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NoctIfer
Noctifer

Wed

Feb 13
2002

14:55Z

Diceless vs. Diceful games and other topics (BIG)

Threw a bunch of posts into one...this is a biggie...

From:   "Robert A. Knop Jr."  
>> A certain level of bias is necessary, otherwise you 
>>may as well be playing a computer game.  But an 
>>unbiased game is something that should be aimed
>> for.
>
>This sounds directly contradictory....

Well, it's kind of like the concept that war is bad.  War is a bad thing...just about everyone would agree on that topic...you want to fight as little as possible, but sometimes, you have to fight.  Peace is something that should be aimed for, but not if its going to result in worse consequences.  I guess it's kinda an "eastern" philosophy towards gaming..."you can never attain perfection, but should should always try" sort of concept.

>Regarding "power" in the hands of the GM, I'm with >Carl: I view that as a red herring.  I've heard 
>various complaints about the "problem" of the GM
>having too much power (on up to somebody all but 
>claiming that it was time to end the GM reign of 
>terror-- which I know you aren't doing here!).  I
>think that Ma Berry hit it on the nose: play with a GM 
>you trust.  Fairness and unbiased are red 
>herrings.

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.

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 :)

>  "Having fun" is what matters, but it can't
>just be immediate viceral fun.  Well, it can be, but 
>the best games is where, when looked at over a long 
>period of time, it's still fun and it's fun in memory.

I totally agree that "Having fun" is what matters.  That's why it's no biggie for me that others have fun with diceless games.  Me, I need at least some impression that a GM's biases will be mitigated to have this fun.  If I find out after I get into a game that the GM's biases are still overwhelming (which I have in diceful games), I'll then head out.

>A purely character-drive game can be a great thing; it 
>sounds like it's the sort of thing you prefer.  But a 
>reasonably plot-driven game, where there is a lot of 
>stuff going on in the world that the characters don't 
>know about, and where there are things that either 
>will happen or that NPCs will try to make happen, can 
>also be a whole lot of fun.  Some of my favorite games 
>I've played in have focused more on the players trying 
>to figure out what was going on rather than entirely 
>on them controlling their own destiny and 
>participating in a collaborative story.

Funny thing is, one of my biggest complaints to my players is that they're not independent enough.  If I don't throw something at them, I sometimes get the impression that they'll sit around and do nothing.  Don't get me wrong, my players are some of the best I've ever gamed with...just one of my minor frustrations.

>Each to his own.

That I agree with whole heartedly.  I'm not trying to tell anyone what the best way to game is...well, more on that next.

>> Very true.  In which case, he'd be failing as a GM 
>>because he's letting his biases influence the reality 
>>of his game world.  A good GM can cover this up, but 
>>even so, he still shouldn't do it...not during the 
>>game. Before the game, he can plan out adventures, 
>>determine which powers are appropriate for what, 
>>etc.  During the game itself, though, let luck take 
>>its course.  Don't beef up an encounter because the 
>>players are having it too easy or vice versa...that 
>>means that players cannot rely on the consistency of 
>>reality that must exist in a game (related to 
>>suspension of disbelief).
>
>I disagree with this statement.  I don't disagree that >it's a valid and good way to play-- what I disagree >with is that it's the only valid and good way
>to play, and that the GM "shouldn't" be altering >upcoming encounters after he's out of the >defined "adventure writing" phase of GMing.

I don't think its the only valid way to play.  Sheryl Crow comes to mind "If it makes you happy...it can't be that bad..."  It's the only way you're going to get me to enjoy a game, though.  If I think you're stacking the deck because the players are suddenly getting overwhelmed too early in the adventure or because they're having too easy of a time with it, I'm going to take issue (more the latter than the former, to be honest).  Sometimes, players are smart, they get lucky (unless it's a diceless game, of course) and they plan well.  An adventure that you thought would be tough, they're racing through.  Putting more monsters in, to me, is tantamount to punishing them for being too "good" about it.  Or maybe the reverse is true, and they're getting trounced because they made some bad decisions.  Halfing the hit points of the opponents or otherwise fudging is patronizing, to me.  If you made a mistake in planning, learn from it and move on.  If your players made a mistake, let them learn from it and move on.  Changing the situation to fit what you, as GM, feel is somehow "best" detracts from the player's input into the game.  That's going to detract from the fun of the game for me, both as a player and as a GM.

