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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.
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.
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.
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.
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.
[...] 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.
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.
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.
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.
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.
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?
Emily, are you interested in talking about how to structure play without dice or resolution mechanics? Or does that happen in another thread?
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.
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.
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.
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.
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?
Posted By: Joshua A.C. NewmanBob, 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.
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: KentPosted 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.
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".
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.
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...
Posted By: Thomas DWhat the hell is "Jeep" and "Jeepform" anyway?
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.")
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?
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?
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?