Not signed in (Sign In)

Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.

Welcome Guest!
Want to take part in these discussions? If you have an account, sign in now.
If you don't have an account, apply for one now.
    • CommentAuthorEmily Care
    • CommentTimeSep 14th 2007
     # 81
    Christian wrote:
    In 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.

    This is big.

    Using currency is one way: it makes the decision measured, so give some relief to the issue of responsiblity, and even some suspense since the players don't know if the gm will use it that time or not. But what are the "yes and" or other processes that are being used, that work?

    In A Penny for your Thoughts, for each memory you get a suggestion from another player. Then you get to choose which one, based on a gut feeling of which is right. Tension and responsiblity dealt with.

    In the Upgrade, you play out a romantic scene and the other players can interrupt with a flash forward or flash back that sheds new light on the current events. They just get to say what happens though, there is no negotiation. But it is surprising, suspenseful.

    I think there's a vast, wonderful territory in game design to be explored around formally structured games that minimize the use of traditional Fortune.

    yes.....
    •  
      CommentAuthorSimon C
    • CommentTimeSep 14th 2007 edited
     # 82
    I think maybe it's time for some actual play?

    I've been playing a lot of diceless games on Snail's Pace.

    A game of Kazekami Kyoko kills Kublai Kahn, and a playtest of a game I'm writing Through the Ansible.

    What's interesting about these games is that in addition to having no randomizer, they also do relly different things with conflict resolution. KKKKK's is simple. The rule is "Kyoko wins". It really changes the focus of the game for me. As the Kahn, obviously I can't focus on trying to "beat" Kyko, because she's always going to win. Instead, the game becomes about how much of Kyko and the Kahn's relationship becomes revealed through play, and what compromises Kyoko must make in order to succeed.

    Through the Ansible (rules here) is different in another way. There's no conflict resolution because players' posts aren't expected to agree with each other. I'll have a better idea of how that works after the playtest is done.
  1.  # 83

    Peter Aronsson wrote

    (While not random and unbiased, I have a sudden, amusing image of game that provides uncertainty by asking questions of random bystanders and passers-by. Best played in high-traffic areas, of course.)

    I've actually done that, and I can report that it works better than dice. The answers you get is just as random, but people generally contribute a little extra info, often in a vague or fuzzy way, which gets the imagination going more than a 6 or a 9.

    (Ryan Macklin has the same experience, I see.)

    Con's are great.

    Ben Lehman wrote

    I don't play games without explicit mechanics (and, let's face it, the issue here is not randomization but explicit mechanics) because I find games without them juvenile and, largely, socially destructive.

    I prefer playing with adult players rather than with adult rules. No, seriously, I think that mechanics are generally not needed for (the) meaningful (parts) of role-playing. Just because you add Shooting the Moon rules to a (game about a) love triangle, it wont make it less juvenile (not that I think it is juvenile to begin with).

    Mark W wrote

    Notice how again and again, the prerequisite for successful freeform is some variation on "trust", "common understanding", "dramaturgy"... etc. What's the potential pitfall of all that? Groupthink. Forgone conclusions. Lack of meaningful conflict/adversity. Parallel play.

    I completely agree, but I would say that the exact same is true for non-freeform play too. Random elements don't preclude group think, nor makes it less likely, IMHO.

    I'm also curious (although not skeptical) about how you would define meaningful conflict. Care to elaborate?

    Also, I don't think I've ever been as surprised in non-freeform games as I have in freeform games. The stuff people come up with is just mind-blowing. But that has nothing to do with begin free or dice or not. That's just good players. Again, I don't see dice bringing something extra here.

    Merten wrote

    I'm not really interested in playing a game in the mechanical sense. It's not an integral part of role-playing for me.

    Jukka, I'm all with you on this one. [And get that game typed-up!]

    When you talk about immersion, I see story. I think connecting dots into paths is a basic human thing. We make stories because that's how we experience life. Immersion is artificial.

    I'd like to say at this point that far from all Jeepform games are Story Before. That's just one way of doing it. What we generally do do before is talk about what kind of game this is. There is a difference saying "the wife will die of cancer in the end" and "this game is a tragedy". (Ah, Moreno says this too. Great.)

    Vincent wrote

    don't expect everything that's possible in all of role-playing to be possible in some limited subset of role-playing.

    Hear, hear!

    Alvin Frewer wrote

    Dice are not a crutch that has to be thrown away [...] They are a part of our poetic toolkit.

    Absolutely. But I have a feeling that this, being a particularly old tool that's been around, is included automatically in a lot of game designs or games without people thinking about if they are really needed and what purpose they serve.

    Moreno wrote

    And I felt stupid, mimicking a sword fight. I really wanted some system for resolving it out-of-view.

    Yeah, I know. The Jeepers have a saying "drowning on a linoleum floor", for that kind of things. You just feel stupid, as you say. My way of avoiding the shame has been to avoid these situations altogether. The interesting part is what happens after. Cut to it as quickly as you can, and with as little interruption as you can. Or, if possible, develop a form for playing the action scene without is becoming cheesy.