>There's a lot to be said for the GM quick on his feet 
>who adjusts the challenge levels and such based on how 
>the players are doing, correcting his misestimates of 
>what he intended to throw at the players ahead of 
>time.  You may not like it, and it's fine to play that 
>way.  But also, if done with the right GM and the 
>right group of players, it can make the whole thing a 
>lot more fun if the GM is willing to tune up the world 
>not based just on some pure randomizer, but also based 
>on his changing impression during play of what will 
>work best.

Obviously, I'm not one of those right players :)

mabarry@xpert.net:
>> A diceless game puts more "power" (if you will) into
>> the hands of one person, detracting from the 
>>collective nature of the game.  
>
>See, as a diceless GM, I don't believe that at all.  >With power comes responsibility, because if I -ever- 
>abuse my power, I lose the trust of my players.  If I 
>use dice to kill off a player, am I somehow any MORE 
>responsible?

No...if you kill of a player, you go to jail (hopefully), unless you live in Texas, in which case you're killed.  (*snicker*...couldn't resist...)

If you rely on the dice in most of your life-and-death situations, you are closer to being fair about who lives and who dies.  Of course, a GM can still go overboard...for an extreme example, lets say a demon pops up, attacks the annoying thief and then disappears once the thief is pasted.  Obviously, this is a case of GM biases coming into play and is the ear-mark of a Bad GM, even though he used dice to do it.

If you are running a diceless game, the decision on who lives and who dies is completely in the hands of the GM (unless the character does something truly suicidal, like jump off a mile-high cliff).  Of course, most of the diceless GM's I've played with (which are admittedly few) avoid this problem by making sure characters never die, but there are still things that happen to the characters which can cause a lot of player grumpiness because they are, ultimately, the decision of the GM alone.

>What you say with the, "I don't want to guide my 
>players any more than absolutely necessary," does not 
>become any less true without dice, or any more with 
>dice.  Random resolution is just that: random.  It 
>takes the GM to make the real decisions... the device 
>du jour is the tool one applies to _aid_ in that 
>decision making.   To make either method (pure whimsy 
>or pure die roll) primary is to invite excess... 

If the GM makes the decision to use dice as the primary means of resolution in certain situations, such as combat and certain skill checks, the players know that there's an even playing field that is altered by their decisions.

>> dislike most role-playing skills or abilities, such 
>>as Bluff or Fast Talk.  I may use a die to figure out 
>>which way an  NPC is leaning in these situations, but 
>>I try to rely on the PC's role playing ability more.  
>
>See, as someone who hates talking to people in 
>general, a decision like that penalizes me in 
>particular because while my -character- might have a 
>near-perfect score in fast-talk, I, myself, have a 
>tendency to trip over my own words.  Dice would be 
>much more "fair."  On the other hand, I'm an expert 
>at "plastic sword."  Why not let your charisma 
>players get the benefit of their skills, and let me 
>defeat the GM-as-NPC in plastic sword combat?

Because it detracts from playing the role.  RPing is a social activity.  In my games, if you feel like you're not a good speaker, you have two options.  1) Don't play a character that is socially strong or 2) grow as a person (note: not "grow up"...I don't want any confusion here, as I've got eggshells on my shoes already).  Option 1 happens all the time...everyone has certain types of characters they don't particularly enjoy playing or can't play effectively...cross-gender characters come to mind as an obvious example for most (but not nearly all) players.  Option 2 is obviously the tougher way to take things, but I think a worthy one.  To me, both of these options are a lot better than "okay, I walk up to the guard and use my fast talk to get past them...I rolled an 87."  That, to me, is an over-reliance on dice.

