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Topic: The role of dice
Started by: Phil Levis
Started on: 2/4/2005
Board: RPG Theory


On 2/4/2005 at 2:03am, Phil Levis wrote:
The role of dice

I'm new to the Forge. I've perused some of the articles and recent threads with a good deal of interest. On one hand, the precise vocabulary and terminology used suggests a refinement of thought on topics which are of some interest to me; on the other, the use of such a system defines a paradigm (in Kuhn's sense), which as a relative outsider I am unsure if I agree with. Of course -- I write this merely in case it is not clear -- I don't consider my personal agreement or disagreement a measure of the discourse.

The question of paradigm and terminology is interesting to me because I've engaged in discussions with my own circle of fellow gamers, and those threads of thought have led to very different conclusions than those here. At a high level, the Forge is much more inclusive in its definition of role playing than I am: I typically define role playing as a Simulationist endeavor. My opinions on the matter are mostly influenced by my appreciation for theater and Stanislavsky's realism. But that's just the definition of a term, and not particularly meaningful for discussion: certainly the text below uses terms of dubious opinion here, such as realism. However, I thought it might be useful to explain where I come from.

I'd like to share a brief treatise a friend of mine wrote in 1997 as an appendix to a proposed consent system for a WoD MUSH. It deals with the role of dice in RPGs. I want to know what members of the Forge think of its premises and conclusions. I realize this may result in a paradigmatic clash, and admit that I would consider such a result almost as interesting as the substantive commentary I hope for. Without further ado...



Chance as an element in roleplaying

I would like to consider four very different ways in which a human being can 'interact' with a story. As an example, I will be treating the extremely well-known story 'Star Wars.' Consider the following:

[A] Being the author of 'Star Wars' (George Lucas)

Being an actor who plays a character in the film (Carrie Fisher)

[C] Participating in a role-playing game in the 'Star Wars' universe in which one plays Princess Leia, and

[D] Actually -being- Princess Leia.

All of the above, with the possible exception of option [D], can be recognized as art forms. The first is the art of the novelist or playwright, the grand manipulator behind the curtain who makes sure that the entire story is coordinated in agreement with the artist's demands. The second is the thespian's trade, the art of learning a script, understanding the motivations and carriage of the character, and portraying this character dramatically for an audience. Unfortunately, the third has been subjected to very little critical analysis, but we can refer to this art as one of spontaneously portraying a character with limited pre-definition in a dynamic environment. The final option would involve, in addition to the usual frolicking with Ewoks on the forest moon, attending various boring state dinners, applying makeup, catching colds, and all of the other mundane duties we would not ordinarily associate with a 'heroic' fictional character.

We can nevertheless say that the object of [A], and [C] is, to varying degrees, to capture the imagined reality of [D]. The author in [A] writes a script appropriate to the character, recording the utterances and gestures of the character. In the novelist's case, these may be presented in tandem with an 'interior monologue' of the thoughts of the character, which lets the reader witness all of the tiny duplicities and inconsistencies between thoughts and actions. The actor in takes the script and realizes the character with their body, choosing the proper inflection, accent, and facial expression to accompany the words on the page. The actor extrapolates from the attitudes and ideas expressed over time by the character, recognizes and struggles to understand inner conflicts, and finally produces a living product on stage or screen who acts as the character.

Now what about case [C]? Certainly, the roleplayer shares some things in common with both the author and the actor. Like the author, the roleplayer generates a background for the character, a history of who they are, what they have accomplished thus far, and a general understanding of their mental state and manner. However, unlike the author, the roleplayer does not go on to commit preconceived speeches and gestures of their character to paper, for the simple reason that the player is ignorant of the circumstances into which their character will be thrown. Like the actor, the roleplayer struggles to find a voice for their character that conforms with the character's history, and, as is the case with the best actors, genuinely tries to understand what it must be like to -be- the character. But rather than having a script to run by, the roleplayer must extrapolate (under severe time constraints) the character's response to situations as they arise, creating a script through carefully meditated speech. The process that roleplayers engage in when they 'act the part' is difficult to distinguish from everyday behavior and experience. That is, one could hold a conversation with someone who is roleplaying which should ideally be indistinguishable from (or perhaps, no less 'real' than) a conversation with a non-roleplaying person.

I would identify the largest single factor that distinguishes the roleplayer from the author or actor as ignorance; ignorance of circumstance, ignorance of futurity, ignorance of history. The ignorance of the player brings her substantially closer to the state of [D] than [A] or could ever hope for. [1] We can assume, for example, that were Leia to have been a real person, she would be uncertain of and exceedingly preoccupied by the success or failure of the rebellion. This ignorance of the outcome of her struggle would be similarly experienced by a player who roleplayed the character of Princess Leia in the 'Star Wars' chronicle. One certainly wouldn't say that Carrie Fisher would be overly concerned about her in-character struggle; the focus of her artistry is elsewhere (interacting with the camera, memorizing lines, etc). That would go double for George Lucas. Both of these artists labor to give the audience the necessary sense of conflict and tension; the product that they are collaborating to present is oriented towards an audience who will be, substantially, ignorant of the conclusion of the story, and who will vicariously experience the tension depicted by Carrie Fisher in Princess Leia. But the roleplayer, ideally, genuinely shares in the ignorance of the character, not knowing, for example, what lies at the bottom of that fortuitous chute (even though Carrie and George know that it is a trash compactor).

Of course, in roleplay, the outcome of a given struggle cannot be predetermined because it is dependent, most significantly, upon the actions of the protagonists. While characters can be spectators to events in the world in which they act, characters who are exclusively spectators might be better called an audience. Characters influence the world, participate in events, pursue goals, and are eventually successful or unsuccessful in their enterprises. Their success, or lack thereof, is dependent upon the ingenuity of the characters- and chance.

It is conceivable that an author might decide certain events within a novel randomly. Will Esmerelda marry the Marquis or that scoundrel John Darkwood? Why not flip a coin to decide? Despite the fact that this is possible, I believe it to be a very uncommon practice. Similarly, an actor with any integrity cannot allow chance to interfere with their depiction of a character. In both of these cases, the artists must be faithful to a grander plan, one in which each individual element of the story must be rigidly defined in order to create a larger total effect. The roleplayer, however, is in constant commerce with chance. Even the most insignificant details of fictional life (in GURPS, for example) can be allotted a statistical probability of occurring.

I am not historian enough to know when dice and roleplay first intersected. It seems certain to me that diced games preceded roleplaying games as such. Certainly, board games with varying levels of sophistication existed before the modern roleplaying game did- the natural transition seems to follow from gambling (craps, in particular) to games like Monopoly, to Dungeons and Dragons. In the case of Monopoly, each player takes on an extremely limited persona (read: Shoe), and rolls dice to determine their placement around the board. Some locations on the board in a given game are more conducive to acquiring money than others. It might seem tautologous to say that what makes Monopoly interesting is the element of randomness: all characters begin on an equal playing field, and sheer chance (combined with a modicum of financial strategy) decides the remainder of the game. Without chance, the game wouldn't be terribly interesting; if players could, for example, choose how many steps, between one and six, their characters would make during a turn, a great deal more strategy would be involved, but the game would be significantly less exciting (or frustrating).

In the 'Star Wars' films, when Leia raises her gun to shoot a stormtrooper, the result is dictated by George Lucas and rendered by the combination of Carrie Fisher, Industrial Light & Magic, and various faceless actors inside white platemail. In a roleplaying game, when the Leia-character raises her gun to shoot a stormtrooper, her player casts dice. The player would have created a character sheet for Princess Leia which would detail, within the confines of the game system, how skilled Leia is with a gun, and her basic likelihood of hitting a target. This would in turn be modified, depending on the sophistication of the combat system, for factors such as range, firefight cover, aiming, armor, weapon power, and so forth.

Why is all of this randomness necessary? A few reasons could be given, here. If the Storyteller arbitrarily decided whether or not Leia hit the stormtrooper (and in some cases, this is appropriate), it is my contention that the player would feel cheated. If Leia missed, why did she miss? That's a tough question to answer. The Storyteller might respond, "because it's important that Leia be captured by stormtroopers at this point in the story," that might not be entirely satisfactory. If players arbitrarily decided whether or not their characters' actions were successful, that would open a different can of worms, especially in complex role-playing environments without direct Storytellers, like a MUSH or a LARP.

But ultimately, randomness is necessary because sometimes the 'real' Leia of [D] hits, and sometimes she misses. Her proficiency, if she possesses any, should only ensure that she hits more often than not. Once again, [C] aspires towards [D]. The 'real' Princess Leia that the roleplayer is attempting to simulate aims and shoots her gun without knowing whether or not it will strike; the player, in trying to be as close to Princess Leia's perceptions as she can, shares in that experience. To put this another way, the die roll is a surrogate action, undertaken by the player, that mirrors the actions of the character in the fictional world. The same uncertainty (qualified only by an appraisal of the statistics) that accompanies the fictional action of pulling the trigger fills the player who casts the dice. Just as Leia (who proves to be an excellent shot) would feel a certain degree of confidence with her weapon, the player (who knows full well what the dots on the character sheet mean, and how many faces are on a die) would have certain expectations from the die roll. In some cases, these expectations would not be met.

The die roll is independent even of the volition of the Storyteller. The Princess's encounter with any given foe might turn out completely differently than the Storyteller expects; she might fell Vader in the first 10 minutes of 'Star Wars' or accidentally drive her speeder into a tree trunk (although all such events are subject to the interpretation and qualification of the Storyteller). But then again, that was true without the die roll- players often surprise Storytellers with the strategies and ideas they bring into the game. Really, it is the dialectic of player, Storyteller, and chance that drives the action of a roleplaying game.

Hopefully, all that has been said above is relatively uncontroversial, and more or less common knowledge. It is necessary, however, to rattle off such an expansive preamble before proceeding to the meat of the matter.

I submit that chance is such a fundamental premise of roleplaying games that games without chance cannot properly be called roleplaying games as such. I say this in full recognition of the fact that chance (or, more properly, statistics) as a technology in games might one day be supplanted by something more suitable to the medium (although what that might be, I haven't the slightest idea[2]). But for the moment, probabilities and die-rolling are the only available surrogates for the uncertainty that the character must experience when they attempt to pick a lock, throw a punch, or bound over a ravine. To dictate the result of such events is not to roleplay, but rather to first put on the cap of the author ([A], deciding the course of the script), and to subsequently act out that script (, even though the precise words the character cry out in joy after vanquishing an enemy might not be specified).

I must make it clear that being both author and actor is still 'art', and not something to be slighted. Certainly, I wouldn't condemn Shakespeare for playing the Ghost in the first showings of Hamlet. But what I would say is that once the elements of ignorance and chance are removed, this is no longer roleplaying. Only in ignorance is true spontaneity possible, and without spontaneity, players are script-writing; the result of these labors will depend solely on the player's talent as an author, and should be judged as such (which is, again, not by any means a slur). Or perhaps it would be more appropriate to say that the player had become a Storyteller...? [3]

[1] Of course, [A] and bring an -audience- much closer to believing in the reality of [D] than [C] does. This is purely a matter of the intention behind the art. If space permitted a few interesting digressions, I would have introduced: [E] The audience of the film 'Star Wars.' I think that there are many important corollaries between the -Storyteller's- position and that of the audience. Elsewhere in this document, I discuss the distinction between believably portraying a character and actually immersing oneself in the character. This is just the same material, being recycled.