    FORM STUFF A recent use of allegoric play was used in the larp "A Nice Evening with the Family" where dance improv was used to simulate sex. The larp dealt a lot with power struggles between men and women, and dance improv is a great way of simulating a power struggle, the suggestive music helping as well. You can really tell from the dance what is happening, and since there is movement, music, light and touch, messing with some real feelings. It was very cool. Plus you got quite sweaty, so that everyone could tell from your hair what had just taken place...

    GBSteve wrote

    Sure, dice are inherent to many of the factors that provide the enjoyment of the game. If you take away the dice, you're refocussing the game on different factors. It perhaps this that is the most unsettling to the players.

    I think you hit the nail on the head here. Or rather, this is how it should be -- killing Orcs to gain XPs without rules and dice seems even more pointless (to me) than playing D&D.

    Or more like this: certain types of games really don't benefit from random elements. In these cases, removing them is the right thing to do.

    • CommentAuthorMark W
    • CommentTimeSep 14th 2007
     # 84
    Posted By: Tobias WrigstadRandom elements don't preclude group think, nor makes it less likely, IMHO.

    I'm also curious (although not skeptical) about how you would definemeaningfulconflict. Care to elaborate?

    Also, I don't think I've ever been as surprised in non-freeform games as I have in freeform games. The stuff people come up with is just mind-blowing. But that has nothing to do with begin free or dice or not. That's just good players. Again, I don't see dice bringing something extra here.


    Well, first off, thank you for weighing on this thread, Tobias. You've got a lot more solid insight into this stuff than most of us do.

    To tackle your points in order, but briefly:

    1. The way I see Fortune mitigating or working against groupthink is twofold. The first way is as the source of novel prompts/constraints that are not predictable, as Fred mentioned
    Posted By: iagoIn groups I already know, I crave the input of a randomizer that does not have patterns I can recognize from previous moments of play.
    The second is as noise in any attempt to coordinate between players - sort of the reverse of Fred's point.

    2. "Meaningful" has a fairly literal reading here. It's possible to have purely (or largely) formal conflict - conflicts in which no one is strongly invested in a particular outcome, where nothing of significance is at stake. A meaningful conflict is one with serious stakes. Here, the randomizer is serving that "neutral arbiter" role of smoothing social tension over strongly contested stakes.

    3. Part of my strong interest in this topic comes from my own experience that "good players" are not enough to reliably get good outcomes. Structure of some sort is very important in order to allow players to usefully converge on a shared agenda for play - otherwise what you often end up with is really good players who are pulling in more than one direction at once. Formal structures are not the only solution to this signaling problem, but they do have a long history.

    Secondarily to #3, I have heard anecdotally from more than one player who finds the kind of deeply attentive, heavy "on-the-spot" creativity required for freeform really exhausting. Structure can serve to apportion creative responsibility in specified and predictable ways, which reduce this stress. Fortune can go further, by actually taking some of the creative load off the individual players by performing that prompting/mediating role I mentioned in #1.

    Wow. This is the best discussion of this topic I think I've ever had on the internet. My hat is off to all of you.
  2.  # 85

    [...] what is it about dice (and other similar elements, like cards, roulette wheels, etc.) that you personally find unsatisfactory or lacking (if that is the case) that drives you to explore alternatives?

    I might be persuaded to say that random elements are random (duh) and that the noise people bring into the mix by being different and having different takes on the world is arbitrary. I don't mind surprises when they are "arbitrary but sensible". In my experiences, random things sometimes rule against the wishes of all players, or will otherwise destroy a good story. I generally don't want things to be random, but somewhat aligned with the direction we want to go in.

    Modulo that I don't own any anymore, I could use dice e.g., if I got stuck on equally interesting outcomes of a decision. (Left or right?) Frankly, the discussion about dice (or whatever) being "neutral" feels completely alien to me. We're all in it together, and if you have a problem with the GM cheating to give her boyfriend more XP's, your group has a problem. Not freeform.

    For me, I believe I (mostly/only?) write the kinds of games that GBSteve was driving at, the one where (I'm putting my words in his mouth here) random elements don't have anything to do with the story and therefore aren't needed. Since my personal belief is that rolling dice and consulting rules etc. break character in a bad way, I immediately opt them when I don't feel randomness has anything to do with the story that my game is about.

    I don't have anything religious about using random elements in a jeepform game, as long as they connect with what the game is about. For example, in a game about chance, bring 'em on. But there is also the issue of designing your random elements properly.

    If I write a game about loneliness, and for some reason feel the need to use random elements, I'd rather use a system where the player calls a random phone number and if there is no-one there to pick up, or the number is invalid, it is a failure. This feels more like something that has to do with loneliness than flipping a coin (or whatever the statistical chance of succeeding is in this hypothetical system).

    I remember early freeform attempts in Sweden back in the early 90's where people were basically taking old games and desgning old school scenarios, and then running them without rules. They were never any good. (I'm guilty of this idiocy more than once.)