From:   "Karen Cravens"  

>> Exactly my point...authors write novels, short 
>>stories, etc.  These mediums don't require a lot of 
>>interaction.  RPGs do.  The GM is not an author (at 
>> least while he's running the game) but the talents 
>>of a good author help, as long as those talents don't 
>>overcome his responsibility to be fair.  The  
>>randomness of dice help mitigate the chances of that 
>>happening.
>
>I hate to be obstinate, but I'm not connecting 
>anything here (or in what I snipped) with "fairness" 
>versus "randomness," or seeing where having players 
>makes a difference.  You said, and I hope I'm not 
>misquoting since I'm too lazy to go look at the 
>archives, that eventually a GM will go too far, or 
>something along those lines.  Why, then, wouldn't an 
>author eventually go too far, when he hasn't even got 
>the feedback of a bunch of players to give him >guidelines?

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.

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.

>It's vaguely insulting to anybody who runs diceless, 
>too:  "You screw up your games.  Or if you haven't 
>yet, you will."

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*."
 
As an example, I had a GM once who was more into the storytelling aspect of gaming and was running a diceless game.  She'd come into RPGs from a different direction than I had, so we had somewhat opposing viewpoints on what made a good game.  Now, this was a PBEM game and, to be honest, it was the best PBEM that I've played in, since or before.  We locked horns more than a few times, but one of the big "fights," if you will, was a result of me shooting another PC.  She contacted me privately and told me I shouldn't do that, that it was against the spirit of the game, and asked me to re-write the post that I had made.  Needless to say, I hit the roof (more than I likely should have), but eventually aquiesced and re-wrote the actions.  I was trying out a new style of play, for me, and was willing to "play ball."  To be honest, I had a lot of fun 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).

Lucifer >:}
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GAMERS Home Page:  http://www.phoenyx.net/gamers/

WattErs10
watters.10

Wed

Feb 13
2002

21:58Z

Diceless vs. Diceful games and other topics (BIG)

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

> I don't think its the only valid way to play.  Sheryl Crow comes to mind "If it
> makes you happy...it can't be that bad..."  It's the only way you're going to
> get me to enjoy a game, though.  If I think you're stacking the deck because the
> players are suddenly getting overwhelmed too early in the adventure or because
> they're having too easy of a time with it, I'm going to take issue (more the
> latter than the former, to be honest).  Sometimes, players are smart, they get
> lucky (unless it's a diceless game, of course) and they plan well.  An adventure
> that you thought would be tough, they're racing through.  Putting more monsters
> in, to me, is tantamount to punishing them for being too "good" about it.  Or
> maybe the reverse is true, and they're getting trounced because they made some
> bad decisions.  Halfing the hit points of the opponents or otherwise fudging is
> patronizing, to me.  If you made a mistake in planning, learn from it and move
> on.  If your players made a mistake, l!
>  et them learn from it and move on.  Changing the situation to fit what you, as
>  GM, feel is somehow "best" detracts from the player's input into the game. 
>  That's going to detract from the fun of the game for me, both as a player and
>  as a GM.
> 
> >There's a lot to be said for the GM quick on his feet 
> >who adjusts the challenge levels and such based on how 
> >the players are doing, correcting his misestimates of 
> >what he intended to throw at the players ahead of 
> >time.  You may not like it, and it's fine to play that 
> >way.  But also, if done with the right GM and the 
> >right group of players, it can make the whole thing a 
> >lot more fun if the GM is willing to tune up the world 
> >not based just on some pure randomizer, but also based 
> >on his changing impression during play of what will 
> >work best.

I think it depends on the troupe.  I'm from the old school of GMing (Gygax 
University Class of 82) where the dice a secondary to the enjoyment of the 
game.  My normal troupe expects me to bump difficulty factors as needed - not 
that I won't kill a character outright, but if I've obviously overwhelmed them 
(which almost never happens) as a group, I will move health or armor on the 
opponents downward to make it equitable.  Almost never would I bump up the 
opponents - if I planned incorrectly and the party trashes them, then I learn 
and improve for next time - usually NEXT TIME is when I commit overkill.

However, when running a game for someone I do not know, for example at ORIGINS, 
I am very strict about rules and rolls, and have been known to set my screen 
aside and let the players see the dice rolls as they happen.