[2] One example that does spring to mind, actually, is the SCA. Rather than relying on chance, one can rely on one's own innate ability to heft the sword. Unfortunately, this limits the sorts of characters one can roleplay to those that are relatively equivalent to the player in ability. Certain video games (for example, the first-person interface shoot-'em-up Quake) rely on the player developing certain skills which are surrogates for the actions of the character. As the player's surrogate-skills become more refined, the character becomes a more formidable opponent. Although neither of these may strike some purists as forms of 'roleplay' as such, they are nevertheless examples of gaming systems that are conceivably mappable onto the WoD system.

[3] This, obviously, cuts both ways. Even Storytellers roll dice, and come into contact with the unpredictable actions and ideas of their players. They merely hold a veto power of sorts, and the ability to interpret the results of dice to their satisfaction. The point here is that the Storyteller is a more ultimate authority than the dice, as they are author, actor, and Interpreter of the Great Die.

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On 2/4/2005 at 3:34am, LordSmerf wrote:
RE: The role of dice

Phil,

Welcome to the Forge. I think that your essay is long and drawn out, and entirely focused on a specific subset of Simulationist play with RPGs.

That said, I think you've hit upon the primary use of dice (or any form of randomizer, really) in RPGs. That element of uncertainty. I know there was a discussion on this very thing a couple of months back... I'll see if I can dig it up.

Anyway, the focus on Simulationsim (and the specific subset that is Exploration of Character through Actor Stance) is limiting. That same sense of uncertainty is useful in all forms of what we call Role Playing on the Forge. Narrativism, the surprise shifts in the Story. Gamism, the uncertainty of action that makes "The Gamble" possible.

So, yes, you are right. Do you think there are any other ways that randomizers are used in games?

Thomas

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On 2/4/2005 at 4:15am, Bankuei wrote:
RE: The role of dice

Hi Phil,

Welcome to the Forge! I can understand how there's a LOAD of theory here to work through. Here's a quick page you might want to read through though, especially in regards to what you're writing about now:

http://www.indie-rpgs.com/articles/5/

(The bit on System, Drama, Fortune, and Karma)

I submit that chance is such a fundamental premise of roleplaying games that games without chance cannot properly be called roleplaying games as such.


I believe that very few games have toyed with the idea of resolution without random elements(Fortune, as it's called around here), but I don't think that roleplaying games are impossible without it.

From what I've heard so far, the Code of Unaris sounds like it has no chance involved, the random elements produced by the choices made by the players. A rather neat account of it can be found here:

http://www.indie-rpgs.com/viewtopic.php?t=12692&highlight=code+unaris

Likewise, Amber, Nobilis and the recent Marvel Universe rpg are all free of randomizers or Fortune based mechanics. Have you taken a look at any of these games, if so, what do you think about them in regards to your thoughts so far?

Chris

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On 2/4/2005 at 4:21am, Phil Levis wrote:
RE: The role of dice

LordSmerf wrote: I think that your essay is long and drawn out


I apologize if I wasn't clear; the essay itself was not my writing, but a friend's.

LordSmerf wrote: and entirely focused on a specific subset of Simulationist play with RPGs.


Agreed. Although, being academic in nature, I relish the idea of discussing RPG theory on a wide range of topics, my taste for what games I enjoy playing is quite narrow. *shrug*

That said, I think you've hit upon the primary use of dice (or any form of randomizer, really) in RPGs. That element of uncertainty. I know there was a discussion on this very thing a couple of months back... I'll see if I can dig it up.


Exactly. There is an additional point, however: it is necessary for the form of Simulationism the essay promotes.

Anyway, the focus on Simulationsim (and the specific subset that is Exploration of Character through Actor Stance) is limiting. That same sense of uncertainty is useful in all forms of what we call Role Playing on the Forge. Narrativism, the surprise shifts in the Story. Gamism, the uncertainty of action that makes "The Gamble" possible.


Limiting in what sense? Of course uncertainty has great relevance outside the division between character and player; the particular point deals with its presence and criticality in forms of Simulationist play.

The argument, however, is deeper than that, and deals with the specification of role playing as an art form, rather than as an act in and of itself (which, it seems to me, the Forge is more concerned with). In this light, the GNS decomposition changes significantly: G is outside its scope, and N is made the province of an alternative art form, authorship. One point is that the form of Simulationism discussed is an art form not captured by an author (class A in the text) or a thespian (class B in the text). To be distinct, it must have boundaries and determining characteristics: one of those is the use of dice (or any other form of randomness). The absence of dice pushes the player further away from the character.

So, yes, you are right. Do you think there are any other ways that randomizers are used in games?


In games, generally, or in RPGs?

In games, generally, certainly: as they would be considered outside of the scope of RPGs in terms of the text, the form of tension that randomization introduces is distinct. In a game such as Monopoly, randomization can provide tension to the player. Additionally, the degree of randomization can greatly affect the form that strategy takes: it expands the search space of moves, often to the point that greatly refined theory becomes difficult (unlike, say, chess).

This holds true in Gamerish approaches as well: uncertainty adds tension to the player.

In Narrativist approaches, randomizers can be used as challenges, seeds, or other forms of input to stimulate creation. (To some degree, I'd argue that the other participants are, to each other, random elements.)

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On 2/4/2005 at 11:22am, contracycle wrote:
RE: The role of dice

Phil Levis wrote:
Agreed. Although, being academic in nature, I relish the idea of discussing RPG theory on a wide range of topics, my taste for what games I enjoy playing is quite narrow. *shrug*


Thats not inherently a problem - it is in fact precisely what GNS predicts.

The common view here though is that all functionally observable forms of RPG are valid as RPG. That is, I don;t think it is viable to assert that Narr is not RPG because it is authorship,, becuase it is manifestly conducted in essentially the same medium by very similar sets of processes.

My personal view is that all three modes are nexcessary and that RPG only appears in the cinjunction of all three, even if two of those modes are "dormant" or "recessive", as it were.

So the long and the short of it is that are entirely free to assert your preference strongly, but declaring your preference to be the only valid form of RPG would be impolitic.

Anyway, moving on to the role of dice, I am unocnovinced that "uncertainty" is the ciorrect criterion by which to judge the utility of randomisers. to me the interesting question is, why has uncertainty been introduced? Yes i agree tyhat the uncrtainty of the character action is transposed to the player, but why is this useful or valuable? IMO this occurs becuase it externalises the game setting; it manifests the universes lack of concern for our wellbeing. The tension associated with uncertainty is IMO a tension created by lack of control.

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On 2/4/2005 at 3:21pm, LordSmerf wrote:
RE: The role of dice

contracycle wrote: Anyway, moving on to the role of dice, I am unocnovinced that "uncertainty" is the ciorrect criterion by which to judge the utility of randomisers. to me the interesting question is, why has uncertainty been introduced? Yes i agree tyhat the uncrtainty of the character action is transposed to the player, but why is this useful or valuable? IMO this occurs becuase it externalises the game setting; it manifests the universes lack of concern for our wellbeing. The tension associated with uncertainty is IMO a tension created by lack of control.


I agree here, the reason Fortune creates tension is that it creates uncertainty and enforces a sense of things being out of your control. That said I think that Chris's point is very important: Fortune is by no means the only possible (or even the best) means of generating that sense.

As Chris said, Code of Unaris has absolutely no Fortune mechanics at all. Additionally there have been discussions to the effect that one of the primary purposes of the GM in "traditional" Simulationist play is to provide uncertainty and a sense that the players aren't in control.

Phil: I consider the idea that something must have an audience in order to be an art form. What would you consider to be the audience for this specific type of Simulationist play?

As to using Fortune in "other games", I had meant in RPGs. Since you want to discuss this specific set of Simulationism (which is cool with me), I should restate: Are there other ways to use randomizers in this specific form of Role Playing that you are discussing?

Thomas

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On 2/4/2005 at 6:16pm, Phil Levis wrote:
RE: The role of dice

contracycle wrote: The common view here though is that all functionally observable forms of RPG are valid as RPG. That is, I don;t think it is viable to assert that Narr is not RPG because it is authorship, becuase it is manifestly conducted in essentially the same medium by very similar sets of processes.


Yes -- that is how the Forge has chosen to define RPG, and this touches my original point about paradigm. A paradigm of scientific discussion allows a community to investigate an area more deeply, as they share terminology and assumptions; however, in so doing, it also constrains the direction of that investigation. If, instead of defining roleplaying as something "conducted in essentially the same medium by very similar sets of processes," you define it as an art form, then decompositions such as GNS become irrelevant. That does not mean one is right and the other wrong: they are merely both paths towards an underlying truth (and it seems you Forgies are much further on yours than I am on mine!).


contracycle wrote: My personal view is that all three modes are nexcessary and that RPG only appears in the cinjunction of all three, even if two of those modes are "dormant" or "recessive", as it were.


I agree: a given game doesn't fall into one of three holes. For example, in a lot of Sim play, the GM is reasonably Nar, and players must examine their character sheets and decide how to advance their characters (Gamish). Now, one could clearly create and design a game (and some here have, it seems) where one aspect can be completely elided, but I personally consider that an academic -- and worthwhile -- investigation of boundaries more than anything else, sort of like those chefs in New York who tried exploring cuisine in which there is no cooking (heat).

contracycle wrote: So the long and the short of it is that are entirely free to assert your preference strongly, but declaring your preference to be the only valid form of RPG would be impolitic.


Right. In my circle we often define "role playing" as this particular form of Sim, while Nar is "collaborative storytelling/authorship" and Game is "gaming." Those terms are not meant to be perjorative, in any sense; they merely represent how I have tried to define what it means to role play, from a different perspective, that of an art form, rather than as a science.

contracycle wrote: Anyway, moving on to the role of dice, I am unocnovinced that "uncertainty" is the ciorrect criterion by which to judge the utility of randomisers. to me the interesting question is, why has uncertainty been introduced? Yes i agree tyhat the uncrtainty of the character action is transposed to the player, but why is this useful or valuable? IMO this occurs becuase it externalises the game setting; it manifests the universes lack of concern for our wellbeing. The tension associated with uncertainty is IMO a tension created by lack of control.


There is a distinction between randomness and uncertainty; while the former implies the latter, the latter can exist without the former (and so randomness implies uncertainty in the logical sense). Uncertainty can exist when a GM tells you whether you succeed or not, yet that is qualitiatively different than rolling a die (or drawing a card, etc.). I would even go so far as to argue that a player rolling a die to see how a character performs is qualitatively different than a GM rolling the die behind a screen or some other theatrical device.[1]

While I disgree with your use of the term uncertainty in your point, I think that it is correct if you consider randomness instead. An open and transparent set of mechanics allow players to assess their abilities a bit as a real person might be able (barring some of that scientific evidence that only competent people can gauge their competency). The argument in the essay, I would contend, is not only does uncertainty make a player closer to a character in that there is ignorance of futurity, but also randomness makes a player closer to a character in that the world is probabilistic. Your point about the universe's lack of concern is well taken; ayup, barring deus ex machina, there is always a chance that things could go very badly.

[1] This point in particular represents a point of paradigmatic clash; while the term Fortune can capture all of these effects, their merging under a single term (as Thomas does so above, in his second post) is both powerful and limiting. It is a point of abstraction which allows discourse to move beyond it, but in so doing defines how the discourse will move. I would submit that, from one point of view (a designer, perhaps?), yes, the GM rolling a die behind a screen and the player rolling a die are equivalent, while from another (the player?) they are very different. At this point, however, we're talking about the player "experience," which seems to be a bit outside the scope of what is discussed in this forum.

