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KarenCravens
Karen Cravens

Thu

Feb 14
2002

03:28

Diceless vs. Diceful games and other topics (BIG)

On 13 Feb 2002 at 8:55, Noctifer@aol.com wrote:

> Thing is, a GM who's running a diceless game is immediately going
> to set up a red flag in my head.  I don't want to play with a GM
> that I think is going to be unfair and biased.  If they're running
> a diceless game, I immediately start wondering why.  In the
> admittedly few experiences I've had, it was often because they
> wanted to be able to dictate where the story went and this
> sometimes extended into character interactions as well.

I gather "It's a PBeM and dice are awkward" isn't sufficient?
 
> Let me say again that this is all based on my experiences, which I
> don't suggest is the end of being, and that these are just my
> opinions.  I've no problem with other people having different
> opinions...that's what makes discussions like this fun.  Of course,
> I'd love to have someone else chime in here...I'm starting to feel
> ganged up on. :)  I didn't realize there were so many diceless
> gamers around here :)

This being a play-by-email gamesite, there are by extension a lot of 
PBeM players here.  Some of us play diceless in PBeM, diced in FTF.

> Actually, I misspoke a bit an author can go too far, he just has
> greater leeway because he doesn't have the same responsibility to
> his readers that a GM has to his players.  For an example of an
> author who takes things too far, take David Eddings.  I love his
> Belgariad stuff...it's strongly influenced my games.  But his
> Elenium series takes things too far.  The central character,
> Sparhawk, is too much of a bad*ss.  Eddings isn't fair to his world
> by making Sparhawk so incredibly untouchable.

That's "game" balance, though, not diceness.

> The author, though, doesn't have the same level of responsiblity
> towards fairness that a GM does.  If you're going to be a GM,
> you've made a decision to create a world, much like an author, and
> create situations within that world for adventure, again, much like
> an author.  When it comes to telling the story, though, you're role
> as GM is more limited than that of an author.  An author must weave
> the entire tapestry of the story and has the convenience of pacing
> and structure to get where he wants to go.  The GM has a
> responsiblity to let his players weave a major part of the story. 
> If he tries to aim the story himself over-much, you get into
> railroading, which is the extreme of what I'm discussing here.

I'm still not connecting that with the use of dice or not, except 
maybe in a vague "Dice can screw up a gamemaster's story, and that's 
the players' only hope" way.

> That's not what I'm trying to say and I'm really sorry that I gave
> you that impression.  What I've been trying to say is that "If you
> run a diceless game, you will screw up the game *for me*."

Welllll, okay.  But I think I'd have to see a nice double-blind test 
first.  Well, single-blind, anyway, since I guess you couldn't get 
the *GM* to not know if he was using dice or not.

> in that game...the GM was very talented.  But in those instances
> where I felt my actions, as a player, were affected by the GM's
> opinion of what a "good game" was, my "fun-level" was decreased. 
> In that game, I could overlook these instances and have fun, but I
> would have had a lot more fun if they hadn't happened.  I know that
> there were other players in the game that this didn't bother (and
> they likely weren't as much of a "problem player" as I was).

I see that as more of a story-vs-character, dramatist-vs-
simulationist, thisbuzzwordist-vs-thatbuzzwordist sort of dichotomy, 
not specifically linked to diced-vs-diceless.  Now, maybe in the FTF-
only world, diceless games *attracted* more of the "make a good story 
no matter what" sort of gamemaster, but in PBeM I think the dice get 
dropped purely for convenience' sake, and there's not much of a 
definite causal link to gaming style.

Hmm.  Theory:  PBeM attracts people who want to make good *verbiage*, 
not necessarily overall story, and having to do lots of "If... 
then..." and pauses for dice resolution interrupts the flow of 
writing the text.

-- 
Karen J. Cravens (silver@phoenyx.net)

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