I likewise have a problem which is known as the curse of "bad dice" where as a 
GM I critical fail more than the average (about twice the average I'd expect), 
regardless of system.  I'll roll 18's in GURPS, ---- in FUDGE, 1's in D20, I'll 
pull both Jokers in Deadlands, etc.  It's not a problem when I play, only when 
I GM.
 
> >What you say with the, "I don't want to guide my 
> >players any more than absolutely necessary," does not 
> >become any less true without dice, or any more with 
> >dice.  Random resolution is just that: random.  It 
> >takes the GM to make the real decisions... the device 
> >du jour is the tool one applies to _aid_ in that 
> >decision making.   To make either method (pure whimsy 
> >or pure die roll) primary is to invite excess... 
> 
> If the GM makes the decision to use dice as the primary means of resolution in
> certain situations, such as combat and certain skill checks, the players know
> that there's an even playing field that is altered by their decisions.
> 
> >> dislike most role-playing skills or abilities, such 
> >>as Bluff or Fast Talk.  I may use a die to figure out 
> >>which way an  NPC is leaning in these situations, but 
> >>I try to rely on the PC's role playing ability more.  
> >
> >See, as someone who hates talking to people in 
> >general, a decision like that penalizes me in 
> >particular because while my -character- might have a 
> >near-perfect score in fast-talk, I, myself, have a 
> >tendency to trip over my own words.  Dice would be 
> >much more "fair."  On the other hand, I'm an expert 
> >at "plastic sword."  Why not let your charisma 
> >players get the benefit of their skills, and let me 
> >defeat the GM-as-NPC in plastic sword combat?
> 
> Because it detracts from playing the role.  RPing is a social activity.  In my
> games, if you feel like you're not a good speaker, you have two options.  1)
> Don't play a character that is socially strong or 2) grow as a person (note: not
> "grow up"...I don't want any confusion here, as I've got eggshells on my shoes
> already).  Option 1 happens all the time...everyone has certain types of
> characters they don't particularly enjoy playing or can't play
> effectively...cross-gender characters come to mind as an obvious example for
> most (but not nearly all) players.  Option 2 is obviously the tougher way to
> take things, but I think a worthy one.  To me, both of these options are a lot
> better than "okay, I walk up to the guard and use my fast talk to get past
> them...I rolled an 87."  That, to me, is an over-reliance on dice.

I think, however, that for beginning players, who are actually afraid of camera 
time, using the dice rolls to get things started work for Fast Talk, etc.  Once 
the player becomes more comfortable, they can start relying on describing what 
they are doing, or role-playing the interaction even more.  The ability score 
becomes a modifier for the roleplaying - if I have fast Talk 18, and try to 
play the role in earnest, then the GM should factor that in with his decision.



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-Coyt
"The Internet, billions of electrons with nothing better to do."
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GAMERS Home Page:  http://www.phoenyx.net/gamers/

RobertKnop
Robert A. Knop Jr.

Wed

Feb 13
2002

22:56Z

Diceless vs. Diceful games and other topics (BIG)

> > Because it detracts from playing the role.  RPing is a social activity.
> > In my games, if you feel like you're not a good speaker, you have two
> > options.  1) Don't play a character that is socially strong or 2) grow
> > as a person (note: not "grow up"...I don't want any confusion here, as
> > I've got eggshells on my shoes already).  Option 1 happens all the
> > time...everyone has certain types of characters they don't particularly
> > enjoy playing or can't play effectively...cross-gender characters come
> > to mind as an obvious example for most (but not nearly all) players.
> > Option 2 is obviously the tougher way to take things, but I think a
> > worthy one.  To me, both of these options are a lot better than "okay, I
> > walk up to the guard and use my fast talk to get past them...I rolled an
> > 87."  That, to me, is an over-reliance on dice.

I think that option (1) is asking too much.  Roleplaying isn't acting on
Broadway; we don't all have to be expects who turn in award-winning
performances to make it worth doing.  If somebody wants to play that sort of
character, he ought to be able to; perhaps he won't play it as well as
somebody more socially ept, but hey, that's allright.  It's not a
competition, it's not a performance for a paying audience, so it doesn't
matter all that much.  And, they may well get better at it-- at least at
roleplaying it within the context of an adventure game-- by trying it.
Don't shut them off from it just because you aren't willing to have a
character be more competent at something than the player is.

