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*Dungeons & Dragons
Modeling Uncertainty
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<blockquote data-quote="Bawylie" data-source="post: 7000398" data-attributes="member: 6776133"><p>Ok, but it's not a 50/50. If we have an either/or, then sure. Zig or Zag. </p><p></p><p>But in a practical situation... "As you step forward, the floor beneath your foot sinks downward. It's a pressure plate! You hear a small click and have only a split second to act before whatever trap this is gets sprung on you. What do you do?"</p><p></p><p>Now we have way more options than zig or zag. You gonna jump? Duck? Leap left or right? Hunker down? Hold your breath? Move your leg? Stay perfectly still? Shout a warning? </p><p></p><p>And yeah, the player is a master rogue. Which comes into play whenever dice are rolled. That mastery will be reflected mechanically and in the game narrative when we roll dem bones. </p><p></p><p>---</p><p></p><p>So let's say our dice rolls bring certainty and we don't want that. We want a sort of sense that we aren't secure in doing the right thing. (For whatever reason, we're playing some paranoia or unreliable reality). Let's back it all the way up and figure out what a game without any checks or rolls at all looks like. </p><p></p><p>You're the DM, your arbitration alone determines success or failure. How do you keep the tension and unease? What do you do to reinforce the idea that nothing is sure? </p><p></p><p></p><p>-Brad</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7000398, member: 6776133"] Ok, but it's not a 50/50. If we have an either/or, then sure. Zig or Zag. But in a practical situation... "As you step forward, the floor beneath your foot sinks downward. It's a pressure plate! You hear a small click and have only a split second to act before whatever trap this is gets sprung on you. What do you do?" Now we have way more options than zig or zag. You gonna jump? Duck? Leap left or right? Hunker down? Hold your breath? Move your leg? Stay perfectly still? Shout a warning? And yeah, the player is a master rogue. Which comes into play whenever dice are rolled. That mastery will be reflected mechanically and in the game narrative when we roll dem bones. --- So let's say our dice rolls bring certainty and we don't want that. We want a sort of sense that we aren't secure in doing the right thing. (For whatever reason, we're playing some paranoia or unreliable reality). Let's back it all the way up and figure out what a game without any checks or rolls at all looks like. You're the DM, your arbitration alone determines success or failure. How do you keep the tension and unease? What do you do to reinforce the idea that nothing is sure? -Brad [/QUOTE]
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