    Bottom line: For me, it is not so much about being against dice as having absolutely no use for them.

    •  
      CommentAuthornoclue
    • CommentTimeSep 14th 2007
     # 86
    Posted By: Tobias WrigstadMy way of avoiding the shame has been to avoid these situations altogether. The interesting part is what happens after. Cut to it as quickly as you can, and with as little interruption as you can.


    Action scenes can be interesting when you have a resolution mechanic. Does not having a resolution mechanic make them uninteresting? If so, there's an argument for what dice (and by dice I guess I mean any randomized resolution mechanic, its hard to tell what the target is here - dice? randomizers? all mechanics?) add that other processes don't.
    • CommentAuthorEmily Care
    • CommentTimeSep 14th 2007
     # 87
    Mark W. wrote:
    3. Part of my strong interest in this topic comes from my own experience that "good players" are not enough to reliably get good outcomes. Structure of some sort is very important in order to allow players to usefully converge on a shared agenda for play - otherwise what you often end up with is really good players who are pulling in more than one direction at once.

    Agreed. I just had a conversation with Graham via im where I had an insight into this issue wrt Improv.

    In improv, they talk about spontaneity and obviousness, which means that you are only working within the confines of what is close to or similar to what people have already introduced. Graham talked about this, how you build on one another. Then it dawned on me. They are training their instincts to be in synch with what the other people around them come up with. We do the same thing with the stuff on our character sheets (narrative cues) and dice. They are just keeping us on the same page. Good free form structures do the same thing.

    Tobias wrote:
    Modulo that I don't own any anymore, I could use dice e.g., if I got stuck on equally interesting outcomes of a decision. (Left or right?) Frankly, the discussion about dice (or whatever) being "neutral" feels completely alien to me. We're all in it together, and if you have a problem with the GM cheating to give her boyfriend more XP's, your group has a problem. Not freeform.

    But power corrupts. And puts pressure on a person even if they have no bias, as in Christian's actual play example. They are still put in a position of potential conflict of interest, even if its only about their preference for an outcome. And if the person's job is to provide adversity, and also to be a neutral referee, there is an inherent conflict there. This may be too jargony.

    I don't have anything religious about using random elements in a jeepform game, as long as they connect with what the game is about. For example, in a game about chance, bring 'em on. But there is also the issue of designing your random elements properly.

    There's a different relationship with the dice that you are expressing. It is an expressionistic mode. Match the mood of the activity to the tone or theme of the game. That makes great sense. There is a real gain to matching the color, or feeling of a game element to a game. But the functioning of the dice can be about positioning the real people in relationship with one another in a way that brings about strong, powerful story. By helping us collaborate, or by putting us at odds, by asking us to commit fully by giving us the freedom of weighted responses that are not dependent on our social skills or narrational ability.

    I've been watching my game group play lately, noticing when the dice come out, how the energy intensifies. We are engaged and excited when we have to make a roll. It makes taut the narrative string. But it doesn't work that way for everyone. Could I get you to play long enough, Tobias, so that the awkwardness would melt away, and you'd come to appreciate the real function that the dice are playing?
    • CommentAuthorjaywalt
    • CommentTimeSep 14th 2007
     # 88
    I'm gonna try to answer the original questions.

    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?

    The first one is a really hard question because... how are you able to play with dice? There's no reason for that to be the default, aside from roleplaying arising out of wargaming and a few other traditions that were all mixing together in the 60s and 70s.

    My list of reasons for avoiding dice in play and design goes something like:

    • Dice Encourage Lazy Design And Play, because everyone knows how to use them, everybody's used to them, and relying on them means sticking with the status quo and not pushing yourself as much as you otherwise might.

    • Dice Have a Particular Color That's Not Appropriate for Most Games, just like playing cards or bronze coins or other physical tools

    • Mechanics Without Dice Don't Have To Be Numerically Balanced or Internally Consistent In The Same Way, which may take a bit of explanation. If you're writing a system that uses only D6s, or uses a bunch of different dice but in specific ways, it's important to limit the kinds of design decisions you make to create a game system that's easy to remember and learn, one in which you're not constantly using a different set of rules for every different task. You want consistency and elegance. You don't want to roll 3D6 for Task X and then, the next time, be rollng 1D12+8 for the same task. You have to make sure that the players gain and use resources at the right speed. You have to make all the numbers work together like a well-oiled machine. I'm doing this now for Geiger Counter and it is a royal pain in the ass. If I was writing it using freeform guidelines (say, like Polaris' ritual language negotiation thing) instead of mechanics, I wouldn't have to do any of this. I'd playtest the ritual phrases a bunch to make sure they created the type of play I wanted, but that's a whole different set of issues and, honestly, a task that's much more interesting to me as a designer. I don't want to design perfectly balanced mathematical systems. I'm a humanities major. I want to create beautiful structures that are built on words, ideas, and themes.

