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Worlds of Design: “I Hate Dice Games”
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<blockquote data-quote="LostWormOnItsWayHome" data-source="post: 7766694" data-attributes="member: 6946187"><p>I haven't played fate, but my understanding is that invoking aspects gives a bonus to dice. Maybe invoking aspects to determine margin of success/failure on a task would work.</p><p></p><p>When I started working on the system it was mostly as a challenge to myself. It was also because as far as I could tell, there is no deterministic tactical tabletop RPG so there was a possibility for the system to exist in a niche if I decided to try publishing it.</p><p></p><p>I think I covered a good deal of what determinism does to subtract from gameplay, although I didn't mention the tension that can come with an important die roll. The flip side of that is frustration when things don't pan out despite a good plan.</p><p></p><p>Determinism adds certainty. When a player chooses an action they can be sure of its -immediate- results. It could potentially make gameplay a lot faster as well by removing die rolls and consistent need for arithmetic. Alternatively, the extra time found by removing die rolls and arithmetic may allow for complexity (and hopefully depth) elsewhere. </p><p></p><p>In the right circumstances determinism may help players feel like they really earned a victory rather than getting lucky. Those circumstances would be: The opposition is equal in strength to the PCs or the PCs BELIEVE the opposition is equal in strength.</p><p></p><p>In a deterministic game where PCs are generally facing weaker opposition, it would likely be a good idea to have objectives in every encounter that do not hinge on the survival or defeat of the PCs. Thus, even if PCs defeat their opposition it would be possible for PCs fail to meet their objective despite inferior opposition. Ideally these stakes would need to be things (narrative or mechanical) that PCs care about.</p></blockquote><p></p>
[QUOTE="LostWormOnItsWayHome, post: 7766694, member: 6946187"] I haven't played fate, but my understanding is that invoking aspects gives a bonus to dice. Maybe invoking aspects to determine margin of success/failure on a task would work. When I started working on the system it was mostly as a challenge to myself. It was also because as far as I could tell, there is no deterministic tactical tabletop RPG so there was a possibility for the system to exist in a niche if I decided to try publishing it. I think I covered a good deal of what determinism does to subtract from gameplay, although I didn't mention the tension that can come with an important die roll. The flip side of that is frustration when things don't pan out despite a good plan. Determinism adds certainty. When a player chooses an action they can be sure of its -immediate- results. It could potentially make gameplay a lot faster as well by removing die rolls and consistent need for arithmetic. Alternatively, the extra time found by removing die rolls and arithmetic may allow for complexity (and hopefully depth) elsewhere. In the right circumstances determinism may help players feel like they really earned a victory rather than getting lucky. Those circumstances would be: The opposition is equal in strength to the PCs or the PCs BELIEVE the opposition is equal in strength. In a deterministic game where PCs are generally facing weaker opposition, it would likely be a good idea to have objectives in every encounter that do not hinge on the survival or defeat of the PCs. Thus, even if PCs defeat their opposition it would be possible for PCs fail to meet their objective despite inferior opposition. Ideally these stakes would need to be things (narrative or mechanical) that PCs care about. [/QUOTE]
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