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On 2/4/2005 at 8:15pm, Valamir wrote:
RE: The role of dice

On the topic of the essay, I think its a very good essay in how its written and presented. It makes it very easy to identify specific points of agreement or disagreement, and for that I applaud its author. I think there are 2 very big errors in reasoning that are encapsulated in the essay, however.


We can nevertheless say that the object of [A], and [C] is, to varying degrees, to capture the imagined reality of [D].


This I think is an inaccurate premise to base the essay on. That is, I certainly agree that the object of A B or C MAY be to capture the imagined reality of D, I definitely do not think that that is an absolute built in requirement.

For many stories it is the situation that is crucial to the tale and the character is only there to illustrate that situation. In other words they are a tool that is dependent on what the author needs them to be for the purpose he has in mind for the story. This is very very different from the author envisioning them as a real living breathing human being and then attempting to portray them as true to that vision in the story. This is also a seperate issue entirely from whether the characters are deep or two dimensional caricatures.

I think this is somewhat indicative of the Sim preference your roleplaying has, but just as "capturing the imagined reality of the character" is often NOT the driving object of the author, it often isn't the driving object of the roleplayer either.



The second place where I think the essay goes astray is here:

I would identify the largest single factor that distinguishes the roleplayer from the author or actor as ignorance; ignorance of circumstance, ignorance of futurity, ignorance of history... But the roleplayer, ideally, genuinely shares in the ignorance of the character, not knowing, for example, what lies at the bottom of that fortuitous chute (even though Carrie and George know that it is a trash compactor).


This is actually I think very insightful and spot on. It is precisely that ignorance of what is to come that allows for suspense and drama, two key desireables in a roleplay session.

Where the mistake is, I think, is in assuming that the only way to get that ignorance / suspense is through chance based mechanics. Again chance (or around here typically called Fortune) mechanics are ONE of the ways this gets accomplished, but it would be a mistake to assume that its the only way.

The classic examples, of course, are Amber and Nobilis which you'd be hard pressed to define as something other than an RPG, but which manage to be full of suspense due to ignorance of the future...and accomplish that with no fortune mechanics what so ever.


I hope that response is the sort you were looking for.

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On 2/4/2005 at 10:10pm, Doctor Xero wrote:
Re: The role of dice

Phil Levis wrote: I would like to consider four very different ways in which a human being can 'interact' with a story. As an example, I will be treating the extremely well-known story 'Star Wars.' Consider the following:

[A] Being the author of 'Star Wars' (George Lucas)

Being an actor who plays a character in the film (Carrie Fisher)

[C] Participating in a role-playing game in the 'Star Wars' universe in which one plays Princess Leia, and

[D] Actually -being- Princess Leia.

---snip!--
[E] The audience of the film 'Star Wars.'

Although it has been mentioned before, I'd like to bring up again a theatre form in which B and C (and bits of A) can become the same thing : improvisational theatre.

In many improvisational troupes, each individual actor develops specific personnae with specific habits, perspectives, and approaches. This enables the other improvisational actors to have some idea of what the other characters will do and to revise their own behaviors accordingly. These might be broad comedic personnae, or they might occasionally be fairly complex dramatic personnae, but while they seem new to the particular improvised situation and new to the audience, they are familiar to the other players from repeated appearances in various improvised situations, and thus the players may simulataneously act and "meta-act" out their parts in the improvisational piece.

The closest musical equivalent is jazz as played by musicians who have played with one another for a considerable amount of time.

The closest dance equivalent is bellydancing as performed by an experienced dance troupe.

The closest gaming equivalent is a group of roleplaying gamers.

I'm not suggesting that each player roleplays the same basic characters (although that happens in some groups). In this case, each player has the character sheet, the game rules, and the social contract which refines and directs his/her player-character such that players are able to be both actors (improv actors) and gamers.

This doesn't happen in every group's style of play, of course, and some people claim this is more common with simulationist gaming than with narrativist gaming (others disagree). I have no idea how this impacts gamist play in actor stance.

Although I have experienced a wide variety of gaming styles and gaming approaches, this is the style of roleplaying gaming which has been the default for all of my primary gaming groups during the two decades plus I have gamed.

Doctor Xero

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On 2/5/2005 at 2:16am, Phil Levis wrote:
RE: The role of dice

LordSmerf wrote: Are there other ways to use randomizers in this specific form of Role Playing that you are discussing?


There are definitely uses beyond the resolution of a particular action: random encounters would be a significant one. I'm hard pressed to come up with any beyond that, though. This is a good question.

Valamir wrote: Where the mistake is, I think, is in assuming that the only way to get that ignorance / suspense is through chance based mechanics. Again chance (or around here typically called Fortune) mechanics are ONE of the ways this gets accomplished, but it would be a mistake to assume that its the only way.

The classic examples, of course, are Amber and Nobilis which you'd be hard pressed to define as something other than an RPG, but which manage to be full of suspense due to ignorance of the future...and accomplish that with no fortune mechanics what so ever.

I hope that response is the sort you were looking for.


(It is.)

I fear, however, that this might be confusing two points. The first is that uncertainty brings the player closer to the character. The second and supplemental one is that, for particular actions, ones which would be probabilistic in the real world, the most accurate (in a Sim sense) mechanism to model that uncertainty is with randomness. A more accurate rendering will diminish the player/character boundary.

Doctor Xero wrote: In many improvisational troupes, each individual actor develops specific personnae with specific habits, perspectives, and approaches. This enables the other improvisational actors to have some idea of what the other characters will do and to revise their own behaviors accordingly. These might be broad comedic personnae, or they might occasionally be fairly complex dramatic personnae, but while they seem new to the particular improvised situation and new to the audience, they are familiar to the other players from repeated appearances in various improvised situations, and thus the players may simulataneously act and "meta-act" out their parts in the improvisational piece.


Improvisational acting is an interesting point, and one I've certainly heard LARP players try to associate themselves with (myself included at times), as it lends a sheen of artistic reputability to LARPish Sim efforts. However, having delved a bit into the matter, I think the correspondence is tenuous at best; a common rule in improv is the "no no" rule; that is, you cannot contradict anything anyone else says, and must go along with what they propose. Of course, there are artistic forms closer to what you describe, and which begin to skirt between forms A, B, and C: Mike Leigh's efforts would be my first example, although he does, eventually, generate a script of sorts, and there are many rehearsals.

From an acting perspective, one could say -- using terms some people will bristle at, it being drama -- that the English method is closer to B, while the American method is closer to C. But to diverge for a moment...

It might be helpful to, at this point, elucidate the source and purpose of the document, as I think it opens a realm of discussion generally not present on the Forge, but certainly one of a great deal of debate within certain RPG communities: consent. I don't think -- given the tidy nature of these forums -- that this thread is the right place to explore the topic, but some background might be helpful.

This document is part of a proposal to arbitrate between different CAs in a large, shared, reasonably uncontrolled game, a Wod MUSH named Dark Metal. The issue that simmered for a long time was the CA conflict between players who wanted Nar, players who wanted Sim, and players who wanted Game. The proposed solution was a system named Fate, in which players could specify the degree of control they had over their character's, well, fate. At the lowest level, Fate 1, a character couldn't roll any dice: at the highest, Fate 5 (WoD, neh?), everything was open, including torture, etc.

One of the most contentious points of the proposal was that characters with higher Fate should receive more XP; the position of the author was that XP was a reward given to players, and as you moved from a player to a Storyteller (from Sim to Nav), your taking control and reduced risk meant you received less XP (the common quip was "A Storyteller doesn't receive XP.")

The full proposal:

The Fate Proposal.

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On 2/5/2005 at 2:58pm, Erick Wujcik wrote:
RE: Re: The role of dice

I am completely unable to respond to the original posting in the terminology of the Forge, but I'd still like to respond to a few of the points raised.

Phil Levis wrote: I would identify the largest single factor that distinguishes the roleplayer from the author or actor as ignorance...


Seems to me that the medium is a far, far larger factor dividing drama (lumping authorship and the act of performance into a single term) from role-playing.

'Ignorance,' as defined above, is often absent from drama. While many authors work from an outline, or otherwise know where they're going with a story, I've heard countless writers say things like "if I knew how it was going to end, I'd be too bored to finish" and "my characters often surprise me, and sometimes completely alter the course of the narrative." Likewise, there are directors who insist that their actors be completely ignorant of what comes next in the story, feeling that the performances will be more 'natural' if the people are kept in the dark.

On the flip side, I've seen successful role-playing where players have been completely filled in as to the events and even the outcome of the story.

While 'ignorance' is often a feature of role-playing, and is less of a feature of drama, I'd argue that there are many more important lines between the two forms of artistic expression.

Phil Levis wrote: In the 'Star Wars' films, when Leia raises her gun to shoot a stormtrooper, the result is dictated by George Lucas and rendered by the combination of Carrie Fisher, Industrial Light & Magic, and various faceless actors inside white platemail. In a roleplaying game, when the Leia-character raises her gun to shoot a stormtrooper, her player casts dice. The player would have created a character sheet for Princess Leia which would detail, within the confines of the game system, how skilled Leia is with a gun, and her basic likelihood of hitting a target. This would in turn be modified, depending on the sophistication of the combat system, for factors such as range, firefight cover, aiming, armor, weapon power, and so forth.


This entire description is based on a subset of role-playing experiences.

Yes, there are many role-players who would translate the Carrie Fisher dramatic role in the way you describe.

However, there are also role-players, albeit a minority, who don't view role-playing in the context of skills, or even of the 'basic likelihood of hitting a target.' They have been introduced to role-playing without the use of formal systems, and some have never even seen a character sheet, or used dice.*

Phil Levis wrote: If the Storyteller arbitrarily decided whether or not Leia hit the stormtrooper (and in some cases, this is appropriate), it is my contention that the player would feel cheated.


Yup, that's your contention.

Given that the hypothetical player is accustomed to dice-based role-playing systems, you'd be correct.

However, there are now a significant number of diceless systems, played by a significant percentage of players, for whom the Storyteller's 'arbitrary' rulings are customary and expected.

On the flip side, I've heard from plenty of players who complain about being 'cheated' by Storytellers who use conventional systems and dice.

Phil Levis wrote: But ultimately, randomness is necessary because sometimes the 'real' Leia of [D] hits, and sometimes she misses. Her proficiency, if she possesses any, should only ensure that she hits more often than not. Once again, [C] aspires towards [D]. The 'real' Princess Leia that the roleplayer is attempting to simulate aims and shoots her gun without knowing whether or not it will strike; the player, in trying to be as close to Princess Leia's perceptions as she can, shares in that experience. To put this another way, the die roll is a surrogate action, undertaken by the player, that mirrors the actions of the character in the fictional world.


The problem here is that you are assuming that randomness is the only way that a player can mirror the fictional character.

In so doing you are overlooking other possibilities of player decision-making, either involving a non-random system (like a set number of points for 'hits'), or where the Storyteller and player interact to role-play out individual shots.

Phil Levis wrote: ...I would say is that once the elements of ignorance and chance are removed, this is no longer roleplaying. Only in ignorance is true spontaneity possible, and without spontaneity, players are script-writing...


Perhaps I'm reading too much into this, but you seem to imply that randomness is the only way to spontaneity.

In my experience, so long as the Storyteller is flexible, the outcome of any diceless (randomless) role-playing session is completely unpredictable, and completely spontaneous. That's because the basic components of role-playing are the players, who are themselves, individually and collectively, unpredictable and unique.

