The Forge Reference Project

 

Topic: The role of fortune
Started by: nikola
Started on: 9/19/2005
Board: RPG Theory


On 9/19/2005 at 4:22pm, nikola wrote:
The role of fortune

Why do we care about Fortune mechanics? Why does it matter that randomness has an effect on our games?

What if it doesn't? For instance, Polaris has indeterminacy without randomness. It's unexpected because you don't know what the other players are going to do, not because you have a randomly effective action.

I have reasons for asking this question, but I'll leave them until I understand this assumption more.

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On 9/19/2005 at 4:35pm, TonyLB wrote:
Re: The role of fortune

Fortune is a scape-goat.  Basically, when two people disagree, and neither wants to say "Okay, but we're going it my way, because we need to make a decision," they flip a coin and blame the coin.

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On 9/19/2005 at 4:46pm, MrSandman666 wrote:
RE: Re: The role of fortune

Yes, what Tony said seems to be reason number one. However, there are a few more (marginal) aspects to randomnes in games, at least in my oppinion.

One is the fact that dice (or cards or coins or whatever) are less predictable than people. This can be good and bad. For one it can highten the surprise (removing the "I knew you where gonna do that" aspect) but then it can also create quite some rubbish, since dice never take into account the actual circumstance in which they are rolled, don't have a feeling for drama and don't know which results the players would actually like and which they would be annoyed by.

Another aspect becomes obvious once you look at randomness outside of the resolution context. Randomness can be used to spark creativity or to get the game rolling again when it becomes scale. Prime examples are random encounter tables and things like that.

Oh yea, come to think of it: as a tangent of Tony's point, dice can also be opposition. In a game where there is no formal opposition amongst the players the dice can be the opposition. This really combines the aspects of scapegoat and the creativity spark of the random encounter tables. This is actually not too far from the game I'm currently working on.

Hope that helped a little.

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On 9/19/2005 at 4:59pm, nikola wrote:
RE: Re: The role of fortune

TonyLB wrote:
Fortune is a scape-goat.  Basically, when two people disagree, and neither wants to say "Okay, but we're going it my way, because we need to make a decision," they flip a coin and blame the coin.


That's not how it looks in Dogs, though: the dice are resources. Before anything happens, those dice become real numbers, and it's the GM's responsibility to play those dice as hard as sHe can.

So I don't buy it.

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On 9/19/2005 at 5:09pm, nikola wrote:
RE: Re: The role of fortune

Sven wrote:
One is the fact that dice (or cards or coins or whatever) are less predictable than people. This can be good and bad. For one it can highten the surprise (removing the "I knew you where gonna do that" aspect) but then it can also create quite some rubbish, since dice never take into account the actual circumstance in which they are rolled, don't have a feeling for drama and don't know which results the players would actually like and which they would be annoyed by.


Well, that problem can be properly dealt with by changing the meanings of dice to exclude disappointing results. That's fairly standard these days, in fact: Dogs in the Vineyard, With Great Power..., and Prime Time Adventures all make sure the dice say something interesting.

From a fiction-creation standpoint, why do you want something less predictable than people? People have come up with every single dramatic resolution you've ever seen in a movie, play, book, or story. Stories are coherent tales, not random events.

Another aspect becomes obvious once you look at randomness outside of the resolution context. Randomness can be used to spark creativity or to get the game rolling again when it becomes scale. Prime examples are random encounter tables and things like that.


That's interesting. Mozart wrote a game in which one rolled dice to create music. I have to think about that.

Hm.

Oh yea, come to think of it: as a tangent of Tony's point, dice can also be opposition. In a game where there is no formal opposition amongst the players the dice can be the opposition. This really combines the aspects of scapegoat and the creativity spark of the random encounter tables.


I'm not sure at all that that's better than a human who's assigned to give opposition. I expect not. After all, a randomly effective opposition is statistically less effective than a directed one, and effective opposition is at the core of the concept of "antagonist".

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On 9/19/2005 at 5:31pm, MrSandman666 wrote:
RE: Re: The role of fortune

Well, yea. The points I added to Tony's are kind of weak but I still thought they deserved to be mentioned.

From a fiction-creation standpoint, why do you want something less predictable than people?

I could imagine that you could grow a little bored if you played the same game with the same people for a long time because those people would tend to use the system in similar ways over time. Of course the solution could be "play a different game then with different people!" but maybe somebody might not want that. And I also think it's kind of a lame argument since it basically puts an expiration tag on a game, which I consider to be bad design, unless it was specifically intended to be a game with a short life-span.

I'm not saying that you absolutely have to have some element of fortune in the game. You don't. I'm just saying that there are advantages. Of course you could go and write a game completely without fortune mechanics. It's been done successfully.

