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Worlds of Design: “I Hate Dice Games”
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<blockquote data-quote="5ekyu" data-source="post: 7766760" data-attributes="member: 6919838"><p>The main ways I have seen RPGs handle diceless/randomless/choice driven resolutions well that include uncertainty include three main aspects:</p><p>A degree of blind choice or incomplete info - think rock paper scissors but with more ability to influence outcomes.</p><p>Resource management and expenditures - essentially a transactional resolution</p><p>Multi-stage resolutions with costs and risks</p><p></p><p>I have said for ages that GMs for diced games should take a turn at a couple diceless. Then go back to diced. Diceless play helped me appreciate how much I was leaving "to the dice" instead of "to choice" and when I went back to diced gaming I did better at presenting scenes where the dice are there but there are a lot more interactive choices to influence the dice.</p><p></p><p>Winning a fight in Amber is all about controlling the circumstances. The GM is driven to setup scenery that is full of not stuff that's not just colorful and cool but **useful** and to see things from tharpt viewpoint. When the players control the scenery they too are driven towards that. </p><p></p><p>So it's less marching order and initiative as you enter the library but more flip the table for cover, use the rug for trips, duck between the stacks to isolate, etc.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7766760, member: 6919838"] The main ways I have seen RPGs handle diceless/randomless/choice driven resolutions well that include uncertainty include three main aspects: A degree of blind choice or incomplete info - think rock paper scissors but with more ability to influence outcomes. Resource management and expenditures - essentially a transactional resolution Multi-stage resolutions with costs and risks I have said for ages that GMs for diced games should take a turn at a couple diceless. Then go back to diced. Diceless play helped me appreciate how much I was leaving "to the dice" instead of "to choice" and when I went back to diced gaming I did better at presenting scenes where the dice are there but there are a lot more interactive choices to influence the dice. Winning a fight in Amber is all about controlling the circumstances. The GM is driven to setup scenery that is full of not stuff that's not just colorful and cool but **useful** and to see things from tharpt viewpoint. When the players control the scenery they too are driven towards that. So it's less marching order and initiative as you enter the library but more flip the table for cover, use the rug for trips, duck between the stacks to isolate, etc. [/QUOTE]
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