Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.
Posted By: Emily Carewhat do dice give that other procedures can't provide?
Posted By: Graham WOh, that wasn't clear to me. Anyway, I wondered if, by "freeform", Emily was assuming Nordic freeforming or something.
And questions for those who play freeform or diceless, how do you play without them? Why is it that you don't? What makes it possible for a game to work dice free? And do you actually use them sometimes too?
The answer's implicit in your question: They provide randomness. Now, what randomness provides, I'm stumped about that one.
Posted By: Emily CareSeriously, what do dice give that other procedures can't provide?
Posted By: Emily CareAnd questions for those who play freeform or diceless, how do you play without them? Why is it that you don't? What makes it possible for a game to work dice free? And do you actually use them sometimes too?
Posted By: Mark W
Notice how again and again, the prerequisite for successful freeform is some variation on "trust", "common understanding", "dramaturgy"...
Posted By: Joshua BishopRobyBut given the starting example is getting rid of the cards in Roach, that doesn't seem to be the intent...
Posted By: Joe BeasonI'm not at all familiar with freeform, but from the discussion it sounds like it's leaving "roleplaying game" behind and entering "improv theater". Why stay rooted in the realm of RPGs at all?
I'm not at all familiar with freeform, but from the discussion it sounds like it's leaving "roleplaying game" behind and entering "improv theater". Why stay rooted in the realm of RPGs at all?
swearing
fucking labels are not going to advance this discussion.
Posted By: shreyasfucking labels are not going to advance this discussion.
Posted By: Joe Beasonbut from the discussion it sounds like it's leaving "roleplaying game" behind and entering "improv theater".
Posted By: Christopher Kubasik
How did the skill set of dramaturgy get lumped in with the mushiness of "common understanding"? Games likePrimetimes Adventures,Dogs, and more depend on a grasp (whether or intuitive or intellectualized) of what's dramatic and interesting during all those parts of between playing the cards or rolling dice.
Posted By: Mark WBut [using fortune] is useful if you want to be genuinely surprised by what happens in play, or if you like the challenge of incorporating perverse input successfully.
Posted By: Ryan MacklinPosted By: Joshua BishopRobyBut given the starting example is getting rid of the cards in Roach, that doesn't seem to be the intent...
I've taken to reading that a "there are no inputs into the game outside of the players' ideas and actions."
Posted By: chearnsSo yeah, dice (or any fortune mechanic) can give you those two features, but they aren't the only way to get those two features.
Posted By: shreyasI'm not at all familiar with freeform, but from the discussion it sounds like it's leaving "roleplaying game" behind and entering "improv theater". Why stay rooted in the realm of RPGs at all?
swearing
fuckinglabelsare not going to advance this discussion.
My first and greatest love was highly-structured intimate freeform similar to Jeep-style.
Posted By: Emily CareSeriously, what do dice give that other procedures can't provide? This is what I'm really asking. And the issue is not explicit mechanics, it is randomized resolution mechanics. What do those provide and how do people go without them? Functionally. What are the explicit mechanics that we can use instead?
Posted By: Joshua BishopRobyThen I'm back to my prior question-- if the only thing I can affect is what I say, what resources do I have that let me get you to play along outside of social pressure, or "being awesome enough to get you to play along" which is just a longer way of saying "social pressure"?
Posted By: Emily CareMerten: good to have the immersionist perspective represented. It makes me realize what a narrative-ist stance I am coming from. But Finnish larps use mechanics don't they? For combat etc. Or not? I am still learning the real ins and outs here. And your icon speaks volumes. :)
Posted By: chearnsUh, Ryan, I don't understand what your statements have to do with my comment regarding how there are other ways to provide surprise and perverse elements other than Fortune mechanics. That in fact you can provide both of those features of Fortune mechanics using well-crafted Drama mechanics. Could you please explain the connection?
Posted By: Emily CareSeriously, what do dice give that other procedures can't provide?
Posted By: Ryan Macklin
In shorter: When are you actually using Drama mechanics versus when are you using your friends as Fortune mechanics (but perhaps still calling it Drama mechanics because there are no actual dice or other artifacts).
Posted By: Mark WThis kind of thing is why I often differentiate between "structured Drama" and "unstructured Drama" when talking about freeform. I wouldn't say you're necessarily "using your fellow player as a Fortune source" rather than using Drama, but you're definitely using Drama in a structured, ritualized way as opposed to an interactive, socially-mediated way.
Posted By: noclueSo my question is why get rid of them if they ain't broke?
Posted By: Moreno R.
it's "story now", Mark, not "story before". You play it without knowing how the story will go. I would have been surprised at the beginning from what my character(s) did during the game, if I could have known.
Posted By: komradebobWhy bring dice in in the first instance? (I recall lots of non-gamers asking me this one over the years).
Posted By: nocluePosted By: komradebobWhy bring dice in in the first instance? (I recall lots of non-gamers asking me this one over the years).
Why smoke a good cigar? Cuz I like it. I enjoy that aspect of the game as much as I enjoy the roleplaying aspect. I'm not sure a game needs further justification then "people enjoy it." Why people enjoy it might be an interesting conversation. But talking about how to get people to stop doing something they enjoy is a little odd to
me.
noclue, I think the take-away from this discussion is, "Emily's not actually threatening your fun, she's just interested in making things that aren't fun for you."
Personally, uh, dice annoy me sometimes. Sometimes I think they are beautiful or awesome or useful. I'd like to have more of the dice-or-no-dice design space explored, and I can't do it by myself.
Posted By: komradebobDoes the conversation work better for you if the thing is rephrased as "Let's make more games for people that don't like dice/randomizers" instead of "Let's git rid of dice"?
Posted By: Moreno R.By the other hand, sometimes I see dice used where "no dice" would be much better, for no other reason than "it's a rpg, we need dice"
Posted By: Emily CareSo if it's so easy, why are we using dice anyway? If the jeeps can do without them, what is our problem? Seriously, what do dice give that other procedures can't provide?
Posted By: GB SteveThe dice debate is one that used to turn up not infrequently on RPGnet. Anyone who dared to advocate not using dice was usually viewed by the majority as the lowest scum that walks the earth. To me, this says that there's a lot of personal investment in the dice.
Posted By: GB SteveI'm always happy to play a game with no dice, no resolution system at all except trust and no blocking.
Posted By: Mike HolmesThe dice can't be blamed.
Posted By: xenopulseIn that moment, I wished for saying: "Sure, you can go out there, and on a 1-2 you'll make it back without damage. 3-4, though, you'll get scratched up, and 5-6 you won't make it back in on your own." It would have taken the load off my shoulders AND introduced tension. Made their choice actually meaningful.
Posted By: xenopulseP.S.: It would work to alleviate the responsibility, but not bring back the suspense part, of course.
Posted By: Ryan MacklinSo, it depends on what we mean by "suspense," and how we can channel that otherwise. Let's look at a non-random variant again: instead of calling for a role, you grab either a black bead or a white bead in your hand. You hold your fist out to the player, who doesn't know which you picked. If they pick the same, they "succeed", otherwise they fail. Is that not suspenseful for that person -- at least as suspenseful as rolling dice?
Posted By: iagoTo an extent, I also view dice/cards as the restrictions given to me in a creative writing project. I would not have picked those restrictions; so having them forced upon me makes me act and create in unexpected ways -- usually for the better.
Posted By: Alvin FrewerEmily said, "it is randomized resolution mechanics," so I wouldn't get too hung up on the term "dice." I am pretty sure we're talking about any system to determine results that's not one or more players deciding based on internal criteria, whether that's a whim or what sounds best for the story or the moment, or debate or whatever.