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Worlds of Design: “I Hate Dice Games”
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<blockquote data-quote="Blue" data-source="post: 7766558" data-attributes="member: 20564"><p>Diplomacy has uncertainty inserted by having many players each with their own agenda trying for a win. And players strived to achieve their goals within that uncertainty generator. In a non-competitive game like most RPGs, if the players aren't working at cross purposes where does that uncertainty come from? Dice or other randomizers. If you take them out, where does it come from?</p><p></p><p>Now, we do have some solutions. Gumshoe is a detective game, and if will always find the clue if you invoke the right Investigative ability. And character creation is set up depending on the size of the group to ensure that between everyone the Investigative abilities are covered. There's no randomness to it - it's a game not of "if you find the clue" but "what do you do with it?".</p><p></p><p>But, to get special benefits from your clues, you need to spend per-session resources. So the uncertainty is when and where the characters will spend them. Perhaps a combat system could work like that, where you have a long-term resource that slowly refreshes over days, and combats put in uncertainty by bidding resources and consequences.</p><p></p><p>There needs to be a source of uncertainty, and without the Diplomacy model of it coming from competing players, I don't think it's something that can all be shouldered by every DM. It needs to come from somewhere, and if it's not a random result generator like dice or cards then it needs to be carefully planned what will generate that uncertainty.</p></blockquote><p></p>
[QUOTE="Blue, post: 7766558, member: 20564"] Diplomacy has uncertainty inserted by having many players each with their own agenda trying for a win. And players strived to achieve their goals within that uncertainty generator. In a non-competitive game like most RPGs, if the players aren't working at cross purposes where does that uncertainty come from? Dice or other randomizers. If you take them out, where does it come from? Now, we do have some solutions. Gumshoe is a detective game, and if will always find the clue if you invoke the right Investigative ability. And character creation is set up depending on the size of the group to ensure that between everyone the Investigative abilities are covered. There's no randomness to it - it's a game not of "if you find the clue" but "what do you do with it?". But, to get special benefits from your clues, you need to spend per-session resources. So the uncertainty is when and where the characters will spend them. Perhaps a combat system could work like that, where you have a long-term resource that slowly refreshes over days, and combats put in uncertainty by bidding resources and consequences. There needs to be a source of uncertainty, and without the Diplomacy model of it coming from competing players, I don't think it's something that can all be shouldered by every DM. It needs to come from somewhere, and if it's not a random result generator like dice or cards then it needs to be carefully planned what will generate that uncertainty. [/QUOTE]
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