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In Praise of Dice
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<blockquote data-quote="Kannik" data-source="post: 8173329" data-attributes="member: 984"><p>I love props, so I would say many things... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I'm enjoying hearing all the examples that people have of specific dice they use for specific instances (fireball, potion dice, monster dice, etc). </p><p></p><p></p><p>I would say that is still a matter of the middle path, because you’re still choosing when to forgo a result, even if you announce or declare it. Or if you choose to do it preemptively or choose to alter the upcoming situations. Or how you used that example from your DW game, tweaking how the opponents worked. It may not be the same as a particular, specific, definition fudging, but it’s still adapting and altering for effect, and extremes of this can still lead to lessened experiences. There are many angles and avenues in the metaphorical toolbox, and this is just one way. A way that I don’t find any better, or worse, than any other way. Any of the ways can be used to great effect, and any of the ways can also be used (or overused) to poor effect. And using combinations of them is often best… which is its own kind of middle path.</p><p></p><p>It also pays to note that what will work best and the amounts therein will be different for different groups and, as I alluded to in my original post, different for different games, game styles, and campaign tones. Using your second and third tests as you define them for what constitute as fudging, being up front and declaring what you’re doing rather than secrecy or deception can certainly work fine. In one of my groups though, in many situations it works even better if I fudge lightly such that the party pulls off a perilous win. It’s very akin to your DW example; the players feel great, and that’s what they want out of the games.</p><p></p><p>(As an aside, that’s an interesting question, how do people feel/react if it isn’t the dice that are being fudged, but something else (hit points, tactics, damage, world facts, number of obstacles to the destination, etc)? Is it dice specifically where certain vehemence (for those who have such, and not meaning that with any negative connotation) comes in? For you (again, with no negative connotation) it seems to be.)</p><p></p><p></p><p>I don’t know if it is common or not, which is why I mentioned it and invite such retrospection. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Kannik, post: 8173329, member: 984"] I love props, so I would say many things... :D I'm enjoying hearing all the examples that people have of specific dice they use for specific instances (fireball, potion dice, monster dice, etc). I would say that is still a matter of the middle path, because you’re still choosing when to forgo a result, even if you announce or declare it. Or if you choose to do it preemptively or choose to alter the upcoming situations. Or how you used that example from your DW game, tweaking how the opponents worked. It may not be the same as a particular, specific, definition fudging, but it’s still adapting and altering for effect, and extremes of this can still lead to lessened experiences. There are many angles and avenues in the metaphorical toolbox, and this is just one way. A way that I don’t find any better, or worse, than any other way. Any of the ways can be used to great effect, and any of the ways can also be used (or overused) to poor effect. And using combinations of them is often best… which is its own kind of middle path. It also pays to note that what will work best and the amounts therein will be different for different groups and, as I alluded to in my original post, different for different games, game styles, and campaign tones. Using your second and third tests as you define them for what constitute as fudging, being up front and declaring what you’re doing rather than secrecy or deception can certainly work fine. In one of my groups though, in many situations it works even better if I fudge lightly such that the party pulls off a perilous win. It’s very akin to your DW example; the players feel great, and that’s what they want out of the games. (As an aside, that’s an interesting question, how do people feel/react if it isn’t the dice that are being fudged, but something else (hit points, tactics, damage, world facts, number of obstacles to the destination, etc)? Is it dice specifically where certain vehemence (for those who have such, and not meaning that with any negative connotation) comes in? For you (again, with no negative connotation) it seems to be.) I don’t know if it is common or not, which is why I mentioned it and invite such retrospection. :) [/QUOTE]
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