Erick

* Aside from players in the Amber Diceless community, there are quite a few people in the LARP community, especially in the more experimental groups, such as those found in Scandanavia, who are introduced to role-playing without ever encountering formal character sheets, system mechanics, or dice.

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On 2/5/2005 at 4:39pm, Marco wrote:
RE: Re: The role of dice

The idea that mechanics/dice help bridge the gap between actor and author and "actual being" is something I've seen here before and I agree with (I think the term was that the dice 'objectify the challenge in the game,' or something like that). While, as many people have said, this is not true for all roleplaying, IME, it is certainly true for a substantial amount of it and is valid commentary on that section (immersionist roleplaying--I wouldn't even be as prescriptive as to say GNS Simulationist roleplaying)

The fact that all participants, to various degrees are both in some sense author and actor in an RPG (in many modes of play, anyway) as stated here:

Phil Levis wrote:
Now what about case [C]? Certainly, the roleplayer shares some things in common with both the author and the actor. Like the author, the roleplayer generates a background for the character, a history of who they are, what they have accomplished thus far, and a general understanding of their mental state and manner. However, unlike the author, the roleplayer does not go on to commit preconceived speeches and gestures of their character to paper, for the simple reason that the player is ignorant of the circumstances into which their character will be thrown. Like the actor, the roleplayer struggles to find a voice for their character that conforms with the character's history, and, as is the case with the best actors, genuinely tries to understand what it must be like to -be- the character. But rather than having a script to run by, the roleplayer must extrapolate (under severe time constraints) the character's response to situations as they arise, creating a script through carefully meditated speech. The process that roleplayers engage in when they 'act the part' is difficult to distinguish from everyday behavior and experience. That is, one could hold a conversation with someone who is roleplaying which should ideally be indistinguishable from (or perhaps, no less 'real' than) a conversation with a non-roleplaying person.


and here:

[3] This, obviously, cuts both ways. Even Storytellers roll dice, and come into contact with the unpredictable actions and ideas of their players. They merely hold a veto power of sorts, and the ability to interpret the results of dice to their satisfaction. The point here is that the Storyteller is a more ultimate authority than the dice, as they are author, actor, and Interpreter of the Great Die.


Is why I am very critical of the wording used in describing what is called in The Forge's lexicon The Impossible Thing Before Breakfast (that it is possible to have a game where the "GM is the author" and the "Player is the protagonist.")

As those words are undefined in a role-playing context, a traditional game has no literal author (in the way a written story has an author) and no literal protagonist (in the sense The Forge means it, certainly a description of games may involve the PC's as what would be commonly understood as the "main characters.")

In some ways the participants are all both--and defining the GM as the "author of the story" (of which the PC's are the active agent) is entirely valid based on how one measures input to the shared story.

And I think the rules (dice mechanics) in otherwise immersionist roleplaying--as well as the responsibility split of GM and Player (the GM usually determining the situation and running the world as the PC's respond to the developing situation) are ways of getting closer to [D]. I do not think the GM usually gets to "be" an NPC in the 'D' sense of the term--at least not for most of a traditional game--it is often part of the GM's task to assist the immersionist players in getting to 'D' while he or she does not.

-Marco

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On 2/5/2005 at 7:08pm, Valamir wrote:
RE: The role of dice

I fear, however, that this might be confusing two points. The first is that uncertainty brings the player closer to the character. The second and supplemental one is that, for particular actions, ones which would be probabilistic in the real world, the most accurate (in a Sim sense) mechanism to model that uncertainty is with randomness. A more accurate rendering will diminish the player/character boundary.


Again I think there is a fundamental logic hole in your reasoning here.

Consider, the roleplaying session is taking place with a wall between the player and GM. The scene is one where the player will be making several "tests" which he logically reasons (from knowledge of game mechanics and estimates of relative difficulty) his character will have a 50/50 chance of passing.

The scene commences, 7 tests are made during it, and the PC passes 4 of them and fails 3. This result is consistant with the players expectations and estimations of the odds. The player experiences nothing that would make them feel cheated or snap their disbelief.

The GM is on the other side of the wall. The player has NO WAY of knowing how the GM arrived at those pass / fail decisions. He might have rolled dice, he might have flipped a coin, he might have simply evaluated each test as they occured and arbitrarily assigned a result based on various factors of what seemed sensible combined with his own sense of drama.

Regardless of how the pass / fail decision was made (with Fortune, Karma, or Drama mechanics) it has zero impact on the players enjoyment of the game.


Thus, your contention that fortune will produce the more realistic (and thus, more immersive) result is incorrect. Your sense of that is based solely on what you've become used to and what your familiar with.

Your association of Fortune as being the best arbiteur is simply a matter of habit and past history and NOT any actual fundamental quality of fortune mechanics over other forms.

There are advantages and disadvantages to Fortune, vs. Karma vs. Drama mechanics...and depending on the goals of the game one may indeed be the better option for any specific application...but relative sense of realism or maintaining suspense is not one of them.

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On 2/5/2005 at 7:09pm, Phil Levis wrote:
RE: Re: The role of dice

Marco wrote: Is why I am very critical of the wording used in describing what is called in The Forge's lexicon The Impossible Thing Before Breakfast (that it is possible to have a game where the "GM is the author" and the "Player is the protagonist.")

As those words are undefined in a role-playing context, a traditional game has no literal author (in the way a written story has an author) and no literal protagonist (in the sense The Forge means it, certainly a description of games may involve the PC's as what would be commonly understood as the "main characters.")

In some ways the participants are all both--and defining the GM as the "author of the story" (of which the PC's are the active agent) is entirely valid based on how one measures input to the shared story.


Here is where I think we are running into a paradigm clash. It all depends on the definition of terms. I agree that the term author is not perfect, as its traditional use does not reflect all of the new complexities active players bring. I would argue that those words are defined, merely not in the Forge paradigm. The assertion of TITBB is taken as canon and part of the lexicon in this community, so it's part of the intellectual construction and paradigm that defines the discussion. However, its validity depends on the meanings given to words such as "author" and "protagonist." If you want precise, technical meanings, than clearly those two are too fuzzy to be helpful, hence TITBB and the glossary's dismissal of terms such as realism or immersion. The Forge approach is to define new terms to refer to technical things, rather than precisely define terms which exist; this is often a very good approach as it means people can't fight about terminology very much.

From one standpoint, players are clearly authors as well: they do, after all, write the dialog. But their role as authors is more limited than a GM, who states what time it is, the weather, and can determine whether any act succeeds. From the perspective of actors, the GM has a role outside of either A, B, C, or D: the GM is the director. However, in commercial theater, the power relationship between the director and actor is quite different than it is in an RPG between GM and player. Among other things, it's a bit difficult to make a living playing RPGs (although someone in San Francisco does so GMing for kids).

But I would argue that the GM/player divide described in most Sim games is a very simple qualitative one, and easy to articulate in terms of the scope of power. A GM has complete veto control over everything, and is therefore a distinct role than a player. (After all, a player could try to speak and the GM could say, "No words come out of your mouth.")

Eric Wujcik wrote: In so doing you are overlooking other possibilities of player decision-making, either involving a non-random system (like a set number of points for 'hits'), or where the Storyteller and player interact to role-play out individual shots.


Yes -- those increase the barrier between character and player. Pushing the point further, not all forms of Fortune are equivalent from a playing standpoint, hence my example (in an earlier reply post) of the GM rolling the die behind the screen and the player rolling a die openly. But that is more a question of practice than theory.

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On 2/6/2005 at 1:24pm, lumpley wrote:
RE: The role of dice

Hi Phil. Welcome to the Forge!

Dice aren't for uncertainty at all, even in the very narrow kind of roleplaying you're talking about.

Dice are to ease negotiation. They're to take the decision out of one person's hands.

Consider: when I'm playing your game and I roll dice, how many possible outcomes are there? Two, probably - success or failure, plus maybe a margin of success or failure. I'm there shaking that die in my hand and I know for a fact that one of two things is going to happen. I know what the two are, I've already started planning for each. Uncertainty, pretty marginal.

Suspense isn't from uncertainty. Suspense is from putting off the inevitable. Ask Alfred Hitchcock, he'll tell you.

So now check this out:

you wrote: A GM has complete veto control over everything, and is therefore a distinct role than a player. (After all, a player could try to speak and the GM could say, "No words come out of your mouth.")

In the game you describe, the dice can't do their job. In that game, the GM gets to make all the important decisions, dice or no. In fact, can't the player just roll the dice without ever caring or reading their results? Or even call out false numbers? "I'm sure that whatever happens, it'll be whatever the GM wants to happen..."

That's why you think that the role of dice requires an essay. Your style of play makes dice problematic.

-Vincent

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On 2/6/2005 at 3:07pm, Marco wrote:
RE: The role of dice

Vincent,

Hmmm--well, I may not be playing the same way as Phil (it's hard to say)--but I don't agree with you on that. As a general statement that "the dice afford credibility" I think that's all right as far as a sweeping philosophical statement goes--but when you say they don't provide suspense/etc "at all" I think:

(a) While I, in theory, agree with the GM's ability to exercise total fiat, there are pratcial limits to this. In a game I was in, the GM could "silence a character" so long as there was a cited reason I understood (or I had faith that there was an in-game explanation for the mysterious silence).

Neither I, nor my players, afford the GM complete credibility if the unfolding action of the game doesn't make sense (i.e. a peevish GM can't silence a character because 'it's ruining the story.' If the character is in space or has a sore throat, however, that veto is workable).

So in that case, the dice *do* provide credibility: the GM, in many cases, cannot override them and maintain credibility (the 'roll on the table' and the GM will have to live with it).

Despite this aspect of play, the GM still is the person at the table with the largest amount of directoral power (by a huge margine, I think, if we can come up with a metric by which to measure it). This means that the GM is still capable of exerting a massive and potentially catastrophic influence on the game (I games I play in and run a player is often more replacable than a GM for a variety of reasons I won't detail here but can go into if someone asks).

Thus I think that the GM does have that veto power (the GM can silence a character--but had better be able to back it up or at least pull a convincing con-job on us) but in many situations, especially dice driven ones, the dice command an enormous influence on play.*

Therefore:

(b) Since there are conditons where the GM either cannot credibly (or will not) override the dice, they do provide suspense. We can quibble over suspense, however rolling the dice is a gamble. The gambler playing Texas Hold'em knows all the odds, knows the results of various hands, etc. The game clearly has suspense.

Note: It may be that Phil's "style of play" has no gambling element to it (or that you don't believe gambling is suspenseful, I'm not certain)--but my style of play certainly does and I think this essay is a pretty good explanation of it.

Finally, I wouldn't say that, as far as I am concerned, dice "need an essay to explain them"--but discussions of how they relate to credibility on the part of participants and 'objectifying the challenge' (assisting me in believing that there is an objective reality in the SiS since no single human is responsible for determining all outcomes) is certainly useful.

If any mode of play that "needs an essay to explain it" is problematic, what does that say about Narrativisim, Simulationism, and Gamism?

-Marco
* Because of the GM's role in determining situation and often controlling pacing and the world's response (running NPC's working counter to the PC's off screen) I think it is very legitimate to consider the GM the "author of the story" (noting that the term 'Story' here is used vaguely, not in the glossary sense (the same way it is used vaguely in TITBB).

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On 2/6/2005 at 3:43pm, lumpley wrote:
RE: The role of dice

Hey Marco.

You wrote: So in that case, the dice *do* provide credibility: the GM, in many cases, cannot override them and maintain credibility (the 'roll on the table' and the GM will have to live with it).