Insert Ma Berry's example with plastic swords.  We are playing characters
who are more *physically* ept than ourselves all the time.  Why not somebody
who is more attractive, smareter, faster on our feet, luckier, etc...?  It's
a game; it's fun and escapism, and it seems that we ought to have that
opportunity.

> I think, however, that for beginning players, who are actually afraid of
> camera time, using the dice rolls to get things started work for Fast
> Talk, etc.  Once the player becomes more comfortable, they can start
> relying on describing what they are doing, or role-playing the interaction
> even more.  The ability score becomes a modifier for the roleplaying - if
> I have fast Talk 18, and try to play the role in earnest, then the GM
> should factor that in with his decision.

I handle it in a manner something like this, though a bit different.  If
anything, I use the roleplaying as a modifier for the ability roll!

If a player must, he can say, "I try to fast talk the guard into letting me
by," and then he can roll against his Fast-Talk and get by.  In some cases,
when you are quickly skirting over stuff and working in a sort of "meta"
mode in order to get to the meat of either the action or the roleplaying, I
would consider this appropriate.

What's more fun, however, is when the player really does do the fast talking
for the character.  He says what his character says.  However, rather than
trying to judge myself how good of a job he's doing, I'll recognize that the
character is Fast-Talking, and roll his skill.  I *don't* insist that the
player necessarily be good at what his character is good at.  Based on the
results of the roll, I'll decide how the guard reacts to what the player is
saying.  It's not pure improve theatre, because I'm using the outside
randomizer to influence my own roleplaying as GM, but it does allow for the
escapist value of a character who's more suave than the player is.  Yeah,
I'm not religious about this; sometimes I'll do it with no rolls and just
deicde entirely based on what's going on and how I think the NPCs would
react to exactly those words delivered in exactly that way.  But sometimes
in social situations I'll roll the performing roll, or the convincing roll,
or the savoir faire roll, or whatever is important, to see how the
*character* did irrespective of my opinion of how the player is doing.

-Rob
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GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Thu

Feb 14
2002

03:28Z

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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GAMERS Home Page:  http://www.phoenyx.net/gamers/

WattErs10
watters.10

Thu

Feb 14
2002

04:58Z

Diceless vs. Diceful games and other topics (BIG)

On 13 Feb 2002, at 21:28, Karen Cravens wrote:

> 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.

That certainly seemed the case in Michael's _EX_ Star Trek game, though most of 
the players seemed to know where to appropriately pause for resolution.  I 
think we were writing a bit TOO much though...


> 
> -- 
> Karen J. Cravens (silver@phoenyx.net)
> 
> ----------------------------------------------------------------
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MikeF
Mike Feldhusen

Thu

Feb 14
2002

16:56Z

Diceless vs. Diceful games and other topics (BIG)

On Wed, 13 Feb 2002, Coyt D. Watters wrote:

> On 13 Feb 2002, at 21:28, Karen Cravens wrote:

> > 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.

> That certainly seemed the case in Michael's _EX_ Star Trek game,
> though most of the players seemed to know where to appropriately
> pause for resolution.  I think we were writing a bit TOO much
> though...

Yes, there were times when I had to rein people back in a bit.  But it
was fun while it lasted.

-- 
Michael Feldhusen
mike_f@io.com
http://www.io.com/~mike_f/

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CarlCravens
Carl D Cravens

Thu

Feb 14
2002

18:30Z

Diceless vs. Diceful games and other topics (BIG)

On Wed, 13 Feb 2002 Noctifer@aol.com wrote:

> Well, it's kind of like the concept that war is bad.  War is a bad
> thing...just about everyone would agree on that topic...you want to
> fight as little as possible, but sometimes, you have to fight.  Peace
> is something that should be aimed for, but not if its going to result
> in worse consequences.  I guess it's kinda an "eastern" philosophy
> towards gaming..."you can never attain perfection, but should should
> always try" sort of concept.

