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Worlds of Design: Always Tell Me the Odds
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<blockquote data-quote="clearstream" data-source="post: 7997849" data-attributes="member: 71699"><p>I want to understand the motives for a thing in order to critique that thing. Thinking about dice pools, I can appreciate their tactile qualities - it's really pleasant to pick up a bunch of dice and roll them - and the way they push me toward an intuitive and approximate rather than analytical and exact idea of the odds. A long time ago, and ultimately unsuccessfully, I designed an RPG in which the dice represented spirits that players can use and exhaust; each having faces with unique numberings and additional game effects. There have of course been many other forays into this design space.</p><p></p><p>It seems like the purpose of dice pools might be exactly contrary to the assumptions of the OP, whose analysis appears built upon a notion that players should, and need to, know their odds. The question it makes me ask is, why? Why does it really matter that players know their odds? I could come back with a notion that they should <em>not</em> know their odds, but only when their chances are improved or worsened, and when they are stronger or weaker. I could even think that knowing the odds in any exact sense is a chimera.</p><p></p><p>Not that I am not defending any specific position here. I'm digging into when and why one might <em>not</em> want to know the odds. The OP offers a one-dimensional analysis of the subject, notwithstanding that I appreciate the thought and effort in writing, and that it has prompted an interesting discussion.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7997849, member: 71699"] I want to understand the motives for a thing in order to critique that thing. Thinking about dice pools, I can appreciate their tactile qualities - it's really pleasant to pick up a bunch of dice and roll them - and the way they push me toward an intuitive and approximate rather than analytical and exact idea of the odds. A long time ago, and ultimately unsuccessfully, I designed an RPG in which the dice represented spirits that players can use and exhaust; each having faces with unique numberings and additional game effects. There have of course been many other forays into this design space. It seems like the purpose of dice pools might be exactly contrary to the assumptions of the OP, whose analysis appears built upon a notion that players should, and need to, know their odds. The question it makes me ask is, why? Why does it really matter that players know their odds? I could come back with a notion that they should [I]not[/I] know their odds, but only when their chances are improved or worsened, and when they are stronger or weaker. I could even think that knowing the odds in any exact sense is a chimera. Not that I am not defending any specific position here. I'm digging into when and why one might [I]not[/I] want to know the odds. The OP offers a one-dimensional analysis of the subject, notwithstanding that I appreciate the thought and effort in writing, and that it has prompted an interesting discussion. [/QUOTE]
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