    • I Don't Want To Have To Be Successful Strategically In Order To Express Myself Effectively In Play, including managing resources, doing probabilities in my head, maneuvering miniatures around, picking the best skill set, picking the best feats, picking a charm list that makes me be the badass I wanted to be, understanding the combat rules, etc. If I decide I want to make a character who's a badass, I don't want to have to spend a lot of time working on it, making sure he's a badass. He should be a badass because the group have decided that he is, not because I'm successful at maneuvering my way through the mechanical puzzle of making an effective character and taking strategically appropriate actions. This is especially true if the rulebook DOES NOT TELL ME HOW TO MAKE AN EFFECTIVE CHARACTER at any of the major tasks that will regularly occur in play, but instead expects me to learn by making a bunch of ineffective characters and having them fail or get killed until I figure out an effective way to do things. If I wanted to join a mystery cult, I would become a Mason.


    Sorry for the spittle on the last two there. They get me fired up.

    Without dice, games work pretty much exactly the same way. You have rules. People follow the rules most of the time. When the rules don't seem to apply as solidly, players negotiate a solution or someone just steps in to make things up. The rules for games without dice just... don't call for dice (or cards, which do pretty much the same thing, only differently).

    Or, alternately, games without dice work on a completely different paradigm than games with dice. These are more exciting to me, I think, but less familiar and instantly grabby for most roleplayers, even really hippie ones. Simon mentioned my game, Kazekami Kyoko Kills Kublai Khan, which is trying to operate out of a completely different place. Each of two players plays by a completely different set of rules which are complementary. The rules are very, very specific. Players can only make statements in character that correspond to particular sentence patterns, which tell you how your character can talk. I was very much inspired by Polaris and Emily's games in walking down this path, designing a bunch of 2 player games (Heavenly Kingdoms, KKKKK, Waiting/Tea, While You're Far Away) that experimented with alternative play structures.

    And do you actually use them sometimes too?

    Sure, I play games with dice too. Because converting them all would be too much work, and I'm definitely post-Forge in the sense that I like having structure (System Does Matter) that supports the game I'm playing. I'm not so much into the inconsistent-and/or-arbitrary school of freeform.

    Emily, are you interested in talking about how to structure play without dice or resolution mechanics? Or does that happen in another thread?
    • CommentAuthorEmily Care
    • CommentTimeSep 14th 2007
     # 89
    Emily, are you interested in talking about how to structure play without dice or resolution mechanics? Or does that happen in another thread?


    That sounds like another thread to me.
    •  
      CommentAuthornoclue
    • CommentTimeSep 14th 2007
     # 90
    Posted By: Jonathan Waltonit's important to limit the kinds of design decisions you make to create a game system that's easy to remember and learn, one in which you're not constantly using a different set of rules for every different task. You want consistency and elegance. You don't want to roll 3D6 for Task X and then, the next time, be rollng 1D12+8 for the same task. You have to make sure that the players gain and use resources at the right speed. You have to make all the numbers work together like a well-oiled machine.


    Jonathan, your post was very informative. One place I agree with you is in the mechanics of character building. I go to sleep in systems which are big on point building. I find myself not caring if I have all the points in the proper place, it just means more adversity, right? Luckily, most games that I play don't demand me to do much point building or min-maxing. If I play one that does, I'm happy to be the less than silent rogue or the slightly out of tune bard, or whatever.

    But I am trying wrap my head around the post above and how it reconciles with Dice encouraging lazy design. FWIW, I've seen lazy design in diceless games as well and I'm not convinced that the presence or absence of dice has any correlation to laziness in design.
    •  
      CommentAuthorMerten
    • CommentTimeSep 14th 2007
     # 91
    Posted By: Tobias WrigstadWhen you talk about immersion, I see story. I think connecting dots into paths is a basic human thing. We make stories because that's how we experience life. Immersion is artificial.


    This, obviously, is a place where we disagree strongly and we might have to wrestle it out. Humans tend to connect the dots afterwards, not as they come or before.

    Also, I think Mike is very much right saying that dice and rules are a safety net that can work as separation layer between player emotions and direct them towards a neutral source. Which is why I don't like them. If I get hurt in the play I want to feel the frustration and if needed, vent it out. However, I also want to be sure beforehand that I'm directing it against a person another player is potraying, not the player itself. Same goes for positive feelings. The difference during the play is minimal (though there is the player control which makes me say that I punch you, rather than punching you), but in general, it's the key social contract issue for me.
    •  
      CommentAuthorNathan H.
    • CommentTimeSep 15th 2007 edited
     # 92
    i think dice are an easy buy in. it's a small, unassuming looking thing, somehow easy to invest with your faith. it simplifies and cuts back on the layers of human interaction. it's a buffer zone.
  3.  # 93
    Posted By: Jonathan WaltonDice Encourage Lazy Design And Play, because everyone knows how to use them, everybody's used to them, and relying on them means sticking with the status quo and not pushing yourself as much as you otherwise might.


    I think Lazy is a loaded term. If something makes your job easier, but you don't like it, calling it "lazy" just seems to me to be name-calling.

    I can just imagine going to my boss and saying "yeah, we thought we'd use that software generation tool because it would cut our development time from 6 months to 3 months... but we'd decided it would be lazy." He'd laugh me out of his office.

