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General Tabletop Discussion
*TTRPGs General
On the Value of Uncertainty
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<blockquote data-quote="Irda Ranger" data-source="post: 4441145" data-attributes="member: 1003"><p>Die roll. No question. The polyhedrals are <em>the </em>defining element of an RPG (even if they're calculated by a computer). EGG sought out and collected random-result generators specifically to take the DM out of the decision loop.</p><p></p><p>As for Reynard's OP, it's a good taste of what makes a pen & paper RPG what it is. Also, if you examine the different levels of uncertainty you'll understand why (barring a real A.I. that can replace a DM) no computer RPG will ever replace D&D. Consider the difference between Combat Uncertainty and Story Uncertainty. Computer RPGs (whether solo like Baldur's Gate or MMO like WoW) only have Combat Uncertainty. Your character can win or lose a fight, but he can't change how the story unfolds (much). At most you'll have 3-4 "alternative endings." From a story point of view, playing BG and WoW are almost as passive as watching The Dark Knight.</p><p></p><p></p><p>Couldn't agree more. See my sig. The DM who wants to "tell a story" should write a novel. Telling a story is not what D&D is for. D&D is a game that has multiple participants while a story-telling situation is by its nature a one-way medium.</p><p></p><p></p><p>Again, I couldn't agree more. To add my two cents though, I want to stress that keeping the die result is very important to avoid the death-spiral of PC vs. DM competitive gaming. </p><p></p><p>D&D is a game; therefore you need (1) winning/losing*, and (2) fun. To have winning/losing you need to have competition, but if everyone's going to relax and have fun the PCs need to trust that the DM isn't trying to "screw" them (which it's very easy for him to do, if he's a jerk). Therefore it's very important to keep it clear that the PCs are not playing vs. the DM but rather playing vs. the monsters & mayhem in the campaign world; the DM is just the medium through which the story is told, and an impartial one. If the DM starts fudging rolls (whether "for" the PCs or "against" them) he ceases to be impartial. Further, fudging rolls "for" the PCs is almost as harmful as going the other way, since even if losing is impossible, so is winning. It's not a win if the DM hands it to you.</p><p></p><p></p><p></p><p></p><p>*And by winning/losing, I mean by accomplishing the goals the quest has set up, whether clearing the Keep, rescuing the Princess or whatever.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4441145, member: 1003"] Die roll. No question. The polyhedrals are [I]the [/I]defining element of an RPG (even if they're calculated by a computer). EGG sought out and collected random-result generators specifically to take the DM out of the decision loop. As for Reynard's OP, it's a good taste of what makes a pen & paper RPG what it is. Also, if you examine the different levels of uncertainty you'll understand why (barring a real A.I. that can replace a DM) no computer RPG will ever replace D&D. Consider the difference between Combat Uncertainty and Story Uncertainty. Computer RPGs (whether solo like Baldur's Gate or MMO like WoW) only have Combat Uncertainty. Your character can win or lose a fight, but he can't change how the story unfolds (much). At most you'll have 3-4 "alternative endings." From a story point of view, playing BG and WoW are almost as passive as watching The Dark Knight. Couldn't agree more. See my sig. The DM who wants to "tell a story" should write a novel. Telling a story is not what D&D is for. D&D is a game that has multiple participants while a story-telling situation is by its nature a one-way medium. Again, I couldn't agree more. To add my two cents though, I want to stress that keeping the die result is very important to avoid the death-spiral of PC vs. DM competitive gaming. D&D is a game; therefore you need (1) winning/losing*, and (2) fun. To have winning/losing you need to have competition, but if everyone's going to relax and have fun the PCs need to trust that the DM isn't trying to "screw" them (which it's very easy for him to do, if he's a jerk). Therefore it's very important to keep it clear that the PCs are not playing vs. the DM but rather playing vs. the monsters & mayhem in the campaign world; the DM is just the medium through which the story is told, and an impartial one. If the DM starts fudging rolls (whether "for" the PCs or "against" them) he ceases to be impartial. Further, fudging rolls "for" the PCs is almost as harmful as going the other way, since even if losing is impossible, so is winning. It's not a win if the DM hands it to you. *And by winning/losing, I mean by accomplishing the goals the quest has set up, whether clearing the Keep, rescuing the Princess or whatever. [/QUOTE]
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