You don't even need random mechanics for a scapegoat. Non-random rules can be perfect scapegoats. Saying "We do things my way because the rules say so" is just as good as saying "We do things my way because the dice say so". It's just that the first case tends to be more static and some people might not cope with that too well (I'm guessing here).

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On 9/19/2005 at 5:52pm, Andrew Morris wrote:
RE: Re: The role of fortune

Randomness can just be flat-out fun. I mean, you could figure out how much you were going to spend at the casino, then run the odds and figure out how much you'd lose on average, and throw that money in the garbage, but there's no excitement to it. If I'm playing Blackjack, I don't want the dealer telling me what my cards are, even if they're doing it to "heighten the excitement."

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On 9/19/2005 at 5:54pm, lumpley wrote:
RE: Re: The role of fortune

Maybe you've all read this already, but it really needs to be in the conversation: Ron on "the Ball".

From a fiction-creation standpoint, why do you want something less predictable than people?


Correctly-handled randomness is as effective a way to give the ball bounce as any other. If you want to understand why randomness is cool and useful, look at what it has in common with Polaris' structured interaction, in the games you mentioned and others like 'em, not what's different between them.

-Vincent

Forge Reference Links:
Topic 8232

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On 9/19/2005 at 6:02pm, HenryT wrote:
RE: Re: The role of fortune

As someone who started out playing and running games without randomness, and later started playing with dice, I usually think of randomness as a tool to spur creative thinking: left to my own devices, it's too easy to just go along with the flow of events.  Having a random element stops me from falling into a rut, because every so often the dice do something unexpected, and the act of incorporating those results usually gives a more interesting result than the one I'd been going along with.

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On 9/19/2005 at 6:14pm, nikola wrote:
RE: Re: The role of fortune

Andrew wrote:
Randomness can just be flat-out fun. I mean, you could figure out how much you were going to spend at the casino, then run the odds and figure out how much you'd lose on average, and throw that money in the garbage, but there's no excitement to it. If I'm playing Blackjack, I don't want the dealer telling me what my cards are, even if they're doing it to "heighten the excitement."


Ah, see, this might be instructive here: I hate gambling because I can't see the difference between it and throwing away your money. This may be a thrill I just don't experience that others do.

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On 9/19/2005 at 6:33pm, Bob Goat wrote:
RE: Re: The role of fortune

Here's my take on it, and it is definately related to Ron's ball that Vincent pointed out.  Games are fun cause of the bad shit that happens in them.  bad shit isn't as easy to come by if we are all agreeing and predeterimining shit cause we see it coming.  How fucking boring would everything be if we just chose it and it happened as we wanted or we knew what was going to happen in advance?  Very fucking boring, which is why we have fortune, cause the unknown and reacting to the unknown is more fun than sitting around telling each other how fucking awesome we are.

Keith

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On 9/19/2005 at 7:17pm, nikola wrote:
RE: Re: The role of fortune

I still don't buy it, everyone. Go and Chess wouldn't be better games if you rolled dice. There are just so many interesting options in those games that they don't need it.

I think randomness is a short cut around some interesting territory.

Consider each character as a stack of resources that the player can use to deal with conflict. Each of those resources has an effect that comes at a cost. That means that a player will want to use resources at the most effective level. If that means it's always the same sequence, the game's broken, but that's not a tremendous issue, I don't think. The issue is having enough resources with enough creative applications that you have a Complex situation: little differences in input make big differences in output.

Vincent, I read that post a long time ago. My feelings in the matter remain unchanged. I agree that there has to be something that hops up the situation, but it doesn't have to be randomness.

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On 9/19/2005 at 7:30pm, TonyLB wrote:
RE: Re: The role of fortune

Joshua:  When you say "I don't buy it," which are you saying?

• "That is a legitimate way to use Fortune as a tool, but I believe there are other, equally legitimate, answers and I'd like to explore those instead," or
• "That is not a legitimate way to use Fortune at all, you are completely wrong."

Because if you're saying the first then, cool.  I'd like to hear your thoughts on the matter.

If you're saying the second ... well, then I'm not so much interested.

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On 9/19/2005 at 7:39pm, lumpley wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
Vincent, I read that post a long time ago. My feelings in the matter remain unchanged. I agree that there has to be something that hops up the situation, but it doesn't have to be randomness.


Of course it doesn't. Randomness just works fine, same as lots of other things.

You won't find the answer to "why randomness?" in examining randomness, what makes randomness different from (for instance) non-random resource management or structured interaction. Because that's not why. The answer to "why randomness?" is "because well-designed randomness works the same way that (for instance) well-designed non-random resource management or well-designed structured interaction do."

Compare Dogs' conflict resolution with Carcassonne. Dogs has randomness: you have some resources available, but you don't know until you roll 'em what precisely they are. Carcassonne has a tradeoff: you have to decide whether to lie your little guy down in the field - a long-term move - or stand him up in the forest - a short-term move. The consequence is that your available resources are in unpredictable flux.

