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<blockquote data-quote="Garthanos" data-source="post: 5158018" data-attributes="member: 82504"><p><a href="http://www.dyasdesigns.com/roleplay/dicelessgames.html" target="_blank">Diceless Roleplaying Game Rules - links</a></p><p>I like diceless games because they frequently end up being more descriptive and more vivid because describing how your character attempts things becomes more important.</p><p></p><p>Designing a diceless game is for me about coming up with a language for doing just that.</p><p></p><p>Marvel Universe Role Playing Game can be played entirely without game master (but that is so not going to be interesting because situational modifiers are really what enable things to match the genre and feel cool as well as being truly in the setting... and really are GM driven<a href="http://www.dyasdesigns.com/roleplay/murpg/" target="_blank"> here is my supplement I made for it</a>). </p><p>Amber is at the other end of the spectrum mechanically and both very diceless. </p><p>Nobilis and Amber are god class gaming but Active Exploits is certainly more oriented towards more every day folk. </p><p>Amber had methods for shaking up what might be called very absolutist mechanics but they were very free form... Theatrix introduced non free form ways of arbitration via a player points mechanic which rather leads to the game Fate</p><p></p><p>Games like fate/fudge start out with dice but the dice are such a supplement on top of player choices that it is more than a little natural to drop back to diceless ironic because Fate was inspired by wanting to add dice to Amber.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 5158018, member: 82504"] [url=http://www.dyasdesigns.com/roleplay/dicelessgames.html]Diceless Roleplaying Game Rules - links[/url] I like diceless games because they frequently end up being more descriptive and more vivid because describing how your character attempts things becomes more important. Designing a diceless game is for me about coming up with a language for doing just that. Marvel Universe Role Playing Game can be played entirely without game master (but that is so not going to be interesting because situational modifiers are really what enable things to match the genre and feel cool as well as being truly in the setting... and really are GM driven[URL="http://www.dyasdesigns.com/roleplay/murpg/"] here is my supplement I made for it[/URL]). Amber is at the other end of the spectrum mechanically and both very diceless. Nobilis and Amber are god class gaming but Active Exploits is certainly more oriented towards more every day folk. Amber had methods for shaking up what might be called very absolutist mechanics but they were very free form... Theatrix introduced non free form ways of arbitration via a player points mechanic which rather leads to the game Fate Games like fate/fudge start out with dice but the dice are such a supplement on top of player choices that it is more than a little natural to drop back to diceless ironic because Fate was inspired by wanting to add dice to Amber. [/QUOTE]
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