Good! My point - the dice take the decision out of the GM's hands. Your mention of "a convincing con job" reinforces this. When the GM wants the decision, he or she has to lie to you.

We'll have to hear from Phil whether in his game the GM controls outcomes or the dice do.

I'll give you that uncertainty makes suspense if you'll give me that meaningfulness makes suspense too. Meaningless uncertainty - as in my poison save while you're buying supplies - is not suspenseful.

(What, you wouldn't say that Gamism, Narrativism and Simulationism are problematic? They pose all sorts of probs. But let's debate that elsewhere if at all.)

-Vincent

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On 2/6/2005 at 4:10pm, Marco wrote:
RE: The role of dice

lumpley wrote:
Good! My point - the dice take the decision out of the GM's hands. Your mention of "a convincing con job" reinforces this. When the GM wants the decision, he or she has to lie to you.

We'll have to hear from Phil whether in his game the GM controls outcomes or the dice do.

Agreed if the dice are implicitly involved in the determination. The GM may run the guy behind the counter at a hotel without any dice and do so both credibly and without lying (I don't know if that's even an issue here though).

A GM might also forgoe a roll for a character falling into an active volcano since even if the rulebook doesn't tell how much damage it ought to do, the GM is (IME, usually) empowered to make the determination that it's fatal.

(but, yeah, I agree with you here for most cases).

Note: Even if Phil has a take on this, I (so far as I have carefully studied it--which is not *that* far--consider his original essay to be a reasonable description of what I do.

In that sense, even if Phil says "Oh, yes, the GM decides everything but the dice *also* decide everything" (something I would not say) his original words are ones I would use (in those combinations!) to describe what I'm doing. It's a study in how hard the roleplaying dynamic is to describe.

For the record:

1. I would say that participants "control outcomes" since the statement outcome in the SiS issues forth from human mouths (or, similar--the player holds up an open book pointing to a passage in the text that proves him right ... y'know, basically, I'm saying).

2. I would say that player expectation and credibility is (as the Lp suggests) the determinant feature of whether that outcome is ultimately accepted (the GM can say no sounds come out and that may not fly).

3. The GM has certain tools (being the designated holder of hidden information, for example) that afford him or her credibility in a very substantial measure.

4. I would say that the agreement to use dice also exerts great force on this dynamic. So it is reasonable to say that "the dice" determine some outcomes since their use and subsequent result gives overwhelming credibility to certain statements.

So, yeah, the GM determines the outcome of events. The dice determine the outcome of events. Sometimes both do together. Describing inputs into a system as complex and as ongoing as roleplaying makes using the term "determine" and "outcome" problematic at anything but a general level (if a die-result leads to a new adventure and the prep-work hasn't been done, can we say the 'outcome is determined' in any specific sense as the final results are not and may never be fully known?)


I'll give you that uncertainty makes suspense if you'll give me that meaningfulness makes suspense too. Meaningless uncertainty - as in my poison save while you're buying supplies - is not suspenseful.

Oh, absolutely. No question about it.


(What, you wouldn't say that Gamism, Narrativism and Simulationism are problematic? They pose all sorts of probs. But let's debate that elsewhere if at all.)

-Vincent

Um, heh. Yeah. You got me there. :)

-Marco

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On 2/6/2005 at 5:54pm, Phil Levis wrote:
Collated responses

Valamir wrote: Consider, the roleplaying session is taking place with a wall between the player and GM. The scene is one where the player will be making several "tests" which he logically reasons (from knowledge of game mechanics and estimates of relative difficulty) his character will have a 50/50 chance of passing.

The scene commences, 7 tests are made during it, and the PC passes 4 of them and fails 3. This result is consistant with the players expectations and estimations of the odds. The player experiences nothing that would make them feel cheated or snap their disbelief.

The GM is on the other side of the wall. The player has NO WAY of knowing how the GM arrived at those pass / fail decisions. He might have rolled dice, he might have flipped a coin, he might have simply evaluated each test as they occured and arbitrarily assigned a result based on various factors of what seemed sensible combined with his own sense of drama.

Regardless of how the pass / fail decision was made (with Fortune, Karma, or Drama mechanics) it has zero impact on the players enjoyment of the game.


I disagree. As I said in an earlier reply, "I would even go so far as to argue that a player rolling a die to see how a character performs is qualitatively different than a GM rolling the die behind a screen or some other theatrical device." While I might agree that all Fortune elements being hidden GM ones is not necessarily less enjoyable as Fortune elements used both by players and GMs -- to some degree we're talking about the chops and carriage of specific a GM -- to say there is zero impact is a bit too divested from the act of playing for me. For example, with hidden Fortune, you'll never have the situation where a player needs to make a critical roll, everyone leans in close to see it, quiet prayers are mumbled, and the die is cast. The presence of absence of such events most certainly has an impact.

Again, I think your conclusion might stem from the Forge's abstraction of random elements into the term Fortune, thus suggesting some degree of equality. From a game design perspective, the abstraction is very useful; I think that, from a game playing perspective, it can be a bit misleading.

lumpley wrote: We'll have to hear from Phil whether in his game the GM controls outcomes or the dice do.

I'll give you that uncertainty makes suspense if you'll give me that meaningfulness makes suspense too. Meaningless uncertainty - as in my poison save while you're buying supplies - is not suspenseful.


As the GM constructs the situations in which dice are used, ultimately the GM controls the outcomes (e.g., the chasm is too far to jump). However, once they are made, the GM is bound to those constructions. If the PCs have a chance of jumping the chasm, then the dice determine whether they do or not. To be more precise, a GM can control all outcomes, but a good one will relinquish some of that control to the dice, for so doing weakens the barrier between character and player.

I agree with your suspense argument.

lumpley wrote: That's why you think that the role of dice requires an essay. Your style of play makes dice problematic.


It's a bit of a ways down in the discussion, but I later mention the essay was merely an appendix of a proposal to deal with a way to resolve conflicting CAs in a shared game space (a MUSH). As some people want to roll dice and others don't, their role deserves an essay whose primary purpose is to draw a parallel between their use and the awarding of experience.

Marco wrote: While I, in theory, agree with the GM's ability to exercise total fiat, there are pratcial limits to this. In a game I was in, the GM could "silence a character" so long as there was a cited reason I understood (or I had faith that there was an in-game explanation for the mysterious silence).


Yes! I agree wholeheartedly. I should have given a bit more explanatory text, but I feel I am already a bit long winded for these forums. If that were to happen to a character of mine, there would be an immediate effort to find out what sorceror cast a spell of silence on me, etc.

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On 2/7/2005 at 8:36am, M. J. Young wrote:
RE: The role of dice

This is one of those threads that got away from me. (I missed a day, due to massive disruption in my usual schedule.) I hope I'm not repeating things.

After what he described as a long preamble,

Phil wrote: Hopefully, all that has been said above is relatively uncontroversial, and more or less common knowledge.

Actually, what you wrote is extremely controversial and not at all accepted as correct, let alone common knowledge. Your suggestion that randomness is ultimately necessary would certainly surprise Erick Wujcik, creator of Amber Diceless Roleplaying, whose article here, Dice and Diceless: One Designer's Radical Opinion, suggests that randomizers are the part of the process that are least necessary to what we do, and most people play in a manner which minimizes their impact. (I see Erick has contributed here, and appreciate his focus.) I find randomizers useful, but I don't think they are necessary to the concept of a role playing game.

I'm also concerned about whether what you are saying is "I personally would not enjoy a role playing game which did not use randomizers" or whether you are saying "If randomizers are not used, the activity cannot be called a role playing game." Around here one thing we've learned is that it's very difficult to say that something cannot be called a role playing game if the people involved in it think that's what it is. You're going to need a much clearer definition of exactly what it is that defines role playing game, and a fairly solid defense of that definition. I'm inclined to think, however, that were we to identify the first twenty "role playing games" starting with Original Dungeons & Dragons, we could probably bust most definitions that are built on structural requirements. The common structures simply are not there.

If you're saying that Amber Diceless Roleplaying Game is not a role playing game because it doesn't use dice, I think you're going to have to defend that statement. If all you're saying is that you don't care for role playing games that don't use dice, then you've expressed a preference, and that's sufficient. It's the difference between saying that you don't care for pinochle because the deck confuses you and saying that pinochle is not a card game because it doesn't use a standard fifty-two card deck (an argument that can be leveled against canasta and poker, as well).

There is a degree to which dice produce randomness and uncertainty, or one or the other; however, it is also clear that the use of dice often produces predictability. If you examine my ADRs and Survs analysis, it should provide an example of how this works: by including dice in the process, the game makes outcomes statistically predictable. I was just tonight discussing the design of a certain weapon for a Multiverser scenario, and showing how under the mechanics it had certain probable outcomes--that the user could anticipate defeating a standard opponent within a certain time framework. Dice give games a level of predictability that pure drama resolution does not have in the same way. This is also illustrated in the new engine in D&D3E: the higher the characters advance, the less significant the dice are in their chance of success. The emphasis shifts slowly from fortune to karma, even though the same dice are used, as it becomes a resource management game instead of a risk and strategy game.

Concerning the relationship between the dice and the contents of the shared imagined space, dice stand in the same relation to events as written rules, character papers, prepared scenarios, and other external matters: they provide authority to support the credibility of a statement made by a participant. When my d20 hits the table, I call out, "Hit!"; the referee says, "Wait a minute, I don't think so," and checks the chart. "What are your bonuses?" and I check my character paper. In the end, the number that appears on that die does not resolve what happens. It provides support for the decision made by whoever does resolve it.

I played with an illusionist referee who was so good at illusionism that whatever you rolled he could make you think that what he said happened came from the roll. It never did. It came entirely from what he wanted to have happen, colored by whatever it took to make you believe you had a hand in making it happen that way.

The fact is that in the style of roleplaying under consideration, the referee decides whether or not a roll is required (thus exercising his credibility at the outset as to whether there is even the possibility of success/failure), and then reads the dice with a view to such unmentioned adjustments as he has in his own mind based on the current situation, and spits out the answer he has decided should come from that roll. The dice decided nothing. They provided a reason for whatever the referee decided.

As to the oft-repeated comment that the game is different if the players roll the dice as opposed to the referee using hidden rolls, the answer is of course it is--but not functionally different, only different in feel. Let me give you an example.

I knew a referee in a D&D game who had players roll 3d6 for stats, but then re-roll all ones and twos until there were no ones or twos. I observed that mechanically this was exactly the same as rolling 3d4+6, which you could do a lot quicker. He would not allow that substitution. The point of the exercise was to make players feel as if they were being given something by being allowed to pick up the low rolls and roll them again. In terms of the characters they generated, the two methods are identical. In terms of the feeling the players had, they are completely different.

Thus by analogy, there is no difference in the outcome of the games who rolls the dice. You could open a phone line to Gary Gygax and let him roll the dice and announce the results, and it would not change the statistical probabilities or the outcomes. What makes the difference here is that players have the completely irrational feeling that they are in control of the randomness if they get to throw the dice themselves. Most such players want to touch the dice--dice cups are not acceptable.

So yes, throwing the dice yourself makes the game feel different. It does not change anything other than the feeling. The question then is whether the feeling should be counted as something that matters. To the outcome, it doesn't matter. To the process, it does. Some players will find the game more fun if they roll the dice. Some will find it less so (and in fact will complain that the dice interfere with their ability to forget it's a game).