It seems to me that you were saying just the opposite... "You can never
attain perfection, so don't bother trying."  You're saying that nobody can
GM perfectly without dice, so nobody should play without dice.

> Funny thing is, one of my biggest complaints to my players is that
> they're not independent enough.  If I don't throw something at them, I
> sometimes get the impression that they'll sit around and do nothing.

I've had players that literally *looked* for the railroad tracks and got
lost if they couldn't find them.  I understand your frustration.

> way you're going to get me to enjoy a game, though.  If I think you're
> stacking the deck because the players are suddenly getting overwhelmed
> too early in the adventure or because they're having too easy of a
> time with it, I'm going to take issue (more the latter than the

How do you know that the too hard/too easy encounter was caused by
intentional stacking of the deck and not the randomness of the dice?  Or
that the encounter mis-match wasn't caused by the GM making a mistake
during the setup and not realizing how difficult/easy this encounter would
be?  To me, a good GM will just correct for either of these and balance
out the encounter on the fly.  By your requirements, he can't do that...
he has to let the imbalance lie and then you're going to take issue with
it because he made a mistake you won't let him correct, or the dice are
doing weird things that you won't let him correct.

Seems to me that you're asking for your cake and wanting to eat it to.
Either you *want* this imbalance to occur and be left just as-is, or you
*don't* want it to occur and the only way that'll happen is to have the
freedom to adjust it on the fly.

> Because it detracts from playing the role.  RPing is a social
> activity.  In my games, if you feel like you're not a good speaker,
> you have two options.  1) Don't play a character that is socially
> strong or 2) grow as a person (note: not "grow up"...I don't want any

Yet roleplaying is also escapist fantasy... what's the point in escapist
fantasy if you can't _escape_ the limitations of reality?  If I'm not
suave and debonaire, why should my fantasy then exclude me from playing
James Bond?  _I'm_ never going to _be_ as cool as James Bond... nobody is,
'cause he's not a real person.  So the option to "grow" is an unrealistic
one... I cannot grow to fulfill my fantasies.  If I could, I wouldn't need
_fantasy_.

I'm not "cool".  So you're telling me I can't play a character that's cool
unless I can become cool myself.  That's silly.

--
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
    [        The Fudge List -- http://fudge.phoenyx.net/        ]
If at first you don't succeed, try 2nd or shortstop.

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RobertKnop
Robert A. Knop Jr.

Thu

Feb 14
2002

19:41Z

Diceless vs. Diceful games and other topics (BIG)

> To me, a good GM will just correct for either of these and balance
> out the encounter on the fly.  By your requirements, he can't do that...
> he has to let the imbalance lie and then you're going to take issue with
> it because he made a mistake you won't let him correct, or the dice are
> doing weird things that you won't let him correct.

I agree with this.  Take this one step further.  If the GM is not allowed to
adjust things on the fly, that implys that the GM is not allowed to
improvise.  He *must* railroad the players, not letting them wander off into
things he hasn't completely preplanned, or else he's violating the
sacrosanct wall between "adventure preparation" and "adventure running."

It seems to me a pity to set up a situation where you require the GM to
railroad the players, and forbid creative improvisation.  Even if the
players stay within areas defined by the GM, they will sometimes go
somewhere surprising requiring improvisation on the spot.  Why is the GM
allowed to make up barmaids and shop keepers on the fly, but not combat
opponents?  The only other option is to *completely* predefine the entire
subset of the world available to the players, to greater-than-Harn detail.
That's clearly asking too much.

Obviously, I've taken this ad absurdum here, but let's turn around and go
the other way with it; if it is OK for the GM to improvise, why is it not OK
for the GM to adjust predefined encounters?

I think we all agree that in a roleplaying game, it's more fun if the
players have some control over their character's destiny.  We probably also
all agree that control comes from the character's choices and actions,
rather than just the fact that the players are the ones rolling the dice in
predefined encounters.