    Either a game design's goals are served by dice or they are not. If a designer achieves the result they want, there's no pride in doing it in a more difficult manner if nothing authentic is gained by it.
    •  
      CommentAuthorHoho
    • CommentTimeSep 15th 2007
     # 94

    it simplifies and cuts back on the layers of human interaction

    Wow, man.

    This is the best reason I have ever heard to stop using dice right now. I'm not sure I agree with you, but WOW.

    • CommentAuthorjaywalt
    • CommentTimeSep 15th 2007
     # 95
    Sorry, I didn't mean to make "lazy" a judgement, but I see how that's unclear. What I mean is _I_ feel lazy when I reach for dice, because I feel like there are much more interesting ways of building a ruleset or resolving situations in play. I'm not accusing other designers/players of being lazy by sticking with what they know/like and not trying to reinvent the wheel. I just think this particular wheel has done about all it can for me, when it comes to creating interesting play situations, and I'm looking for alternative modes of transportation.
    • CommentAuthorjaywalt
    • CommentTimeSep 15th 2007
     # 96
    James, I think there can definitely be lazy design in diceless play. Making everything GM fiat is pretty common, yeah? Amber Diceless is pretty groundbreaking in some ways, but, when it comes to offering a sophisticated diceless system, it pales in comparison to things like Nobilis, which has MUCH more subtlety, flexibility, and structural/mechanical power (and is strongly informed by Amber and Ars Magicka). But I think, for designers who approach making games informed by the "structuralist" (as Eero calls it) tradition of the post-Forge scene, that the challenge of designing without dice means that their games are likely to be breaking some really interesting ground, since I doubt many "structuralist" designs will reach for GM fiat or other easy answers.
    • CommentAuthorkomradebob
    • CommentTimeSep 15th 2007
     # 97
    On the flip side Fiat ( player or GM) is a simple, often functional, resolution system. Using it can mean freeing up time and energy to work on other aspects of a given game.
  4.  # 98

    I had a big discussion of this at the Forge a couple of years ago. I was asking particularly about randomness. And early version of Shock: was completely nonrandom; it was all bargaining.

    The issue became whether or not opposed options were interesting enough to give a choice. Hence the orthogonal Intents in the game now.

    As mentioned, Polaris does this admirably: you choose between paying for what you want and doing something else.

    On the flip side Fiat ( player or GM) is a simple, often functional, resolution system.

    Bob, man, that's wrong. GM Fiat is, by definition, unprincipled. Sometimes it might work out fine, but that's because it works find in that particular instance; when it seems functional it's because the group has agreed on a particular functional set of principles. If the GM is making principled decisions — favoring particular agendas over others while certain circumstances favor them, for instance — then it's no longer fiat, but something else. Something interesting.

    That sounds like another thread to me.

    ... wait, then what are we talking about here?

    • CommentAuthorkomradebob
    • CommentTimeSep 15th 2007 edited
     # 99
    Posted By: Joshua A.C. Newman

    Bob, man, that's wrong. GM Fiat is, by definition, unprincipled. Sometimes it might work out fine, but that's because it works find in that particular instance; when it seems functional it's because the group has agreed on a particular functional set of principles. If the GM is making principled decisions — favoring particular agendas over others while certain circumstances favor them, for instance — then it's no longer fiat, but something else. Somethinginteresting.



    1) You never addressed Player Fiat, which I also mentioned.

    2) Yes, I also think something else is going on, and I also think it's interesting.

    Is the difference that you're seeing the difference between the "Power Mad Dictator!!!!" GM Fiat and "The FInal Say after due consideration of alternate views" GM Fiat?
    • CommentAuthorKent
    • CommentTimeSep 15th 2007
     # 100
    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.


    Exactly. Three hundred and sixty degrees of choice/option/possibility for creation is difficult for anyone to handle. Narrow the focus, allow a couple of conditions to apply and unexpected possibilities show up, often for the better.

    There's that great story about the knights clip-clopping with coconuts in the Holy Grail: the Pythons would have used horses, but budget restricted their possible choices, forcing them to come up with a much more flavorful choice.
    • CommentAuthorkomradebob
    • CommentTimeSep 15th 2007
     # 101
    Posted By: Kent
    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.


    Exactly. Three hundred and sixty degrees of choice/option/possibility for creation is difficult for anyone to handle. Narrow the focus, allow a couple of conditions to apply and unexpected possibilities show up, often for the better.

    There's that great story about the knights clip-clopping with coconuts in the Holy Grail: the Pythons would have used horses, but budget restricted their possible choices, forcing them to come up with a much more flavorful choice.


    Err, yes? I mean that doesn't make much of a case for randomizer versus non-randomizer, though. I mean, my efforts could be creatively constrained by having to play off a preceding input created by another player, too. Certainly, the budget issue you mentioned in no way that I can see has anything to do with randomizers at all...
    •  
      CommentAuthorMatthijs
    • CommentTimeSep 15th 2007
     # 102
    Dice can be used in many ways. I like it when they're used as a "third narrator" - players push the story in one direction, GM in another, and dice add a third dimension or force.