In Dogs, sometimes you roll poorly. In Carcassonne, sometimes you don't have any guys available when you want one. In Polaris, sometimes your Mistaken says something that takes you aback.

Randomness is a way to get it. Other good ways to get it also exist.

Now it might be you're asking "why randomness for this given game, instead of some other way?" My answer then is to shrug: randomness works, it's in vogue, we have a pretty good handle on how to design it. Maybe other design considerations make randomness the ideal solution, in this particular case. Or the easiest solution, if not the ideal one. Maybe the designer used randomness by default, and another way would have been more elegant. It sure does depend on what game we're talking about.

-Vincent

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On 9/19/2005 at 8:16pm, Andrew Morris wrote:
RE: Re: The role of fortune

Josh, I mean no attack or criticism when I say that your last post has a strong "one true wayism" vibe to it. Go and Chess were not designed to use dice, so of course they work better without dice. Craps was designed to use dice -- would it be better without them? Of course not, because then it wouldn't be Craps anymore.

glyp wrote: I think randomness is a short cut around some interesting territory.


If you mean "always in absolutely every case," I've got to disagree. Sometimes the randomness is the interesting territory itself.

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On 9/19/2005 at 9:55pm, MrSandman666 wrote:
RE: Re: The role of fortune

Maybe it's because it's late and I'm tired but it would help me tremendously to actually know what we are trying to discuss here. Is it that we're trying to find out why randomness is fun? I don't think anyone here is arguing that randomness is the only and best way all the time. As to why it's fun I think we already got some good answers. The apprehension of an uncertain outcome, of gambling something that is at stakes, of dealing with a surprising outcome are all things that make randomness fun (at least to me and as it seems to some other people as well).
Josh, you talk about ressource management as an alternative. See, that is something I totally don't dig. When I play games (most of the time) I don't want to be accounting for ressources here and there, planning ahead on how to use them, develop strategies, etc. If I fail in that case it's my fault. I'm thinking "Great, if I just had done this instead of that things would be better now." I get to blame no one but myself, which - to me - is frustrating. If I roll dice instead it's not my fault any more. I see the result and say "Well, bad luck then. I guess I'll have to deal with it". Scapegoat again. And a matter of taste, big time. Does this help you any?

Also, what kind of randomness are we talking here? Strictly mechanical randomizers like dice or cards or coins? Or other more "human" randomizers as well, like gambling (the scene bidding in Universalis).

I think it would really help if you told us what you're actually trying to get at, Josh. What exactly makes randomness obsolete, in your mind? Maybe it's just me being unable to read between the lines, maybe it's because I'm not exactly a Forge veteran but I'm not really seeing the goal here (although I'm sure there is one).

P.S.: Sorry if this post seemed offensive at all, it wasn't meant to. It's late, I'm dead tired and my English isn't as good as it used to be...

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On 9/19/2005 at 10:05pm, LordSmerf wrote:
RE: Re: The role of fortune

I think that, in ideal circumstances, randomness increases the challenge of play.  Let's see if I can break this down coherently.

Potential outcomes are determined by the players, so randomness doesn't increase the number/quality of the outcomes available during resolution.  However, randomness will occassionally select the outcome that no one at the table really wanted to occur.  The challenge I'm talking about here is the ability to take that outcome and see the potential in it.  To make it even better than what you were thinking of before.

This has happened a number of times in my HeroQuest experience.  I'll be hoping to win some conflict, or to lose it.  I have a preference for outcome there.  But the dice just come up against me.  It is now to me to take the outcome I didn't prefer and run with it, to make it cool.  I'd say it's fair to say that every so often everyone at the table wants the same outcome, but that you roll anyway and that you all "lose".

Suddenly everyone has to switch gears and figure out how to make this new, unexpected thing cool.  And I think that in many cases, that's a lot of fun.

Thomas

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On 9/19/2005 at 10:40pm, xenopulse wrote:
RE: Re: The role of fortune

Randomness also introduces an element of risk and temptation.  Why do you roll for Humanity in Sorcerer instead of just losing a point whenever you do something that warrants a roll?  Now, I hate to guess at what the reasons for certain design features are, but for me, it makes it more of a temptation.  If I knew I'd lose a point no matter what, I'd be much less likely to do it than now that I'm just risking it and could get away with it.

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On 9/19/2005 at 10:52pm, nikola wrote:
RE: Re: The role of fortune

Andrew, I don't know where, precisely, this is, but randomness is a shortcut around interesting territory. I'm not saying it's useless. I'm saying there's more interesting stuff where randomness is used.

I'm not softening that statement one iota. I really think it's true.