Given that, it's impossible to expect the GM never to improvise (unless he
really is running a closed-environment dungeon crawl style adventure-- and
even then, players can be creatively unexpected).  The players do something
surprising, and based on his preparation the GM makes his best judgement as
to how the "world reacts," i.e. what there is where the players go and what
whatever is there thinks and does about it.  So take this back a little bit
further: how is this improvisiation-- making up of the world as you go
along, even if firmly based on a good understanding of the world in
general-- qualitatively different from adjusting preset encounters?  Where
is the moral dividing line between the GM creating something he hadn't
explicitly thought of in detail, versus something he wrote out ahead of
time?

In both cases the GM is using his creativity on the fly, to build a part of
the world based on his understanding of the world in general and what makes
sense-- and, also, presumably, on what will make the game more satisfying
and fun.  The only difference between in-bounds improvisation and adjusting
preset encounters is the degree of detail in the GM's prior thinking about
that aspect of the game world.  It's just a difference of degree, not the
sort of qualitative difference where I can see somebody can define what one
"should" or "should not" do.

Obviously, both can be done poorly and well; a GM who does any of it poorly
will raise the ire of his players.  I would say, however, that the problem
there was the GM-- either he's a bad GM, or he's running the game in a style
which does not play to his strengths.  But that's going to be entirely
individual to the GM.  I would be *very* surprised if any player really had
his gaming experience enhanced or hurt by a GM adjusting preset encounters
or doing other sorts of "out of bounds" improvisation.  What matters, it
seems to me, is whether the GM does it *well* or *poorly*, not whether or
not the GM does it.  And I don't believe the assertion that the adjustment
of preset encounters is theoretically impossible to do well.

-Rob
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NoctIfer
Noctifer

Fri

Feb 15
2002

01:27Z

Diceless vs. Diceful games and other topics (BIG)

Okay...likely my last post on the topic...more on that later...

>> Well, it's kind of like the concept that war is bad.  War is a bad
>> thing...just about everyone would agree on that topic...you want to
>> fight as little as possible, but sometimes, you have to fight.  Peace
>> is something that should be aimed for, but not if its going to result
>> in worse consequences.  I guess it's kinda an "eastern" philosophy
>> towards gaming..."you can never attain perfection, but should should
>> always try" sort of concept.
>
>It seems to me that you were saying just the opposite... "You can never
>attain perfection, so don't bother trying."  You're saying that nobody can
>GM perfectly without dice, so nobody should play without dice.

If you work from the assumption that using dice is not trying, that's true.  
Personally, I think that attempting to reach perfection requires being as 
unbiased as possible...dice contribute towards that goal.

>> way you're going to get me to enjoy a game, though.  If I think you're
>> stacking the deck because the players are suddenly getting overwhelmed
>> too early in the adventure or because they're having too easy of a
>> time with it, I'm going to take issue (more the latter than the
>
>How do you know that the too hard/too easy encounter was caused by
>intentional stacking of the deck and not the randomness of the dice?  Or
>that the encounter mis-match wasn't caused by the GM making a mistake
>during the setup and not realizing how difficult/easy this encounter would
>be?

You don't always know...sometimes, a GM can cover it up...sometimes for a 
long time.  I'll come out and ask what sort of system he's using for conflict 
resolution, so he'll have to bald-faced lie to me to trick me.  I'm not 
saying I can't be tricked, but if things are always going in a "story book" 
format and I start feeling like success or failure only comes when the GM 
decides it's right for the "story," I'm going to start getting suspicious...

>To me, a good GM will just correct for either of these and balance
>out the encounter on the fly.  By your requirements, he can't do that...
>he has to let the imbalance lie and then you're going to take issue with
>it because he made a mistake you won't let him correct, or the dice are
>doing weird things that you won't let him correct.

To be honest, if the first situation is true, I can understand changing 
things a bit.  It's still something to be avoided (again, all IMO), but if it 
has to be done, it has to be 
done.  If it's because of the randomness of dice, well...sometimes they work 
in
favor of the PCs, sometimes they don't.

>Seems to me that you're asking for your cake and wanting to eat it to.