    Player: "I try to hit the bad guy!" GM: "He hides behind your boyfriend!" Randomizer: "The boyfriend is actually working for the bad guys".
    • CommentAuthorkomradebob
    • CommentTimeSep 15th 2007 edited
     # 103
    Posted By: MatthijsDice can be used in many ways. I like it when they're used as a "third narrator" - players push the story in one direction, GM in another, and dice add a third dimension or force.

    Player: "I try to hit the bad guy!" GM: "He hides behind your boyfriend!" Randomizer: "The boyfriend is actually working for the bad guys".


    Okay, see, that third one confuses me. How exactly do you get that third option by way of randomizer? I could see a player coming up with that, and then a randomizer landing on it. I'm not clear on how a randomizer could produce/generate it, though.
    • CommentAuthorDannyK
    • CommentTimeSep 15th 2007
     # 104
    Meta comment: it surprises me how much anger and defensiveness this thread is generating. If someone posted a thread on a rock musician forum titled "Throw the guitar away!", making the argument that you can rock out with only a saxophone, a bassist, and a drummer, would people get all pissed off, or would they say "yeah, Morphine did that in the 90's, tell us your take on it?"
    •  
      CommentAuthorMatthijs
    • CommentTimeSep 15th 2007
     # 105
    Posted By: komradebobOkay, see, that third one confuses me. How exactly do you get that third option by way of randomizer? I could see a player coming up with that, and then a randomizer landing on it. I'm not clear on how a randomizer could produce/generate it, though.


    Here's two possible ways, involving varying degrees of player input:

    - To resolve the situation, the player draws a card. The card says: "Describe how someone you thought was a friend is actually an enemy!"

    ...or

    - The game has a strong focus on relationships. In dramatic situations, a die is rolled for each relationship involved. A 1 indicates a roll on the Change Table; one of the results is "betrayal".
    • CommentAuthorKent
    • CommentTimeSep 15th 2007
     # 106
    Posted By: komradebobErr, yes? I mean that doesn't make much of a case for randomizer versus non-randomizer, though. I mean, my efforts could be creatively constrained by having to play off a preceding input created by another player, too. Certainly, the budget issue you mentioned in no way that I can see has anything to do with randomizers at all...


    I getcha - I can see that the idea of a finite budget could create the idea of an intentional constraint.

    What I was trying to get at was the idea that randomizers offer a wonderful non-intentional series of complications/constraints that drive cool and fun decisions. Forces outside the players and/or GM in a group create unanticipated opportunities. I like that, because it's another tool to use that provides an extra layer of focus that players and GMs can justify without having to invent.
    • CommentAuthorGrimGent
    • CommentTimeSep 15th 2007
     # 107
    Jonathan Walton wrote: "Making everything GM fiat is pretty common, yeah? Amber Diceless is pretty groundbreaking in some ways, but, when it comes to offering a sophisticated diceless system, it pales in comparison to things like Nobilis, which has MUCH more subtlety, flexibility, and structural/mechanical power (and is strongly informed by Amber and Ars Magicka)."

    Hmm. I think that this came up elsewhere a little while ago... Most of the more widely known diceless designs from the Noughties seem to have taken much the same route as Nobilis did in the Nineties: in practice they run on "rollover systems without dice" that mechanically and structurally don't differ to any great degree from their diced counterparts, except (naturally enough) for the reduced element of chance. The emphasis which Amber places on the good judgment of the GM has become something of an exception among those RPGs which resolve conflicts through other means than randomizers.

    (It still surprises me to hear some folks call Nob "crunchy", though.)
    •  
      CommentAuthorMikeRM
    • CommentTimeSep 15th 2007
     # 108
    This has made me think about what the dice are doing in my current design (the Pentasystem). I think they're doing two things.

    1. Vincent, I think it was, talks somewhere about two approaches to design: you can design for what matters or for what doesn't matter. If you have a simple way of dealing with what doesn't matter, you can save your attention for what does. Now, the Pentasystem is about characters trying to change the world because of things they care about, what they're willing to risk for that end, and how the striving changes them. It's not really about whether they win or lose. So having "do you win or lose?" decided by a die roll moves that non-central question away from the focus. If it used some other method, like talking about the probabilities of whether you would win or lose in this situation, this non-central thing would get a lot more attention than it does when rolling some dice decides the issue.

    2. Because every time a Pentasystem character engages in conflict they risk being changed by it, the random aspect of the dice is actually reinforcing part of what the game is about: risk. The player, let alone the character, doesn't know going in to a given conflict what consequences will come out of it. And the longer they stay in the conflict, the more likely it is that they will have serious consequences to deal with - but they might get away without any.

    So, it's like anything else. What is your game about? And then choose mechanics that help it be about that.
    •  
      CommentAuthoriago
    • CommentTimeSep 15th 2007
     # 109
    Dice don't encourage lazy design.

    Laziness encourages lazy design.