However, I think you're misunderstanding me: I'm not saying that randomness is inherently a shortcut around interesting territory. It obviously has its uses. It obviously has its uses within the realm of RPGs. I also think there's interesting stuff to do that the dice take away.

I want to know why we assume fortune is a better idea than other stuff. So I want to know exactly what it is that randomness gives us so I can figure out other ways to get it, too.

Sven, Universalis' bidding mechanic isn't random. I don't know what's going to happen becuause I don't know what you want or I don't know how much you want it. That's interesting, it's nonrandom, and it's a clear alternative to dice or cards.

Also, Sven, your comment about scapegoating is interesting - it puts failure on the dice.

What I'm hearing here is that people like randomness - they like that its' no one's fault when something goes wrong (which I hate in games that I play, btw), or you get to point to the dice and say "the dice did it!"

There's also a realm in which randomness is used to give you something that no one expected or wanted and you all have to make up something new and unexpected because of an unlikely roll. I'm pretty sure this can be gotten without randomness, as well, but you can obviously use randomness to get it. I also know that in our PTA game, Epidemonology, all the unexpected stuff came from someone making up something really good. Whenever the cards came out, it was because either outcome was going to be good and we weren't sure which to do.

Ah, then there's the "doing something runs a risk" rather than "doing something produces an outcome". That's a very valid point, I think. That's when the game is about risk. Can a game be not about risk? I don't know.

!!! That, right there, is the crux of my post, it turns out! If a game is about risking something, it should use a Fortune mechanic. If it's about trading one thing for another, maybe it shouldn't. Hah, hm.

.... it occurs to me that I may be using the word "fortune" incorrectly. I'm assuming that it has to do with luck; that is, randomness, and not simply an unpredetermined factor like bidding. Have I run into a jargon jag?

Ye gods! I can't keep up with the posts here! Someone posts every time I write a sentence that addresses the post!

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On 9/20/2005 at 1:00am, LordSmerf wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
I also know that in our PTA game, Epidemonology, all the unexpected stuff came from someone making up something really good. Whenever the cards came out, it was because either outcome was going to be good and we weren't sure which to do.

So, what do you think about that?  Did that make the game better?  Worse?  Just as good as it would have been without the cards?

Thomas

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On 9/20/2005 at 2:25am, Andrew Morris wrote:
RE: Re: The role of fortune

Okay, Josh, let me restate your theory in my own words, to make sure I'm understanding you correctly -- fortune is always a "shortcut" around....something.  That "something" is sometimes more appropriate than the shortcut, but the "something" is always more interesting. Sound right? I'm not sure, because at one point you say "randomness is a shortcut around interesting territory" and in another you say "I'm not saying that randomness is inherently a shortcut around interesting territory." I'm not sure how to reconcile these two statements.

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On 9/20/2005 at 4:47am, Green wrote:
RE: Re: The role of fortune

I believe I'm starting to get where Joshua is coming from here because it's something I've been debating with my own game, Dramatikos.  I deliberately avoid fortune mechanics because the point of the game is to facilitate interactive storytelling.  The point of the game is to think on your feet, keep things moving, and go into a direction that would be both interesting and meaningful.  A lot of my energy has been spent on coming up with ways to really achieve my design goals with the game, even though a fortune mechanic would make things a lot easier to arbitrate.  And there's the rub: I could easily come up with a unique dice mechanic, but I'm not sure that lies within the spirit of the game.

Do I have a problem with games that have fortune mechanics?  No.  However, sometimes I do feel that designers default to dice rather than exploring other options.  As for me, the main reason why I'm eschewing fortune mechanics in my game is because other games that share similar design goals already do it better.

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On 9/20/2005 at 6:10am, nikola wrote:
RE: Re: The role of fortune

Andrew wrote:
Okay, Josh, let me restate your theory in my own words, to make sure I'm understanding you correctly -- fortune is always a "shortcut" around....something.  That "something" is sometimes more appropriate than the shortcut, but the "something" is always more interesting. Sound right? I'm not sure, because at one point you say "randomness is a shortcut around interesting territory" and in another you say "I'm not saying that randomness is inherently a shortcut around interesting territory." I'm not sure how to reconcile these two statements.


Andrew, you're just misparsing.

Just because Dice St. is a shortcut around Something Market doesn't mean there's not something interesting in Something market, but I might not want to go there right now. Maybe it's too time consuming, maybe there's something on Dice St. I want. But sometimes I want to go to Something market.

Randomness obviously can have interesting results. I just think there's other stuff out there that's underexplored.

Green, how does resolution work in Dramatikos?

