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<blockquote data-quote="SableWyvern" data-source="post: 48270" data-attributes="member: 1008"><p>In general, I hate this concept. Certainly, it a legitimate way of playing, and I have no problems with people who enjoy that sort of thing. Its a whole different gaming experience, however.</p><p></p><p>In the short term (ie, using it for a couple of sessions as you suggest) won't have a dramatic effect on gameplay, although with the exception of introducing very young players I can't see it as being the best way of doing things.</p><p></p><p>My problem with diceless (read randomless) gaming is that it places a burden of arbitrary decisions on the DM that is simply far to heavy. When does a DM decide to allow something that would very rarely happen to occur, or vice versa. IE, when does the brilliant thief occasionally fail a relatively simple search check? When does a simple fight against kobolds do serious and unpredictable damage to the party?</p><p></p><p>This type of playing tend to emphasize "The Story" over all else. Unfortunately, that means that the players know that their characters actions will ultimately succeed or fail based on the DMs vision for "The Story". I would never take from my players the knowledge that brilliant rolls can throw the cunning machinations of my NPCs into dissarray, or the fear that a poor roll in a critical moment can turn guaranteed success into potential tragedy.</p><p></p><p>Dice are the ultimate tool for giving the players the feeling that they too control "The Story" and are not at the complete mercy of the DM.</p><p></p><p>I will iterate that diceless gaming is not a bad thing. Its just absolutely not my thing.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 48270, member: 1008"] In general, I hate this concept. Certainly, it a legitimate way of playing, and I have no problems with people who enjoy that sort of thing. Its a whole different gaming experience, however. In the short term (ie, using it for a couple of sessions as you suggest) won't have a dramatic effect on gameplay, although with the exception of introducing very young players I can't see it as being the best way of doing things. My problem with diceless (read randomless) gaming is that it places a burden of arbitrary decisions on the DM that is simply far to heavy. When does a DM decide to allow something that would very rarely happen to occur, or vice versa. IE, when does the brilliant thief occasionally fail a relatively simple search check? When does a simple fight against kobolds do serious and unpredictable damage to the party? This type of playing tend to emphasize "The Story" over all else. Unfortunately, that means that the players know that their characters actions will ultimately succeed or fail based on the DMs vision for "The Story". I would never take from my players the knowledge that brilliant rolls can throw the cunning machinations of my NPCs into dissarray, or the fear that a poor roll in a critical moment can turn guaranteed success into potential tragedy. Dice are the ultimate tool for giving the players the feeling that they too control "The Story" and are not at the complete mercy of the DM. I will iterate that diceless gaming is not a bad thing. Its just absolutely not my thing. [/QUOTE]
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