    That lazy designers use dice is no more the fault of the dice than it is role-playing games' fault that a lot of us are fat.

    I think if you're scared that you'll be lazy when you use dice, then say you're scared of that. If you don't like dice because they looked at you funny one time or called your mom a cow, then say that.

    But encourage lazy design? Meh. I find new things I can do with dice every time I sit down to try to do something new with them. If you want to talk lazy, it's in moving away from dice. I'm much more fascinated by designs which do something new with something familiar, than by designs which achieve something new by using something new. The latter case is just exercising a transitive property of newness. The latter is reinvention. That's hard work.
    •  
      CommentAuthorThomas D
    • CommentTimeSep 15th 2007 edited
     # 110
    What the hell is "Jeep" and "Jeepform" anyway? Did I miss another secret indie game meeting where it was decided that some games, game styles, or gamers should be named after automobiles? ("Screw you and your SUV games, I'm all about Winnebago.")
    •  
      CommentAuthornoclue
    • CommentTimeSep 15th 2007
     # 111
    Posted By: Thomas DWhat the hell is "Jeep" and "Jeepform" anyway?


    I think its the sound that frogs make in Sweden
  5.  # 112
    A quick google on "jeepform" points to http://jeepen.org/dict/ (which has been updated since I last visited that site a while back).

    In short, I understand it to be a way to approach freeform playing, originating in Scandinavia.
    • CommentAuthorMoreno R.
    • CommentTimeSep 16th 2007
     # 113
    Posted By: Thomas DWhat the hell is "Jeep" and "Jeepform" anyway? Did I miss another secret indie game meeting where it was decided that some games, game styles, or gamers should be named after automobiles? ("Screw you and your SUV games, I'm all about Winnebago.")


    This question would have been much more appropriate if Jeepforms weren't discussed in at least five different threads in the last week in this same forum, one of which a Question and Answers thread with one of the authors of Jeepfoms.

    So, maybe it would be better if you look around for your answers, before requesting them. Often they are there already, in full view

    And remember, google is always your friend. And it's less bothersome than butting in the 110th post in a thread with a question like this.

    I freely admit to be really annoyed by the Entitlement of Ignorance, in every field. You don't go in a film festival to see a retrospective on Lars Von Trier and begin to ask everybody "Dogma? ehi, but this guy made movies or bibles? Who is this Lars Von Trier anyway? Did I miss some secret filmaker's meeting where it was decided that some movie would be like religion?". Or at least you don't do it thinking it will get you some "score points" in an identity posturing.

    Well, in some fiels, instead, this happen. The "gaming" scene is one. And as you can see, it piss me off. If you (or I, or anybody) don't know something, it would usually be considered courteus to ask in an educated manner. But not here. In the rpg field the meme is "I don't know what you talking about, so stop talking about it because I have the right to avoid knowing it and still be able to undestrand anything you ever say"

    Or, if you prefere, "my ignorance give me power over what you can talk about"
    •  
      CommentAuthornoclue
    • CommentTimeSep 16th 2007
     # 114
    Who is this Lars Von Trier anyway?
    •  
      CommentAuthorRob Donoghue
    • CommentTimeSep 16th 2007 edited
     # 115
    Look, it's obvious there's an issue that's important to you here, and this is a perfectly good place for doing so. The fact that an explanation for why someone's question is stupid took more words than an answer might have is par for course in lots of places, and as much as it gobsmacks me, I dig that it's one of the risks of freewheeling discussion.

    But since the floor has been opened to the topic of "Opinions about Thomas's question" I feel I'm not stepping too far out of the flow of conversation to say:

    "Good question, Thomas. I'm glad you asked it, because I certainly don't know either."

    Anyway, on another point, someone raised the question of why other people's actions can't be randomizers for purposes of inspiration, the same way dice are for some. No clue if this is true for everyone, but I'm already paying attention to the other people - using dice does not absolve me of the doing so - but I view them very differently than the abstract, external force which I am capable of viewing dice as. Simple as that.

    -Rob D.

    Edit: Edited to remove some snark that I'm not actually trying to express. I disagreewith and dislike that sort of post, but I am in no way seeking to be dismissive or insulting to the poster.
  6.  # 116
    I once started a thread on YSDC where I tried to get CoC players to explain to me what they thought was important about having randomness in their gaming, and mused about the fact that although I could find very little to justify their use, and often found them counterproductive, at the same time I had trouble imagining doing without them altogether. Maybe it will interest someone here, even though it's not very StoryGame.

    I agree that randomisers can add suspense, a use not mentioned in that thread. I also agree that there are other ways of doing that. A secret-ballot election, for example, has suspense without randomness. I think that's a very interesting topic, and not one I've seen discussed much - where and how often in a game you pause for the equivalent of a drum roll before proceeding. And how often can you do it before, as in D&D, the "rolls" (pun not intended) become normal flow, albeit with a rhythm, instead.
    • CommentAuthorEmily Care
    • CommentTimeSep 17th 2007
     # 117
    Rob wrote:
    Anyway, on another point, someone raised the question of why other people's actions can't be randomizers for purposes of inspiration, the same way dice are for some.

