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Games with randomness before decisions
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<blockquote data-quote="Asmor" data-source="post: 5692233" data-attributes="member: 1154"><p>A while back, someone on <a href="http://www.boardgamegeek.com" target="_blank">BoardGameGeek</a>, someone I don't remember brought up a distinction that I've found rather revelatory.</p><p></p><p>The idea was that there were two distinct forms of randomness in games; randomness which occurs before you act and limits the decisions you can make, and randomness which occurs after you act and decides the outcome of the decisions you make.</p><p></p><p>To give an example of the former, take <a href="http://www.boardgamegeek.com/boardgame/822/carcassonne" target="_blank">Carcassonne</a>. In Carcassonne, on your turn you draw a random tile. This tile limits what you could potentially do. However, you can do with it as you wish.</p><p></p><p>As an example of the latter, we can use <a href="http://www.boardgamegeek.com/boardgame/181/risk" target="_blank">Risk</a>. You decide what you're going to do, then roll dice to determine the outcome.</p><p></p><p>The two aren't mutually exclusive. <a href="http://www.boardgamegeek.com/boardgame/2243/yahtzee" target="_blank">Yahtzee</a> is a great example of both; you need to make decisions based on what you've already rolled, but then the outcome of your decisions is also a matter of fate.</p><p></p><p>But anyway, this is all just background. The meat of my question is this: to the best of my knowledge, most RPGs are examples of randomness after decisions, to decide outcome (for the purpose of this discussion, ignore RPGs without any random/luck factors). The only thing I can really think of that bucks the trend is Fiasco, and then only in character creation. You roll dice at the beginning and use those dice to assign attributes. As far as the actual randomization in game, though, you end up rolling the dice you've collected to determine an outcome for your character.</p><p></p><p>Are there any RPGs where the structure of play is such that some sort of random element is introduced, and then you get to make a decision where you're assured of the outcome?</p></blockquote><p></p>
[QUOTE="Asmor, post: 5692233, member: 1154"] A while back, someone on [url=http://www.boardgamegeek.com]BoardGameGeek[/url], someone I don't remember brought up a distinction that I've found rather revelatory. The idea was that there were two distinct forms of randomness in games; randomness which occurs before you act and limits the decisions you can make, and randomness which occurs after you act and decides the outcome of the decisions you make. To give an example of the former, take [url=http://www.boardgamegeek.com/boardgame/822/carcassonne]Carcassonne[/url]. In Carcassonne, on your turn you draw a random tile. This tile limits what you could potentially do. However, you can do with it as you wish. As an example of the latter, we can use [url=http://www.boardgamegeek.com/boardgame/181/risk]Risk[/url]. You decide what you're going to do, then roll dice to determine the outcome. The two aren't mutually exclusive. [url=http://www.boardgamegeek.com/boardgame/2243/yahtzee]Yahtzee[/url] is a great example of both; you need to make decisions based on what you've already rolled, but then the outcome of your decisions is also a matter of fate. But anyway, this is all just background. The meat of my question is this: to the best of my knowledge, most RPGs are examples of randomness after decisions, to decide outcome (for the purpose of this discussion, ignore RPGs without any random/luck factors). The only thing I can really think of that bucks the trend is Fiasco, and then only in character creation. You roll dice at the beginning and use those dice to assign attributes. As far as the actual randomization in game, though, you end up rolling the dice you've collected to determine an outcome for your character. Are there any RPGs where the structure of play is such that some sort of random element is introduced, and then you get to make a decision where you're assured of the outcome? [/QUOTE]
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