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Games with randomness before decisions
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<blockquote data-quote="Crazy Jerome" data-source="post: 5692275" data-attributes="member: 54877"><p>What you are talking about is sometimes called "fortune at the end" versus "fortune at the beginning".</p><p> </p><p>I don't recall off the top of my head any RPG that uses fortune at the end heavily, though there are a few instances in games. The first one that springs to mind is any game with a heavily random but then some choices character generation, such as Basis D&D: Roll your 3d6 in order, then decide what character you are going to play. If you get to roll 4d6, drop lowest, then arrange to suit--then obviously a bit more so.</p><p> </p><p>However, there are many traditional games that lend themselves to "fortune in the middle." This is the way our group plays most traditional games. You state your intent (locking in the broad parameters of what you want to try). Then you roll (fortune in the middle). Then you narrate the results consistent with that roll. The roll is broadly determining success/failure, but being able to narrate afterwards can change the course of what that success/failure means.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5692275, member: 54877"] What you are talking about is sometimes called "fortune at the end" versus "fortune at the beginning". I don't recall off the top of my head any RPG that uses fortune at the end heavily, though there are a few instances in games. The first one that springs to mind is any game with a heavily random but then some choices character generation, such as Basis D&D: Roll your 3d6 in order, then decide what character you are going to play. If you get to roll 4d6, drop lowest, then arrange to suit--then obviously a bit more so. However, there are many traditional games that lend themselves to "fortune in the middle." This is the way our group plays most traditional games. You state your intent (locking in the broad parameters of what you want to try). Then you roll (fortune in the middle). Then you narrate the results consistent with that roll. The roll is broadly determining success/failure, but being able to narrate afterwards can change the course of what that success/failure means. [/QUOTE]
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