Phil, one of the words people learn around here is synechdoche. It's the error of mistaking the part for the whole. You've said some very interesting and certainly valid things about one tiny little corner of the role playing world, but tried to extend them to cover a considerably bigger hobby that doesn't find that corner particularly more important than anything else out here. I hope this helps.

--M. J. Young

Forge Reference Links:

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On 2/7/2005 at 9:49am, contracycle wrote:
RE: The role of dice

Nope I disagree MJ. I have disagreed previously with the argument that dice are only supportiver of credibility and will do so again. The use of dice, publicly as mentioned above, is to conciously derrogate from the normal credibility negotiation IMO.

Normally, as you point out, a statement is made ex cathedra by the GM and the players have littel capacity to review or challenge that decision. But like other process, the more transparent the whole transaction is the less room it allows for illusionistic manipulation. If the contract requires all rolls be public, including those of the GM, then the contract has effectively denied situational illusionism.

Yes I'll agree that the GM's power to call for or ignore rolls mitigates this effect, but I do not think that undermines the essential validity leant to a decision by the dice. Not by a person, by the dice. Rolling behind a screen is a convention, not a universal principle, and IMO its a bad convention based upon systems that were half broken when they rolled of the presses.

Phil, one of the words people learn around here is synechdoche. It's the error of mistaking the part for the whole.


... and which has recently been bandied about with such frequency that its utility is questionable. I might too suggest you have confused the part of die-rolling that uses dice as inputs to a subsequent decision with the unity of all die-rolling in which the dice may well MAKE the decision.

Phil wrote:
Again, I think your conclusion might stem from the Forge's abstraction of random elements into the term Fortune, thus suggesting some degree of equality. From a game design perspective, the abstraction is very useful; I think that, from a game playing perspective, it can be a bit misleading.


In fact that is not the case, as the Forge also exhibits more specific terminology such as Fortune-At-The-End vs. Fortune-In-The-Middle. But you are correct that abstractsion sometimes conceal the very material reality of which they are an abstraction. I don't think that the Forge is generally incapable of distinguishing differing forms of randomisation. But that said, we seldom look at certain elements such as the game as public space and what that implies for randomness.

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On 2/7/2005 at 1:25pm, LordSmerf wrote:
RE: The role of dice

I believe that both M.J. and contracycle are right up to a point.

M.J. is spot on with the idea that the GM is the one who decides outcomes. Even with everyone rolling openly the GM is not required to reveal the bonuses of the opposition. Further, the GM in most groups is permitted, and even encouraged, to apply "situational modifiers" to the mix. So if he doesn't want his NPC to die it probably won't happen.

However, M.J. also isn't (as far as I can tell) taking into account that sometimes the GM has no preference, or has a preference that is not strong enough to over-ride his sense of "fairness". In these cases the GM cedes his credibility to decide an outcome directly to the dice. So the dice really can determine the outcome as Phil and contracycle have stated, but only because the GM, for whatever reason, has chosen to allow them to.

contracycle is also correct about one thing: transperency reduces the GM's ability to decide outcomes on his own. The problem is that you basically require total transperency (i.e. the opposition's stats and bonuses in their entirety, as well as all situational modifier declared up front, in addition to the dice rolls being publicly rolled) for this to be effective.

It has been my experience that the people who enjoy the kind of play that Phil is talking about don't enjoy fully transparent play. That's purely anecdotal though and I'm not sure how useful it is, but it seems to make sense. The goal of "being the character" is generally considered to be hindered by the player having knowledge that the character wouldn't have. That way of thinking and transparency just don't go well together.

Thomas

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On 2/7/2005 at 3:30pm, Marco wrote:
RE: The role of dice

LordSmerf wrote: I believe that both M.J. and contracycle are right up to a point.

M.J. is spot on with the idea that the GM is the one who decides outcomes. Even with everyone rolling openly the GM is not required to reveal the bonuses of the opposition. Further, the GM in most groups is permitted, and even encouraged, to apply "situational modifiers" to the mix. So if he doesn't want his NPC to die it probably won't happen.

However, M.J. also isn't (as far as I can tell) taking into account that sometimes the GM has no preference, or has a preference that is not strong enough to over-ride his sense of "fairness". In these cases the GM cedes his credibility to decide an outcome directly to the dice. So the dice really can determine the outcome as Phil and contracycle have stated, but only because the GM, for whatever reason, has chosen to allow them to.

Thomas


This also avoids the very obvious case where the GM "decides the outcome" and the players decide he lacks credibility. Even with the most skillful illusionistic GM we can reference (MJ's) he eventually got caught (and MJ left the game).

So it's not just "fairness" and it's not just "preference"--I have, as a GM, faced situations where the mechanics of the game suggested a result that wasn't my preference and which I didn't think I could credibly evaporate with illusionistic techniques.

-Marco

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On 2/8/2005 at 3:38am, Paganini wrote:
RE: The role of dice

I think you guys have kinda missed the point. The dice can never establish anything, because they never have to be rolled. As Vincent described, they are a selection tool.

Think of it this way: System (of which mechanics are a subset) is a formalized way of creating continuity among the imaginations of the players. That is, system is what we (the participants) do to make sure that I'm imagining the same stuff that you are. When we roll the dice, we've already decided what we're going to imagine... down to a few possibilities. We're just turning to the dice to pick one.

The dice can never tells us what happens in the same way as a player can, because the dice have no creative impetus. They can't *invent.* That's why dice have no credibility. That's why mechanics have no authority. They're just algorithms to help us get from point A - "gee, there are a lot of possibilities here, what's gonna happen?" to point B - "this is what we all imagine."

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On 2/8/2005 at 4:09am, Marco wrote:
RE: The role of dice

Paganini wrote: I think you guys have kinda missed the point. The dice can never establish anything, because they never have to be rolled. As Vincent described, they are a selection tool.


This is just the difference between theory and practice though. In theory-land the dice have no authority (that's in a philosophical, exactingly correct sense). I think that when the ref flips a coin at the start of a football game, if you try to explain to people that "the coin toss doesn't determine who gets to decide if they kick or receive" you're gonna get some funny looks.

It's the ref that 'has the authority' in the game--but if the ref decided to ignore the coin toss and pick his favorite team, what would happen?

It's literally true that inanimate objects have no "authority" in an RPG. It's also true that the dice "establish things" in a general and yet correct sense of the term.

-Marco

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On 2/8/2005 at 5:54am, Paganini wrote:
RE: The role of dice

Marco, you're correct, yes. But my (I guess sort of hidden) point was that the whole thing is a social contract issue. When dice are used as a selection mechanic, everyone has agreed that *no one* will pick. No one has any authority; the dice weigh a particular outcome with credibility... because everyone has decided that they will. It's the same with football. The purpose of the coin is to avoid bias. The participants involved agree to randomly select from the potential outcomes.

In an RPG, if such an agreement exists, then the GM breaks social contract by fudging. If such an agreement does not exist, then the dice do not select anything. They're merely a veil to disguise the fact that the whole thing runs on GM fiat.

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On 2/8/2005 at 8:13am, Phil Levis wrote:
RE: The role of dice

Paganini wrote: Marco, you're correct, yes. But my (I guess sort of hidden) point was that the whole thing is a social contract issue. When dice are used as a selection mechanic, everyone has agreed that *no one* will pick. No one has any authority; the dice weigh a particular outcome with credibility... because everyone has decided that they will. It's the same with football. The purpose of the coin is to avoid bias. The participants involved agree to randomly select from the potential outcomes.

In an RPG, if such an agreement exists, then the GM breaks social contract by fudging. If such an agreement does not exist, then the dice do not select anything. They're merely a veil to disguise the fact that the whole thing runs on GM fiat.


I absolutely agree. However, I think it's a common aspect of the Social Contract that the GM might fudge things. The assumption there is that the GM fudges things not because he doesn't want players disrupting some grand plan, but rather, sometimes prior calculations were incorrect (better to make that a little harder so it's as challenging as the GM intended) or a critical fail/success would change things in a direction that no-one wants to story go in. The key point is that the players need to trust the GM's judgement in that regard.

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On 2/8/2005 at 8:37am, contracycle wrote:
RE: The role of dice

Paganini wrote: I think you guys have kinda missed the point. The dice can never establish anything, because they never have to be rolled. As Vincent described, they are a selection tool.


Exactly. Whether or not there is some ontologcal requirement for them to be rolled or otherwise is moot. They are a selection mechanism; if we all agree to undergo that selection, then the dice are indeed making a choice. And whats more, they have been granted the credibility to do so.

When we roll the dice, we've already decided what we're going to imagine... down to a few possibilities. We're just turning to the dice to pick one.


That is not a given. The most obvious challenge is of course, wandering monster tables, in which the very purpose of the die roll is to select what will be imagined.


The dice can never tells us what happens in the same way as a player can, because the dice have no creative impetus. They can't *invent.* That's why dice have no credibility. That's why mechanics have no authority.


No I'm afraid that cannot be true IMO - in fact it reminds me of Cnut trying to command the sea. There is no reason that a die cannot take on the very vital role in RPG that it does in tabletop games. If the rules say "roll again if you roll a double" or use a variety of the exploding die technique, then that process is specifically ascribing outcomes to inputs. The rules COULD be followed by a computer; no human thought or impetus (at run time) is necessarily required to make this result come about.

The human players can elect to attribute credibility to the dice; that can be a strong part, even the basis of, a social contract.

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On 2/8/2005 at 1:35pm, Marco wrote:
RE: The role of dice

Paganini wrote:
In an RPG, if such an agreement exists, then the GM breaks social contract by fudging. If such an agreement does not exist, then the dice do not select anything. They're merely a veil to disguise the fact that the whole thing runs on GM fiat.


Yeah: if the GM rolls the dice saying "boy, I'm puttin' one over on the players!" (or, better yet, everyone's favorite where the GM is self-decieving along with the players, yeah?)

But, IME, times I've been tempted to change a roll have to do with, you know, the outer-edge of the bell-curve. So really the GM is saying "well, I'm rolling on the whole table but I'm ignoring a certian class of result." [in case that isn't clear, the GM is deciding to break the social contract but still abide by the dice within a certain range. I.e. it isn't as black and white as you're stating it.]

And then there are times where I've seen a GM roll for something automatically and then decide when the dice came up he didn't want to roll for it after all (i.e. force of habbit or not too much thought about it). [ in case that isn't clear, the GM is ignoring a roll but there is no disguise and no veil. ]

And ...

And ...

So, yeah, I agree, as far as it goes--but I think the to-dice or not-to-dice dynamic is more complex than a fair coin-toss or a complete illusion (and even if the GM as complete discretion to decide when a roll is called for that isn't exactly the same thing as saying "the whole thing runs on GM fiat" since a call for the dice is fiat--but the outcome is determined by randomized mechanics [in case that's not clear, I'm taking issue with 'the whole thing' part] ).

-Marco

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On 2/8/2005 at 4:26pm, Paganini wrote:
RE: The role of dice

Marco,

The thing is, if the GM is *ever* able to fudge (that is, he can disregard the dice without the other players knowing) then it's no different than if he fudges every single result. So your big grey area is just a sham. It might be that the GM doesn't fudge very often - it depends on his internal moral and ethical structures. But the fact that the GM has a choice whether or not to fudge means that he always has the option to exclude input. Just because he *doesn't* do it doesn't mean he *can't* do it. And this means that the only reason the player's input was incorporated into the game is that the GM decided to let it - he decided not to fudge.