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On 9/20/2005 at 7:23am, MrSandman666 wrote:
RE: Re: The role of fortune

Ah, I think I'm coming closer to understanding your mindset, Josh. You're saying the scene bidding in Universalis isn't random. See, to me it is. Viewed from the player's point of view, it doesn't matter whether the opponent rolled a dice or secretely picked up a certain number of coins. It's a (more or less) unpredictable outcome. I won't know what happens either way. This is where we run into difficulties of defining "random" or "fortune". Some definitions of random seem to assume that all results have an equal probablity of occuring, like the sides of a dice do. In my book it's simply that I don't know which element will come up. I can calculate probabilities or judge the psyche of the person how is picking up the coins but in the end I can't say for sure what comes up. This is random to me.
You are only refering to mechanical randomizers, with an equal probability for every result to come up.
There was a rant about this matter somewhere here but I can't seem to find it right now.

This might sound like hair-splitting but I think that this distinction is actually very important to the discussion (at least for me it is). Because if you're saying we need more of the Universalis scene bidding instead of the dice and I say we need some kind of randomizers in games than we're not actually arguing since to me the bidding is a randomizer (for I don't know the outcome when I set the stakes). From your posts I gather that "randomness" for you can only be achieved by mechanical means.

Are we on the same page now?

Now onto where we are heading. Are you actually trying to find Something Market or have you already found it and now try to find out why people keep going to Dice Street anyways? You're talking in very general terms which is making it hard for me to parse you and really nail down your intent, I'm sorry.

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On 9/20/2005 at 1:35pm, lumpley wrote:
RE: Re: The role of fortune

Plus wait a second, J - are you saying that Shock's not going to use dice anymore?

-Vincent
who's committing the forum equivalent of insider trading.

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On 9/20/2005 at 2:29pm, Andrew Morris wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
Just because Dice St. is a shortcut around Something Market doesn't mean there's not something interesting in Something market, but I might not want to go there right now. Maybe it's too time consuming, maybe there's something on Dice St. I want. But sometimes I want to go to Something market.


Josh, if that's the case, I have no idea what your point is. Your earlier posts sounded like you were advocating "something" over Fortune. Now it sounds like you're just reiterating the prevalent opinion here that certain things work better for certain games. If that's really what you meant...well, then...yep, I agree. But that's as much a given as saying "different games use different rules."

I'm just not able to find the core of discussion here.

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On 9/20/2005 at 4:18pm, nikola wrote:
RE: Re: The role of fortune

Jumpin' Jimminy.

1: Shock: usese a randomizer, but it comes waaaay at the beginning of the resolution process. The reason it's there is to make a random scale for the conflict. I wanted it random because the scale doesn't matter in the long run, so long as it has one, and it's not always the same. It bascially details how much struggle there will be about an issue.

2: Andrew, I wanted to know what it was that a design got from randomness, and I wanted to know which parts can be gotten by other means. That's all. Any proposal of Something Else is in the abstract because I don't know what it is, but it stands in for techniques that are nonrandom that share characteristics with randomness.

3: A non-secret bidding system isn't random. I don't know what's going to happen, of course, but I can figure out what you'll want and bid appropriately. Consider a mechanic like Poker where I bid one, you bid two, I bid three, you bid five... until eventually I don't have faith in my hand enough to bid more. Now consider changing that "faith" to "desire", the desire to win this conflict: the more I want my character to win the conflict, the more I'm willing to bid, the more I'm willing to spend. It's definitely not random. It's no more random than a move in a strategy game: I don't know what you're going to do next, but I have a pretty good idea, and when you do something else, everyone goes "ooOOooooo!"

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On 9/20/2005 at 4:31pm, lumpley wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
1: Shock: usese a randomizer, but it comes waaaay at the beginning of the resolution process. The reason it's there is to make a random scale for the conflict. I wanted it random because the scale doesn't matter in the long run, so long as it has one, and it's not always the same. It bascially details how much struggle there will be about an issue.


And that's a very good use for a randomizer. That's how Dogs' dice work too.

I think you might just be saying that Fortune at the End is suck.

-Vincent

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On 9/20/2005 at 4:38pm, nikola wrote:
RE: Re: The role of fortune

lumpley wrote:
I think you might just be saying that Fortune at the End is suck.


No! I'm not saying that anything is suck! I'm trying to figure out what it is that randomness gives one's design, and distill those things out, because some of those things don't require randomness to take place. I'm particularly interested in places where you have to make hard, defining decisions instead of rolling.

Tony and Sven were talking about using the dice as a scapegoat. I think that happens a lot in game design and I think it's intentional, if perhaps unconscious. I'm not interested in scapegoats in my game designs. I want people to take responsibility for the events in the story, so I'm trying to figure out how to do that effectively. Dice give you some goodies, but there are other goodies that dice give you that might be better if the mechanics worked differently.

Uh... and, yes, Fortune at the End is suck. That's probably where this shoulder-chip originates, back in the mists of teenage role-playing.

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On 9/20/2005 at 7:54pm, Emily Care wrote:
RE: Re: The role of fortune

One thing I really get out of randomness is using it as a sounding board for creativity. 

