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General Tabletop Discussion
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Should the DM roll in the open?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9541627" data-attributes="member: 6790260"><p>I'll need to know what qualifies as a "game" first. As an example, D&D does not have a "win condition" which terminates the game the way, say, chess or <em>Sorry!</em> does. Does that mean D&D isn't a game? Or is it valid to have merely contextual or small-scale successes?</p><p></p><p>I would 100% consider <em>Fiasco</em> a game. It is a game with the ultimate goal of producing an interesting story, albeit usually "fatalistic" one (the term used in at least one <em>Fiasco</em> rule book I've found). Earlier versions used dice to distribute ideas and topics amongst the players. Later versions, like the one I quoted from earlier, stick to decks of cards, without need for dice. Since I have a dice-based rule book, I'll focus on that.</p><p></p><p>A session of <em>Fiasco</em> generally uses a scenario for guiding play, but this scenario is basically just a collection of thematic tables that turn die rolls into specific details of various kinds. Setup involves figuring out your character and their context, which uses dice and cards. Play occurs by different people adding complications (for Establish scenes) or setting the context/tone (for Resolve scenes), and each player roleplaying through something interesting. Dice are exchanged as part of this process in the first act, which affects future outcomes. Dice are <em>not</em> exchanged in the second act, but held to determine the final conclusion. At the end, a specific set of dice held by each player (their "Tilt Card" dice) are used to determine the kind and nature of the conclusion, via scenario-specific tables. Black dice generally seem to indicate "bad" ends, while white dice indicate "good" ends, but this is highly relative. At the conclusion, you narrate what happens to your character, in keeping with the requirements established by the other players, the preceding scenes, and the scenario's tables.</p><p></p><p>This seems to be a game to me. It's not one that is about driving up a score, but D&D isn't about driving up a score either. It's not one that prioritizes overcoming a challenge, but it does seem to invite a degree strategy between players.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9541627, member: 6790260"] I'll need to know what qualifies as a "game" first. As an example, D&D does not have a "win condition" which terminates the game the way, say, chess or [I]Sorry![/I] does. Does that mean D&D isn't a game? Or is it valid to have merely contextual or small-scale successes? I would 100% consider [I]Fiasco[/I] a game. It is a game with the ultimate goal of producing an interesting story, albeit usually "fatalistic" one (the term used in at least one [I]Fiasco[/I] rule book I've found). Earlier versions used dice to distribute ideas and topics amongst the players. Later versions, like the one I quoted from earlier, stick to decks of cards, without need for dice. Since I have a dice-based rule book, I'll focus on that. A session of [I]Fiasco[/I] generally uses a scenario for guiding play, but this scenario is basically just a collection of thematic tables that turn die rolls into specific details of various kinds. Setup involves figuring out your character and their context, which uses dice and cards. Play occurs by different people adding complications (for Establish scenes) or setting the context/tone (for Resolve scenes), and each player roleplaying through something interesting. Dice are exchanged as part of this process in the first act, which affects future outcomes. Dice are [I]not[/I] exchanged in the second act, but held to determine the final conclusion. At the end, a specific set of dice held by each player (their "Tilt Card" dice) are used to determine the kind and nature of the conclusion, via scenario-specific tables. Black dice generally seem to indicate "bad" ends, while white dice indicate "good" ends, but this is highly relative. At the conclusion, you narrate what happens to your character, in keeping with the requirements established by the other players, the preceding scenes, and the scenario's tables. This seems to be a game to me. It's not one that is about driving up a score, but D&D isn't about driving up a score either. It's not one that prioritizes overcoming a challenge, but it does seem to invite a degree strategy between players. [/QUOTE]
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