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The Game for Non-Gamers: (Forked from: Sexism in D&D)
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<blockquote data-quote="resistor" data-source="post: 4809256" data-attributes="member: 9142"><p>You said a lot of good stuff in your post (and I'm glad that at least one other person "got" my theory), but I wanted to call this part out in particular to explain why I think randomization needs to be downplayed.</p><p></p><p>If our key selling point over boardgames, card games, etc. is the addition of narrative control, that means we actually need to GIVE the players some. Handing that power to the dice is not the same thing.</p><p></p><p>For players who are brought in with the "It's like Cops & Robbers with a referee!" line, I've observed it being jolting when they first encounter randomized resolution systems, especially in systems where heroic characters are awesome.</p><p></p><p>To cook up a contrived example:</p><p></p><p>Bob designs Olaf the Barbarian for his first character, and envisions him as kicking ass and taking names with a giant axe. He gets into his first fight, and is crestfallen to realize that kicking ass and taking names is contingent on rolling decently on a funny shape die. In essence, every time Bob has a night of rolling poorly, <em>he is being forced to play a character other than the one he envisioned</em>. Now, Bob is OK with Olaf failing sometimes, but it should be narratively significant failing. He misses the blow that would have killed the villain because it builds tension for the villain's return. He loses because an ally backstabs him. Not "he misses because apparently he just couldn't hit anything with his axe today."</p></blockquote><p></p>
[QUOTE="resistor, post: 4809256, member: 9142"] You said a lot of good stuff in your post (and I'm glad that at least one other person "got" my theory), but I wanted to call this part out in particular to explain why I think randomization needs to be downplayed. If our key selling point over boardgames, card games, etc. is the addition of narrative control, that means we actually need to GIVE the players some. Handing that power to the dice is not the same thing. For players who are brought in with the "It's like Cops & Robbers with a referee!" line, I've observed it being jolting when they first encounter randomized resolution systems, especially in systems where heroic characters are awesome. To cook up a contrived example: Bob designs Olaf the Barbarian for his first character, and envisions him as kicking ass and taking names with a giant axe. He gets into his first fight, and is crestfallen to realize that kicking ass and taking names is contingent on rolling decently on a funny shape die. In essence, every time Bob has a night of rolling poorly, [I]he is being forced to play a character other than the one he envisioned[/I]. Now, Bob is OK with Olaf failing sometimes, but it should be narratively significant failing. He misses the blow that would have killed the villain because it builds tension for the villain's return. He loses because an ally backstabs him. Not "he misses because apparently he just couldn't hit anything with his axe today." [/QUOTE]
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