
A topic has come up on the Fudge List^W Community about dice probabilities. In Fudge, a Poor swordsman will beat a Great one about one in 150 fights. (I think I have the spread right, but no matter: it's a large skill gap.) For some people, this is a feature: it gives the underdog a chance to win. For others, this is a bug: it gives the dice a chance to have a "trivial" NPC kick the PC's butt unexpectedly, thereby throwing a monkey wrench into Story, suspension of disbelief, or fun. And yeah, 1 in 150 seems like a long shot... but probabilities aren't predictable things (imagine that) and it's gonna happen two, three times almost in a row to some people (especially those cursed with green pickles), and not happen to others at all (which may explain the disparity in opinions over yonder). ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
On Tue, Apr 04, 2006 at 09:00:03AM -0500, Karen Cravens wrote: >For some people, this is a feature: it gives the underdog a chance to >win. For others, this is a bug: it gives the dice a chance to have a >"trivial" NPC kick the PC's butt unexpectedly, thereby throwing a >monkey wrench into Story, suspension of disbelief, or fun. I think it's worth considering Amber as an extreme case. In that system, the Great swordsman will win, full stop. What does the Poor swordsman do in that case? Shift the fight into another realm - be sneaky, or persuasive, or whatever, rather than just standing up and getting skewered. So a non-probabilistic system can be made to work, though it's not to everybody's taste. Personally I like the possibility of a random result, because I'm not a narrativist - the story arises from the desires of the PCs, the desires of the NPCs, and pure chance, just as events do in the real world. That may not produce such a "good" story as one with a single author where everything goes the way it needs to go, but it depends on whose benchmarks of "good" you're using; the conventional narrative ones don't necessarily apply. >And yeah, 1 in 150 seems like a long shot... but probabilities aren't >predictable things (imagine that) and it's gonna happen two, three >times almost in a row to some people (especially those cursed with >green pickles), and not happen to others at all (which may explain the >disparity in opinions over yonder). The number of times we roll dice, even in combat-heavy games, is generally far too small a sample to approach the average. And of course the extreme numbers are always memorable; I still remember the night, though it must be more than fifteen years ago, when the Call of Cthulhu GM fumbled for all three of the bad guys in exactly the same way, which was a 10^-10 probability... There certainly do seem to be nights when the dice run a particular way. I've seen far more fumbles with certain characters than the probabilities would indicate... -- Roger, gaming grognard Lots of role-playing stuff: http://tekeli.li/ ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
----- Original Message ----- From: "Karen Cravens"To: Sent: Tuesday, April 04, 2006 9:00 AM Subject: GM: Paradox five: Giving the underdog a chance >A topic has come up on the Fudge List^W Community about dice > probabilities. In Fudge, a Poor swordsman will beat a Great one about > one in 150 fights. (I think I have the spread right, but no matter: > it's a large skill gap.) > > For some people, this is a feature: it gives the underdog a chance to > win. For others, this is a bug: it gives the dice a chance to have a > "trivial" NPC kick the PC's butt unexpectedly, thereby throwing a > monkey wrench into Story, suspension of disbelief, or fun. > > And yeah, 1 in 150 seems like a long shot... but probabilities aren't > predictable things (imagine that) and it's gonna happen two, three > times almost in a row to some people (especially those cursed with > green pickles), and not happen to others at all (which may explain the > disparity in opinions over yonder). Yeah, dice are funny like that. The best way to handle it is to not worry about dice when it _shouldn't_ matter--some mook in an unimportant dustup, a cheap lock between you and a plot insignificance, etc. Leave the dice in when it matters, though; even if it's a small one, an element of risk--or chance for victory against great odds--can be an excellent tool for story or drama. Even if the dice DO cause Farm Boy #2 to skewer the protagonist, at least this way it happens at a dramatically interesting point, instead of a random side event with no meaning. Specifics will, of course, vary by granularity and mechanic. (Old WoD... ) But even an old-school hack like me tries not to make story slave to dice. Unless it's Paranoia or something, where it's sorta the point. By the way, I hope you're cleared for those Green pickles. Word is there's a crackdown on contraband foodstuffs... --T.M. Neeck ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
On Tue, Apr 04, 2006 at 05:43:35PM -0500, T. M. Neeck wrote: >Yeah, dice are funny like that. The best way to handle it is to not worry >about dice when it _shouldn't_ matter--some mook in an unimportant dustup, a >cheap lock between you and a plot insignificance, etc. Leave the dice in >when it matters, though; even if it's a small one, an element of risk--or >chance for victory against great odds--can be an excellent tool for story or >drama. Even if the dice DO cause Farm Boy #2 to skewer the protagonist, at >least this way it happens at a dramatically interesting point, instead of a >random side event with no meaning. I certainly don't have a problem with that. I do tend to roll the dice just to get a general sense of how well the NPCs are doing, without particularly worrying about what their relevant stats or skills are... this happens a lot in investigative adventures. Interesting idea in this week's Pyramid: reverse all difficulty modifiers for Dramatic Characters (e.g. your Jackie Chan types). So leaping a motorcycle from a bridge onto a moving train is trivially easy, but cooking a meal for his new girlfriend is practically impossible... -- Roger, gaming grognard Lots of role-playing stuff: http://tekeli.li/ ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/