Example: the little smiley face dice.  I reach for them regularly in our rules-improv game because it helps me get some thing to work with in order to make up what I'm making it up.  For example, we ran a scene that was the aftermath of a battle with "little" dragon spawn.  Grogs were wounded & dead, townspeople had been killed & run away, our mages were damaged & had come into conflict.  Instead of going through them one by one and deciding cold what had happened to them--which we were completely capable of--we rolled a smily-frowny-neutral-faced die (six-sided with various expressions on them) and then interpreted the outcome to make up what happened to the character.  Of course we were still deciding it, we were not saying "the dice made us do it", we were completely using the cue of the die to help us make up something satisfying that we wanted to be true. 

Another example:  a friend of mine (Kip) made up a family tree for several generations of mages in a given world.  Randomly rolled, or arbitrarily created, I'm not sure which. They had no names, just lineages (ie M1, M2, etc)  Another friend, (Sarah) spent a winter making up who the mages were and what their lives were like based on those arbitrary trees.  It enhanced greatly her abilility to make stuff up because she had a framework to hang it on. 

best,
Emily

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On 9/21/2005 at 1:13am, Green wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
A non-secret bidding system isn't random. I don't know what's going to happen, of course, but I can figure out what you'll want and bid appropriately. Consider a mechanic like Poker where I bid one, you bid two, I bid three, you bid five... until eventually I don't have faith in my hand enough to bid more. Now consider changing that "faith" to "desire", the desire to win this conflict: the more I want my character to win the conflict, the more I'm willing to bid, the more I'm willing to spend. It's definitely not random. It's no more random than a move in a strategy game: I don't know what you're going to do next, but I have a pretty good idea, and when you do something else, everyone goes "ooOOooooo!"


This is precisely how Kathanaksaya works, as will its current incarnation, Dramatikos.

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On 9/21/2005 at 9:24am, MrSandman666 wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
3: A non-secret bidding system isn't random. I don't know what's going to happen, of course, but I can figure out what you'll want and bid appropriately. Consider a mechanic like Poker where I bid one, you bid two, I bid three, you bid five... until eventually I don't have faith in my hand enough to bid more. Now consider changing that "faith" to "desire", the desire to win this conflict: the more I want my character to win the conflict, the more I'm willing to bid, the more I'm willing to spend. It's definitely not random. It's no more random than a move in a strategy game: I don't know what you're going to do next, but I have a pretty good idea, and when you do something else, everyone goes "ooOOooooo!"


Yes, agreed, that's not random. What I was talking about was secret bidding. Bidding for a scene in Universalis is secret (to my understanding). Everyone picks a number of coins, holds them in their hands and they are all presented simultaniously. The one with the most coins frames the next scene. That's pretty random in my eyes.

Anyway, I'm losing track of this discussion. May I reiterate?
1) Random mechanics can be used as scapegoats in conflict.
2) Random mechanics can be used as scapegoats for failure (of a single person).
3) Random mechanics can be used as an inspiration for creativity (see Emily's example or random encounter tables).

And I want to add one more, which is a bit more complicated:
4) Random mechanics can be used as a crutch for players who are unfamiliar with the system.

Let me explain: When I start playing a new system which I have never played before, which I have only read. Maybe not even that. I am then asked to create a character and make several other relevant choices. Since I'm not familiar with the game I don't really know which choices get me the result I anticipate. Random mechanics can help greatly since they'll ensure that things go smoothly. This holds especially true for character creation. I can just roll up a character and I can be sure that it'll be okay and not have any major flaws in it. I also don't have to bother studying the game in detail in order to get going, I can just play.

This actually leads me to
5) Random mechanics can be used as a shortcut around tactical considerations

Since some players (like me) despise tactical thinking in games it's oftentimes easier to just let the dice decide for you. Instead of pondering what might be the best decision in any given situation you just throw the dice and roll with it. If it turns out to be less than optimal you can view it as a challenge and blame fate. And it doesn't apply only to gamist tactical thinking. Maybe you don't care to really get into character or the drama of the story to make a relevant point and think about deep issues. Just let the dice decide. The whole thing probably comes down to creative agenda. I guess this whole point is about simulationist play, where you really don't care whether you're making a meaningful statement or a tactically sound choice. This blends in with the scapegoat principle so I don't know whether it's valid to make it a point in itself.

And while I'm at it I might as well add
6) Random mechanics can be used to simulate the outcome of an action
which is purely sim play. I don't think this needs a whole lot of explaining.

Hope that helped. At least for me it made things clearer.

Did I miss anything?