    Other people's input may be arbitrary, but it will never be random. There is a difference. Both may be adequate, but one cannot simply substitute for the other. Each has it's points.
  7.  # 118
    Ryan: "But to the point, the unspoken assumption here is that one can learn the patterns of choice by watching them -- does the GM seem to pull black more often than white, or maybe does he do black-black-white pulls? Does this play tend to pull the opposite of what I last pulled?"

    Yes, but even in some traditional games this can play a part, too. Does the GM ask for higher difficulty levels when attempting actions that he doesn't like vs. ones he's partial too. It's just degrees of non-random, but either way, you still have the system as a filter, even if the system is highly biased.

    Emily said: "In A Penny for [My] Thoughts, for each memory you get a suggestion from another player. Then you get to choose which one, based on a gut feeling of which is right. Tension and responsiblity dealt with."

    This is a great example. Because there's a huge difference of intent. The game explicitly promotes active listening. You're supposed to provide a suggestion that the player is going to like. It's how you "game" the system so to speak. Among players who don't know each other, a lot of it is feeling each other out, "What are they going to like, where are they looking to take this?" And among players who know each other, it's feeding into known wants and preferences.

    If A Penny For My Thoughts had a random element, like instead of picking suggestions, they were put into a hat like the initial memory moments, you'd have a very different game. In this case, I think to a detriment. The whole aspect of learning from one another feeds into the theme and premise of the game. If it was random, then it would take on an aspect of challenging each other.
    • CommentAuthorArref
    • CommentTimeSep 25th 2007
     # 119
    Posted By: EmilyAnd 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?

    Without them (dice), I play to elements of the collaboration already introduced in play, to organic surprises inspired by things on-screen and yet to be revealed, to the suspense of a misstep of choices, to creative energies grown right out of the competency of the Players and to drama that validates risk/reward.

    When I don't? Well, it less supports a style that incorporates narrative input seamlessly rather than 'bumping my elbow with system mechanics'. Both dice and not-dice are level playing fields in my experience.

    Yes, I also use dice too. When I want something random that isn't tied to the collaboration; something story neutral: example I can think of being weather changes.
    • CommentAuthorJADettman
    • CommentTimeSep 28th 2007
     # 120
    Posted By: EmilyAnd 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?


    How do you play without them?
    The players act for their characters. The GM provides NPCs and their motivations, including the histories of choice that these motivations involve. When conflict occurs the players provide the actions, thoughts, and motivations of their characters and the GM meshes that with the same from the NPCs and makes a judgement about the result.

    What makes it possible for a game to work dice free?
    Trust and mutual understanding. At the outset of running a diceless game, especially with someone that I haven't played with before, I explain that:

    1. We're all playing to have a good time and that, as the GM, I want them to have fun.

    2. That I am not going to arbitrarily kill their character.

    3. If they are confused about something or think that their character should know something about the game-world that I have not explained to them, they should not hesitate to ask.

    4. If they are uncomfortable dealing with any kind of situation in the game, that they warn me beforehand, if possible, so that I can avoid it.



    And do you actually use them sometimes too?
    Sure. Right now, I'm playing a game of D&D. Last year, I ran an Iron Heroes game and played in a game of Lone Wolf.

    Sometimes it's nice to emphasize the game more than the roleplaying.


    Posted By: MarhaultI recently wrapped up a game of Amber Diceless that shed some light on this issue for me, personally. Here's the problem I had, which killed my enthusiasm, which eventually killed the game.

    I (and I alone) knew the stats of the PCs and NPCs. I (and I alone) framed the scenes, including the likelihood of conflict. Since all conflict in the game is resolved with Karma based attribute comparisons, I essentially had to say what happened all the time. I frame a scene and create a conflict, with full knowledge of who was going to win before I even began. I realized that, without the dice to fall back on, I was the sole author of conflict resolution (save that between PCs), and it was very unsatisfying. I think this is a variant of the Czege principle at work, yes?


    I'm not saying that you were doing anything wrong, because I've seen Amber run the way you've described by plenty of people, but when I run Amber I always begin a new scene by asking the player(s) a variation of, "What are you doing?"

    While this may not be explicit, this invites the players to frame the scenes and determine for themselves when conflict will happen.

    I can't speak for my players, but I have found my Amber play to be quite satisfying.
    •  
      CommentAuthornoclue
    • CommentTimeSep 28th 2007
     # 121
    You can have my dice when you pry them from my cold dead fingers!

    Just kidding
  8.  # 122
    This thread has made me dust off a LARP idea I had that used "real" accomplishments to resolve challenges. For example, being the best artist in the group gets you money and prestige. The players buy materials (pen and paper, clay, etc.) with their money and then make their art to show off in competitions. To be the best poet; write a poem, read it along with other hopefuls; win the vote for best poet. Same with the best artist.

    Other things like the best general may need dice, though I'm hoping to have the best duelist decided by a variant on Simon Says.