Doesn't everyone? ;)

>Yet roleplaying is also escapist fantasy... what's the point in escapist
>fantasy if you can't _escape_ the limitations of reality?  If I'm not
>suave and debonaire, why should my fantasy then exclude me from playing
>James Bond?  _I'm_ never going to _be_ as cool as James Bond... nobody is,
>'cause he's not a real person.  So the option to "grow" is an unrealistic
>one... I cannot grow to fulfill my fantasies.  If I could, I wouldn't need
>_fantasy_.
>
>I'm not "cool".  So you're telling me I can't play a character that's cool
>unless I can become cool myself.  That's silly.

I don't expect any of my players to be James Bond...but I do expect them to 
try.  If they stumble on the words, that's fine...I can ignore that if their 
character has a decent score.  My problem is with not even _trying_...just 
wanting a dice roll to determine everything.  It's really kinda a flip side 
of the coin from what I've been arguing above.  If it's _all_ dice, you might 
as well play a video game.  It's _role_ playing...that means some acting, 
some socializing, even if you're not good at it.  What I mean by "grow" as a 
person is that anyone who would rather roll a die than have to actually come 
up with some words needs to either break out of their shell or play a 
character that doesn't require social skills.  They need to role play their 
character...I don't think that's too much to ask of someone.

Okay...I wanted to address some good points here...now I'm bailing on the 
conversation.  At least I plan to (sometimes my 'reply' button gets hit 
without my knowledge ;) ).  I'm waaay outnumbered on this one and starting to 
feel cornered (as some of you know, I can get nasty when I feel cornered and 
I'm trying to avoid that stuff these days...at least here ;) ).

Lucifer >:}
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CarlCravens
Carl D Cravens

Fri

Feb 15
2002

16:21Z

Diceless vs. Diceful games and other topics (BIG)

On Thu, 14 Feb 2002 Noctifer@aol.com wrote:

> Personally, I think that attempting to reach perfection requires being as
> unbiased as possible...dice contribute towards that goal.

I believe that we have reached an impasse then, because we're working from
very different first principles.  Was fun talking about it though.

> I don't expect any of my players to be James Bond...but I do expect them to
> try.  If they stumble on the words, that's fine...I can ignore that if their
> character has a decent score.  My problem is with not even _trying_...just
> wanting a dice roll to determine everything.

I'm in agreement here...  this is what I want from my players.
But it seems like a back-pedal from your previous statement... this
doesn't seem to be at all what you were saying earlier.

--
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
    [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
So many idiots, so little ammunition.

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MichaelOrton
Michael Orton

Sat

Feb 16
2002

00:57Z

Diceless vs. Diceful games and other topics

Further to Robert A. Knop Jr.'s posting which is too big to quote here...

In the FTF RPG sessions I now play in, and for that matter infrequently run,
there is very little predefined stuff to alter anyway.

At the start of the adventure the GM sets out a situation.

We then deal some specially prepared cards with certain keywords on to the
players and they way these come up and how they are played takes things from
there.

The players have total control over what their characters do and the GM has
to
make the world respond to their actions fitting as many of the cards played
into
the story as he goes.

If the dice start to get it wrong then the players can play further cards to
modify the situation.

Strangely enough the players prefer to modify the situation to their
character's
disadvantage.

Thus one random element the players do not control is modified by an element
the players do control.

The thing is I can't quite make it work in a PBEM context, though I'm
working on it!

Rgds,
Michael.

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KarenCravens
Karen Cravens

Thu

Feb 14
2002

03:30Z

Diceless vs. Diceful games and other topics (BIG)

On 13 Feb 2002 at 15:58, Coyt D. Watters wrote:

> I think, however, that for beginning players, who are actually afraid of
> camera 
> time, using the dice rolls to get things started work for Fast Talk, etc. 
> Once 
> the player becomes more comfortable, they can start relying on describing
> what 
> they are doing, or role-playing the interaction even more.  The ability
> score 
> becomes a modifier for the roleplaying - if I have fast Talk 18, and try
> to 
> play the role in earnest, then the GM should factor that in with his
> decision.

In the last FTF session, my character attempted a Fast-Talk; I made a 
nice speech, then rolled dice and said "Let's see if my character 
stated that better than I did."  It would have been a nice way to 
resolve the dichotomy between my (lack of) skill and hers, except I 
then rolled a Poor or something.

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

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