjoy it, but those people tend to be, at least of those I know persionally (FTF), the people who don't think system matters much, because they seldom invoke system no matter what game rules or setting is in play. I personally find Theatrix a far better diceless approach. It has a strong decision tree system, and has a point economy that allows altering the decision tree. It's still super reliant upon some level of arbitrary, but the skill vs difficulty card also gives a way to resolve skills readily. (It also includes rules for percentiles in place of the decision tree for groups who can't handle the tree based system's lack of random.) My favorite diceless games, however, aren't randomless: Dragonlance Fifth Age and Marvel Super Heroes Adventure Game. (While I playtested Freemarket, it flopped with my group because of lack of comprehension of the nature of the conflict resolution system.) [/QUOTE]
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