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Is math a flaw?
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<blockquote data-quote="Celebrim" data-source="post: 5799445" data-attributes="member: 4937"><p>Sure. Creativity is good, but mechanical creativity in proposition resolution is hardly the be all end all of creativity. How player propositions are mechanically resolved is an important part of game design, but its not the entire system nor is system all there is to a good game. </p><p></p><p>Dice are used as fortune mechanics for pretty good reasons, one of which is that dice throws are independent events whose outcome isn't effected by previous throws. Very few other readily available randomizers have that quality, and the ones that do probably can be simulated with dice. You could use cards, but you open up card counting and with reduced randomness. Once you've made the decision to use dice, there are very few ways to interpret the outcome.</p><p></p><p>And sometimes, it turns out that the reason that things have always been done this way is not a lack of creativity. I'm all for experimental proposition mechanics like using a Jenga tower - that's genious. But I also think that reinventing the wheel for its own sake isn't necessarily that bright.</p><p></p><p>And with respecting your complaint against me particularly, I've already demonstrated in the thread and elsewhere that I can create. There may be a game for which cards are a viable fortune mechanic, but it would have to be a game where the weaknesses of the mechanic became strengths within the setting. You'd need a setting where the card counting and the reduced randomness influenced player choices in ways that made sense for the story being told. Maybe you want to rig fortune in such a way that the player can't lose, or can't win. Maybe you want a system that reduces player choice, so that they can only offer propositions from a list of those on the cards, or maybe you want a system where the players know the outcome of their propositions when they make them. Such a setting/genera may exist, but its not at all clear to me that the mechanic has broad application or that resulting game would appeal to a large segment of the gaming community. I can see running Fiasco style game with cards maybe, with each player holding a deck that was stacked against them, but theater style RPGs are likely to always be a niche market compared to RPGs that stay closer to the war gaming side of their roots. And RPGs don't need cards for the usual purpose they are put to in Wargames, and could emulate those purposes with dice should they want to.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5799445, member: 4937"] Sure. Creativity is good, but mechanical creativity in proposition resolution is hardly the be all end all of creativity. How player propositions are mechanically resolved is an important part of game design, but its not the entire system nor is system all there is to a good game. Dice are used as fortune mechanics for pretty good reasons, one of which is that dice throws are independent events whose outcome isn't effected by previous throws. Very few other readily available randomizers have that quality, and the ones that do probably can be simulated with dice. You could use cards, but you open up card counting and with reduced randomness. Once you've made the decision to use dice, there are very few ways to interpret the outcome. And sometimes, it turns out that the reason that things have always been done this way is not a lack of creativity. I'm all for experimental proposition mechanics like using a Jenga tower - that's genious. But I also think that reinventing the wheel for its own sake isn't necessarily that bright. And with respecting your complaint against me particularly, I've already demonstrated in the thread and elsewhere that I can create. There may be a game for which cards are a viable fortune mechanic, but it would have to be a game where the weaknesses of the mechanic became strengths within the setting. You'd need a setting where the card counting and the reduced randomness influenced player choices in ways that made sense for the story being told. Maybe you want to rig fortune in such a way that the player can't lose, or can't win. Maybe you want a system that reduces player choice, so that they can only offer propositions from a list of those on the cards, or maybe you want a system where the players know the outcome of their propositions when they make them. Such a setting/genera may exist, but its not at all clear to me that the mechanic has broad application or that resulting game would appeal to a large segment of the gaming community. I can see running Fiasco style game with cards maybe, with each player holding a deck that was stacked against them, but theater style RPGs are likely to always be a niche market compared to RPGs that stay closer to the war gaming side of their roots. And RPGs don't need cards for the usual purpose they are put to in Wargames, and could emulate those purposes with dice should they want to. [/QUOTE]
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