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On 9/21/2005 at 10:14am, Halzebier wrote:
RE: Re: The role of fortune

Yes, agreed, that's not random. What I was talking about was secret bidding. Bidding for a scene in Universalis is secret (to my understanding). Everyone picks a number of coins, holds them in their hands and they are all presented simultaniously. The one with the most coins frames the next scene. That's pretty random in my eyes.


Sorry, but this is not random, because the outcome rests on human decisions.  (The moreso because coins are a limited resource and the people involved have an incentive not to just come up with a number X, where X ranges from the minimum to the maximum number of biddable coins. Please note that even this would not be random, because you could play mind games, even in a single instance of bidding.)

I think the term you are looking for is "hard to predict" or, more to the point, the expression "so hard to predict that I think it's a bother".

I can see how a player might want to (a) use dice "as a crutch" to avoid such mind games (e.g. "I'm gonna bid 1d6 coins because I'm tired of outguessing Bob.") or (b) avoid bidding systems altogether because they give him a headache. The mental effort involved (or losing at such a mind game) may simply not be to one's tastes.

(It's why I personally don't like chess - it's too much effort.)

Regards,

Hal

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On 9/21/2005 at 10:58am, MrSandman666 wrote:
RE: Re: The role of fortune

Well, I'm certainly not looking at a mathematically precise term for randomness here. What I mean is "uncertainty" and that's probably what Josh is talking about as well (I hope). The point about the bidding is that I do not know in advance what the result will be. I can guess but I don't know. Same with dice. I can guess, based on the rules, what result the dice will yield but I don't know for sure. With the dice I guess based on probability calculations, with the bidding I guess based on mindgames. Doesn't matter to me. Whether I would rather do mindgames or calculations is totally a matter of preference. The point is that I can only guestimate the outcome.

You have to consider that even with the dice it's not just "pick a number and hope it gets rolled". You have rules telling you which sides are going to be which result and those usually vary based on the situation you're in. Therefore you can just as easily get a feel for a dice roll as you can for a person. Depending on who you're playing with it may actually be harder to estimate the bidding of the other person (good pokerface, never met that guy before, can't get into his/her head,  etc) than it might be to judge the dice. People tend to be more sponteaous and most of all more complex than dice. When we're in a secret bid I never really know how much that other person is really invested in the situation, what their agenda is, what mood they're in, etc. Sure, I can guess, but usually it's not much more than that. It's usually pretty easy to judge your chances when you see the dice that are being rolled and the rules associated with that roll.

I'm sorry if I wasn't clear on that.

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On 9/21/2005 at 5:07pm, nikola wrote:
RE: Re: The role of fortune

Ah! The root of our miscommunication surfaces!

Sven wrote:
Well, I'm certainly not looking at a mathematically precise term for randomness here. What I mean is "uncertainty" and that's probably what Josh is talking about as well (I hope).


... and there it is!

I'm talking about randomness from a mathematical standpoint. I started off using the term "fortune", which I thiiiink can apply to nonrandom processes , but it's really randomness I'm talking about, that I want to dissect.

Ah, the Provisional Glossary informs:

wrote: Fortune A method of resolution employing unpredictable non-behavioral elements, usually based on physical objects such as dice, cards, or similar. See also DFK and Resolution.


Bidding is interesting to me because it has uncertainty without randomness. It gets part of what die-rolling gets you, but with a different mechanic that has different features.

You have to consider that even with the dice it's not just "pick a number and hope it gets rolled". You have rules telling you which sides are going to be which result and those usually vary based on the situation you're in. Therefore you can just as easily get a feel for a dice roll as you can for a person. Depending on who you're playing with it may actually be harder to estimate the bidding of the other person (good pokerface, never met that guy before, can't get into his/her head,  etc) than it might be to judge the dice. People tend to be more sponteaous and most of all more complex than dice.


Well, right there is the crux of my curiousity.

People are much, much more predictable than dice. Rock/Paper/Scissors is a good indicator of that.

I was taking an Artificial Intelligence class in college and one of my classmates wrote a very simple program to play RPS with a human. After a random period of 4 or 5 games, it would increasingly win. She completely freaked out one of her dormmates, who thought the thing was reading her mind.

What I'm interested in here (this is gelling in my head as this thread goes on, and I thank everyone here for sticking with me while I hash it out) is how to get the uncertainty of dice without removing the human element and responsibility.

When we're in a secret bid I never really know how much that other person is really invested in the situation, what their agenda is, what mood they're in, etc. Sure, I can guess, but usually it's not much more than that.


... but it's based on millions of years of neurological evolution that helps us read faces. Seriously, there are vast and complex structures in the brain devoted to reading faces. We don't even recognize that we're doing it most of the time. It is profoundly nonrandom. Now, there are neurological phenomena that interfere with this (some of which are more common than is commonly thought) like Autism and Asberger's Syndrome, but I don't want to talk about that subset right now.