I've assumed so far that there's no way for the players to contribute to the SiS that doesn't involve rolling dice, and that's kind of a tall assumption. But, IME, the games that encourage the GM to make secret rolls so he can fudge them give this fudging power in the context of the GM having the final word in other situations as well.

Gareth,

There's not much I can say here to debate. It seems obvious to me that dice don't have *minds.* They don't make things up. Credibility is how likely it is that everyone else at the table will integrate what *I* make up into the SiS. Dice don't have credibility. They give credibility to some player. This is definitional.

When they suggest an outcome as you've described (wondering monsters, exploding dice, and so on) they only do that because these are outcomes we've previously agreed might be cool to imagine.

So, it's like, we gotta come to an agreement on some more basic things before we can discuss further. We lack common perceptions.

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On 2/8/2005 at 4:46pm, Marco wrote:
RE: The role of dice

Nathan,
I'm not arguing with you just ta argue with you. I think that you are making a fairly solid and reasonable point about application of the lumpley principle to a discussion about dice--but I think you're taking the implications of that way too far.

Paganini wrote: Marco,

The thing is, if the GM is *ever* able to fudge (that is, he can disregard the dice without the other players knowing) then it's no different than if he fudges every single result. So your big grey area is just a sham. It might be that the GM doesn't fudge very often - it depends on his internal moral and ethical structures. But the fact that the GM has a choice whether or not to fudge means that he always has the option to exclude input. Just because he *doesn't* do it doesn't mean he *can't* do it. And this means that the only reason the player's input was incorporated into the game is that the GM decided to let it - he decided not to fudge.

(Emphasis added)

It isn't? I think it is. In fact, in practice the GM who only fudges under some specific situations will be very, very different from the GM who never fudges or who fudges all the time.

The argument that a GM who dice-fudges in one specific set of conditions (say, to save a PC from death when he feels the death result was not the player's fault) will fudge on any or every roll is an example of the slippery slope fallacy.

There is no shown argumentation that a GM who intradicts a game-mechanic in one specific circumstance will do so in every circumstance (or might do so in every circumstance).

So, no. I don't agree.

I've assumed so far that there's no way for the players to contribute to the SiS that doesn't involve rolling dice, and that's kind of a tall assumption. But, IME, the games that encourage the GM to make secret rolls so he can fudge them give this fudging power in the context of the GM having the final word in other situations as well.

The GM traditionally has the "final word" in most games as a referee does in a sporting event. You may not agree with the ref but their decision stands.

I assume this isn't what you're refering to though. I suspect you are refering to the GM controling en toto the outcome and perhaps the specifics of every situation?

Is that correct?

-Marco

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On 2/8/2005 at 5:09pm, Paganini wrote:
RE: The role of dice

Marco wrote: Nathan,
I'm not arguing with you just ta argue with you. I think that you are making a fairly solid and reasonable point about application of the lumpley principle to a discussion about dice--but I think you're taking the implications of that way too far.


Yeah, I got that. :) Let me see here...

Marco wrote:
It isn't? I think it is. In fact, in practice the GM who only fudges under some specific situations will be very, very different from the GM who never fudges or who fudges all the time.

The argument that a GM who dice-fudges in one specific set of conditions (say, to save a PC from death when he feels the death result was not the player's fault) will fudge on any or every roll is an example of the slipper slope fallacy.


OK. You're focused in on specific instances. "What will *this* GM do?" I'm looking at "what options are available?"

The real issue here is deprotagonization. If the GM can alter the dice results whenever he feels like it, without getting caught, then it doesn't matter how often he feels like it. It may be that he only ever feels like it when a PC is gonna die if he doesn't alter the dice.

But the thing is, every time the dice are rolled, he has that option to alter them. Every time the dice are rolled, he has to *check and see if he feels like changing them.*

That means that, no matter how nice the GM is, and no matter how seldomly he exercises his "right to fudge," the practical fact is that the resolution mechanics of the game are GM fiat.


The GM traditionally has the "final word" in most games as a referee does in a sporting event. You may not agree with the ref but their decision stands.

I assume this isn't what you're refering to though. I suspect you are refering to the GM controling en toto the outcome and perhaps the specifics of every situation?


Well, I was talking about player input. It's conceivable to have a game where the dice are a veil disguising the fact that the GM can decide everything by fiat, but where, at the same time, the players have real input into the SiS the rest of the time, when the dice are not involved.

((Like, say, there's a token economy, where anyone can call for a roll by spending a token, but where the GM rolls for the opposition behind his screen.

The net result is that the GM can't just call for a roll any time he feels like it (since he might be out of tokens) and the rest of the time the game progresses by means of negotiation where everyone has final say of the elements that he owns particularly.))

So, I'm just recognizing this: The fact that the GM can fudge rolls doesn't necessarily mean that *all* player input in the game is subject to his approval - just that player input that involves the fudgeable rolling mechanics.

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On 2/8/2005 at 6:02pm, Phil Levis wrote:
RE: The role of dice

Paganini wrote: If the GM can alter the dice results whenever he feels like it, without getting caught, then it doesn't matter how often he feels like it. It may be that he only ever feels like it when a PC is gonna die if he doesn't alter the dice.


"Without getting caught" suggests a confrontational relationship to me. How about if, when the GM does it, it is always apparent to the players and therefore open to negotiation? I don't been negotiation in the sense of "Let's talk about this," but rather, a player can say "I object."

I'm somewhat leery your line of argument as it assumes complete specficiation before the roll. Does it count as fudging if the GM doesn't have a perfect idea of the success and failure conditions before the roll? For little things like a spot check in D20, I often see a GM just ask for a roll to get a sense of the result and reply accordingly; I'd be very surprised if a GM always had a precise DC before the roll.

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On 2/8/2005 at 6:34pm, Paganini wrote:
RE: The role of dice

Phil Levis wrote: "Without getting caught" suggests a confrontational relationship to me.


You bet. I'm assuming that the group's social contract explicitly involves using the dice for arbitration. If the GM is undermining that arbitration, he's breaking the social contract. He must do it in secret, or the players will call him on it.

If the social contract does not contain such a stipulation, then, as I described to Marco previously, the dice are just a prop to disguise the fact that the GM is in charge of every resolution.


How about if, when the GM does it, it is always apparent to the players and therefore open to negotiation? I don't been negotiation in the sense of "Let's talk about this," but rather, a player can say "I object."


Then this is not fudging. This is the group agreeing to hold their previous agreement (to abide by the rules) in abeyance at this particular time.


I'm somewhat leery your line of argument as it assumes complete specficiation before the roll. Does it count as fudging if the GM doesn't have a perfect idea of the success and failure conditions before the roll? For little things like a spot check in D20, I often see a GM just ask for a roll to get a sense of the result and reply accordingly; I'd be very surprised if a GM always had a precise DC before the roll.


Again, in this type of thing, the dice are a prop. The discussion of fuding can't really apply here, because the dice aren't being used to arbitrate.

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On 2/8/2005 at 7:24pm, Marco wrote:
RE: The role of dice

Paganini wrote:
OK. You're focused in on specific instances. "What will *this* GM do?" I'm looking at "what options are available?"

The real issue here is deprotagonization. If the GM can alter the dice results whenever he feels like it, without getting caught, then it doesn't matter how often he feels like it. It may be that he only ever feels like it when a PC is gonna die if he doesn't alter the dice.

But the thing is, every time the dice are rolled, he has that option to alter them. Every time the dice are rolled, he has to *check and see if he feels like changing them.*

(Emphasis added)
If the GM only checks to see if he wants to modify the dice when a PC's life is on the line (under conditions the player was not responsible for) then it is simply not accurate to say that he is checking to see if he wants to modify the roll "Every tiime."


That means that, no matter how nice the GM is, and no matter how seldomly he exercises his "right to fudge," the practical fact is that the resolution mechanics of the game are GM fiat.

In a philosophical sense any traditional GM will have to make decisions at some point about the ramifications of PC actions. These ramifications may be made without consulting the rules at all (i.e. if the PC's kill the King's messenger the GM has to determine what the King will do by way of investigation, retribution, etc.) A traditional GM is almost certainly under no obligation to consult the players about this.

If the measure of PC protagonization is reliable, transparent, control of the consquences of their declared actions then they are all "deprotagonized" just by sitting down to play (I put it in quotes because I'm not sure what it means in this context--I'd say 'disempowered').

-Marco

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On 2/8/2005 at 7:46pm, LordSmerf wrote:
RE: The role of dice

Marco wrote: If the GM only checks to see if he wants to modify the dice when a PC's life is on the line (under conditions the player was not responsible for) then it is simply not accurate to say that he is checking to see if he wants to modify the roll "Every tiime."


Marco, this is system again. If the system that we as a group have agreed to use is "We will use dice to arbitrate any dispute except for PC life/death" then the GM is expected to make that decision. However, if we have agreed to "let the dice arbitrate any dispute" and the GM breaks this agreement when it comes to player life/death, then the GM has evidenced a willingness to break the rules of the game we are playing. If we continue to play this way then what we are really doing is allowing the GM to decide each and every time the dice are rolled whether he wants to break the rules this time or not.

I don't think that anyone disagrees with the fact thta the GM may not choose to over-ride the system. Or with the idea that the GM is perfectly within his rights if that is what the players have already agreed to. Instead what is being said is: a) the GM is breaking the rules, and thus has taken upon himself the authority of dice outcomes, or b) the players are only claiming that they are following the dice, and they are all really just looking to the GM for arbitration.

So, either the GM is over-riding the Social Contract, or the Social Contract doesn't actually say what everyone says it does.

Thomas

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On 2/8/2005 at 7:52pm, Marco wrote:
RE: The role of dice

LordSmerf wrote:
Marco, this is system again. If the system that we as a group have agreed to use is "We will use dice to arbitrate any dispute except for PC life/death" then the GM is expected to make that decision. However, if we have agreed to "let the dice arbitrate any dispute" and the GM breaks this agreement when it comes to player life/death, then the GM has evidenced a willingness to break the rules of the game we are playing. If we continue to play this way then what we are really doing is allowing the GM to decide each and every time the dice are rolled whether he wants to break the rules this time or not.

By who's estimation? Who is "we?"

In practice the players do not know (if they do know then it *is* system--admitted or otherwise).

In theory a GM who is breaking system in one circumstance is not definitionally breaking it in every circumstance (i.e. only in some circumstances != every time).

Yes, the dice-fudging GM is breaking system (or system allows it--and it's a non-issue) but it's slippery slope'n to say that if the GM is fudging in one case the whole system collapses to GM-fiat.

It means there has been a systemic violation in one case--but not necessiarily in another.

-Marco

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On 2/8/2005 at 9:08pm, LordSmerf wrote:
RE: The role of dice

Marco,

Aha! I believe I understand the disagreement now.

Here's how this works. Let's say that we start our own country, and we decide to abide by a simple set of laws:

1. Don't lie
2. Don't kill any people
3. Don't steal stuff

Now, let's say that you feel that violating these things are okay, but only in highly specific circumstances (to save the life of an innocent, let's say). So you are actually living by a different set of rules.

1. Don't lie unless X
2. Don't kill any people unless X
3. Don't steal stuff unless X

So, while your rules are similar, and probably have a similar outcome in practice, it is pretty clear that you have a different set of rules. So, even if you say youare following our law, unless X, the reality of things is that you aren't following our law at all.

Therefore, if we agree "the dice arbitrate things" and you, secretly decide "the dice arbitrate things unless it's about character death" then you are playing with a similar, but different set of rules. The result here is that while it may look like we're playing by our rules, we're actually playing by your rules. So, yes, in practice it may be almost identical, but from a conceptual standpoint it can be argued that we aren't using our agreed-upon rules at all.

Yeah, it's basically a semantics argument, but I believe it's a valid one.

Thomas

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On 2/8/2005 at 9:22pm, Marco wrote:
RE: The role of dice

No argument: the GM is breakn' the law. I've never said otherwise. What I took issue with was the following:

1. That if the GM contravines system in one case it is proper to say that the entire game has been reduced to GM-fiat.

2. That in some cases (the GM rolls out of habbit and says "well, no--that roll didn't make sense" immediately after when the roll is on the table) fudging the dice is a deceptive contravention of system (indeed, if the players don't object then it may be an undeclared legal action)

3. That if the GM is ignoring some numbers on a die roll (say a wandering monster check) but will admit a legitimate randomized range then it is identical to the GM simply picking an result (choosing an encounter).

In all of these cases and others, in real life, ignoring dice rolls is something that has, IMO/IME complex ramifications and complex reasons behind it. It isn't as simple as saying "once a law is broken, all laws are broken" or "once a person has the ability to break a law it is the same thing as breaking that law."

-Marco

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On 2/9/2005 at 3:13am, Paganini wrote:
RE: The role of dice

Smerf, it's even more simple than that. If the option to fudge exists, it exists. If the GM always rolls the dice behind the screen, then the players are deprotagonized. Even if the GM *never fudges a roll* the players are *still* deprogatonized, because everything that happened during the game happened because the GM decided to let it happen - he decided not to fudge. The GM never fudged a roll. But the players were all still at his mercy. Their outcomes only happened at the GM's sufference. The resolution system was still GM fiat all along. The dice just happened to never indicate an outcome that disagreed with what the GM wanted.

Marco is all worried about whether or not, and how often the GM fudges. What I'm looking at is the extra layer in the resolution. Not only do we have to go through the dice as selection mechanic, but we also go through the GM as selection mechanic. None of the stuff about how often the GM fudges, what circumstances apply, what the GM is thinking, have anything to do with the general principle. As long as that "GM selection" layer is present, the "dice selection" layer is moot.

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On 2/9/2005 at 3:30am, Marco wrote:
RE: The role of dice

Maybe you can shed some light on what deprotagonized means in this context: is it like "disempowered?"

-Marco

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On 2/9/2005 at 3:50am, Paganini wrote:
RE: The role of dice

Sure. Deprotagonization is when a player is unable to contribute to the SiS.

It's like this. The basic theory of randomized resolution is that dice (or whatever) are used for arbitration, right? Like Vincent said, as a selection mechanic. We've identified some potential things that might happen, and we use dice to pick which one. Why do we need to do that? Because one guy wants one outcome, some other guy wants another outcome, etc. There's no need to roll anything if everyone is in agreement.

Assume that this is the expected role of the dice in the game, as per social contract, and that no opportunity for fudging exists. (We use a secure random number generator on a third party server, or something like that.)

In this case, the player's input consists of having an even shot at getting the result he wants when compared at the other guy's shot at getting the result the other guy wants. If one person always just picks from the list, then the other players have no say. The only time they get the result they want is because the designated picker happened to pick the one they wanted.

This is the same deal with fudging. Assuming that the role of the dice is for arbitration as per social contract, but now the GM is able to fudge. The players are deprotagonized, because the GM is the guy who always picks from the list. Even if the GM never fudges, that element is still there. Just because the GM picks the same as the dice doesn't change the fact that the GM is the one doing the picking.

It may be that the players have other ways to contribute to the SiS. But in this game, in the specific case of resolution, the players are deprotagonized by the *possibility* of fudging, whether the GM actually does it, or not.

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On 2/9/2005 at 4:46am, Noon wrote:
RE: The role of dice

Paganini wrote:
Phil Levis wrote: "Without getting caught" suggests a confrontational relationship to me.


You bet. I'm assuming that the group's social contract explicitly involves using the dice for arbitration. If the GM is undermining that arbitration, he's breaking the social contract. He must do it in secret, or the players will call him on it.

If the social contract does not contain such a stipulation, then, as I described to Marco previously, the dice are just a prop to disguise the fact that the GM is in charge of every resolution.

Hold on. If the SC doesn't contain such a stipulation, why would there be any concern about 'getting caught'?

The first thing you talk about is social contract breaking. The second is where it's been left to the GM to just decide things, apparently using the dice as a rough guide (if at all). The first is an SC prob, the second has no problem at all (it's been agreed to, after all).

The players are deprotagonized, because the GM is the guy who always picks from the list. Even if the GM never fudges, that element is still there. Just because the GM picks the same as the dice doesn't change the fact that the GM is the one doing the picking.

Not really. The player or players simply say 'No'. There, that choice doesn't exist in the SIS. The GM can keep trying to second guess what they will say yes to, or he can just hand over the reigns for a moment (the reigns he was handed by players in the first place).

The players are only deprotagonised when the social contract stops them from saying 'NO!', but at the same time the GM is either cheating on the social contract, or it permits him to do the choosing, without dispute from anyone. One is a SC violation, another is the groups choice.

The basic theory of randomized resolution is that dice (or whatever) are used for arbitration, right?

Yes. But don't take that to mean have any power, and then go on to show how really certain rules are powerless (thus leading to deprotagonisation). All rules are powerless from the start (shocking, I know)...they are only granted power by each participants commitment to abide by them.

The rules arbitrate. We LET them. If we don't, they don't.

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On 2/9/2005 at 5:24am, Paganini wrote:
RE: The role of dice

Noon wrote: Hold on. If the SC doesn't contain such a stipulation, why would there be any concern about 'getting caught'?


There isn't. The problem is when the players think that they have input, but where the GM has the ability to disregard that input in favor of his own.

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On 2/9/2005 at 5:33am, M. J. Young wrote:
RE: The role of dice

Marco wrote:
Paganini wrote: I think you guys have kinda missed the point. The dice can never establish anything, because they never have to be rolled. As Vincent described, they are a selection tool.


This is just the difference between theory and practice though. In theory-land the dice have no authority (that's in a philosophical, exactingly correct sense). I think that when the ref flips a coin at the start of a football game, if you try to explain to people that "the coin toss doesn't determine who gets to decide if they kick or receive" you're gonna get some funny looks.

It's the ref that 'has the authority' in the game--but if the ref decided to ignore the coin toss and pick his favorite team, what would happen?

It's literally true that inanimate objects have no "authority" in an RPG. It's also true that the dice "establish things" in a general and yet correct sense of the term.

-Marco

Forgive my picking nits, but dice (and coin flips) have authority; what they lack is credibility. People have credibility, not authority.

The referee is the person who decides which team goes first. He bases that decision on his interpretation of the coin flip. That's a pretty straightforward interpretation, of course, but he could announce that he thinks the coin is unbalanced, or that he didn't throw it right, or some similar objection to the manner in which it was thrown. In essence, though, even assuming that there is no possibility of objecting to what the coin says, the referee supports his credibility with the authority of the coin toss: "I credibly say that the Blue Team goes first, based on my credible interpretation of the authoritative coin flip which I interpret as having fallen to heads."

Dice decide nothing. People decide everything. Dice are referenced as the authorities supporting the statements made by people. All the die says is "17". It takes the credible statement of the interpreter of the die to say "You hit."

--M. J. Young

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On 2/9/2005 at 2:59pm, Marco wrote:
RE: The role of dice

Paganini wrote: Sure. Deprotagonization is when a player is unable to contribute to the SiS.
[snip]

In this case, the player's input consists of having an even shot at getting the result he wants when compared at the other guy's shot at getting the result the other guy wants. If one person always just picks from the list, then the other players have no say. The only time they get the result they want is because the designated picker happened to pick the one they wanted.

It may be that the players have other ways to contribute to the SiS. But in this game, in the specific case of resolution, the players are deprotagonized by the *possibility* of fudging, whether the GM actually does it, or not.

(Emphasis added)

Well, I think this is still a textbook slippery-slope falacy. Just because the player can't see the GM's dice rolls doesn't mean the player is not contributing to the SiS in the way he thinks he is.

You say that's a practical concern and not a theoritical one. I think your theoritical level is based on a faulty assumption. I don't know there's anywhere else to go here.

But I do think there's another issue that might be illuminating: "deprotagonization"

Imagine that the GM is rolling on the table (in plain view) but wishes to manipulate the outcomes of situations anyway. If the PC's slay the first batch of kobolds he just has more ... and more show up (until the PC's run or die or get captured or whatever).

If the PC finds a clever way into the castle the GM doesn't like but has established would sort of work ("We'll go in through the underground river water-supply!"). The GM stations a guard there (just makes it up). Maybe a large number of guards. The player makes a Stealth roll and the GM says "Good--but as it turns out, there are some people down there. Let's see if they see you: roll. roll. roll. roll. Oops! One saw you!"

In this case the GM hasn't specified how many guards are there or what their rolls to see the PC will be--he's just rolling until he gets a low enough number on the table to justify it.*

In this case the player seems to be as "deprotagonized" as if the GM was rolling dice behind the screen.

One could say this is simply another way to deprotagonize a player--however, since the traditional GM always can do this in any game then by your logic any traditional GM is doing it in all games--and no player in a game with a traditional GM is protagonized.

-Marco
* If the contract is that the GM must state how many and what their rolls are, he will still have other opportunities to control the "result he wants" (your phrase): maybe the underground interance has a strong locked gate ... and behind that, some vicious monsters ... and then there's a deep well with people at the top ... and so on.

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On 2/9/2005 at 4:07pm, LordSmerf wrote:
RE: The role of dice

After re-reading this thread, I think I've come to a conclusion:

Nate, you're either mis-stating your position or you're wrong. What is true is that if you have fudging then you are never really using the dice to decide disputes. You are instead using the GM's judgement for resolution, and he may occasionally use the dice to help him decide (he may even always use the dice).

On the other hand, Marco is right: Just because the GM is the system arbitrator does not necesarily mean that the players are deprotaganized. In fact, the GM may be bound by Social Contract to allow stuff he doesn't want into the SIS.

The problem comes when the players believe that the dice are arbitrating and the GM chooses to deprotaganize the players. It's not necessarily going to happen. Of course, the GM doesn't really have to realize that he's deprotaganizing for it to happen.

Thomas

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On 2/9/2005 at 11:35pm, Noon wrote:
RE: The role of dice

Paganini wrote:
Noon wrote: Hold on. If the SC doesn't contain such a stipulation, why would there be any concern about 'getting caught'?


There isn't. The problem is when the players think that they have input, but where the GM has the ability to disregard that input in favor of his own.


I'm sorry, this is just stepping around the idea that SC is in vital play here. The rules don't grant anyone the ability to do anything. Only the participants can...the rules are impotent without co-operation from the participants.

If the players are expecting they have input, then they expect it to be part of the social contract. The GM is either cheating on that or is ignorant of this. A rule doesn't give him the ability to do this regardless of what the players want. If you give me a sword, it gives me the ability to hurt. But I have to swing the sword, to do so. It's not the sword, it's the sword wielder that is important here. Just like a sword by itself doesn't mean people will get hurt, nor does a certain type of rule mean people will get deprotagonised.

That's all I have to say on this. I've seen Ron explain this a few times. I wish I wrote as elegantly.

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On 2/10/2005 at 4:04am, Paganini wrote:
RE: The role of dice

Noon, I'm confused by your post. I don't think you understand what I'm saying. I definitely don't understand what you're saying. :)

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