Now, what you're saying here, I think, is that you usually want a system with these features:
• It doesn't require the players to be fully responsible for the events in the game
• Events can "just happen" rathen than a player calculating an event
• Events take place that no one expected for the express purpose of stretching the imaginations of those involved into unexplored territory.

Near as I can tell, you want dice. Lest I've been unclear, I'll say it directly: Dice are cool! I have a lot of dice. I use them frequently. They have definite functions.

But I want to know what those functions are, and then figure out which ones come inherently from their randomness and which parts can come from other functions.

So when I write a game where I want these things:
• Players are completely responsible for the outcomes of conflicts.
• The challenges they encounter are determined without human input.

... then I want to use dice for the second spec but not the first.

I'd love to hear other benefits of Fortune mechanics, but it sounds like we may have tapped it out.

Emily, I'm still chewing on "randomness as inspiration." Sorry I haven't responded properly.

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On 9/30/2005 at 8:19am, Mudlock wrote:
RE: Re: The role of fortune

Hello,

A friend pointed me to this site recently, and I've been devouring it.  I've felt as if I'm a bit out of my depth here, but this thread absolutly grabed my interest.  Bear with my if I've misunderstood what you're grasping at here.

glyphmonkey wrote: What I'm interested in here (this is gelling in my head as this thread goes on, and I thank everyone here for sticking with me while I hash it out) is how to get the uncertainty of dice without removing the human element and responsibility.


The outcome of a game of Chess is uncertain, even though the game is entirely deterministic (i.e. no random elements) and the entirety of the game-state information is avialable to both players at all times (i.e. no secrets).  Why is it uncertain?  Conceptually, Chess is the same game as TIc-Tac-Toe: two players, deterministic, no secrets.  But Tic-Tac-Toe (except to an eight year old) is uncertain.  How is that possible?

It's because Chess is big.  Chess, by its nature, is solvable, i.e. there exists an optimal way to play, just like in Tic-Tac-Toe, but the size of the game-space is so large that the way has not been found.  Therefore, each game of Chess is an exploration of the game-space, and the outcome will be determined by how intimate each player is with the terrain of that space and their best guess of where the one, true, path lies.

So if you want uncertainty without dice, one way to do it is by creating a solvable, but Large (with a capital L), problem and allowing independant agents to compete at finding solutions.  You could, infact, determine the outcome of all conflicts in your game by having the players play a game of Chess.  I'm not sure how well that would work though, in practice.

So "huge game-space" is one way to get uncertainty.  Secret knowledge (even if it's just "are they going to throw rock or paper?" but could be "do they know I'm conspiring to kill the king?") is another.  Randomness (dice) is a third, and from some perspectives, the only one where a player's familiarity with the system doesn't effect a character's success.  Which is probably why they're so commonly used in that role.

Is that anything like what you're getting at?

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On 9/30/2005 at 11:14am, contracycle wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
Near as I can tell, you want dice. Lest I've been unclear, I'll say it directly: Dice are cool! I have a lot of dice. I use them frequently. They have definite functions.

But I want to know what those functions are, and then figure out which ones come inherently from their randomness and which parts can come from other functions.


What dice DO is impose the uncaring universe upon the best laid plans of mice and men.  Its not so much the uncertainty, as the externality of the decision that is significant.  It is quite wrong to characterise dice as being "scapegoats" IMO - that reverses the relationship.  When two people cannot agree, and resort to a random decision, then they have recognised their mutual and implacable opposition, and the fact that there is no negotiable settlement, and accept the decision of the gods as a means of circumventing the impasse.  The imposed externality of dice thus obviates certain conflicts that would otherwise prevent play from proceeding.

This is why I feel the Lumpley Principle is wrong to claim that all diced decisions are a mask for the social contract.  Dice are rather a special clause in the social contract as to how to resolve the unresolvable.

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On 9/30/2005 at 4:34pm, nikola wrote:
RE: Re: The role of fortune

contracycle wrote: What dice DO is impose the uncaring universe upon the best laid plans of mice and men.


Agreed! They have that effect.

But that effect doesn't exist in fiction. Everything that happens is the result of a decision. So I'm not sure — that's not rhetoric; I'm really not sure — what benefit they confer.

When two people cannot agree, and resort to a random decision, then they have recognised their mutual and implacable opposition, and the fact that there is no negotiable settlement, and accept the decision of the gods as a means of circumventing the impasse.  The imposed externality of dice thus obviates certain conflicts that would otherwise prevent play from proceeding.

This is why I feel the Lumpley Principle is wrong to claim that all diced decisions are a mask for the social contract.  Dice are rather a special clause in the social contract as to how to resolve the unresolvable.


You said yourself the key to why the LP is right about this: two people do not agree, they resort to a random decision, and they accept the results of the dice as direction. The important thing is their mutual acceptance. If they don't both accept it, at least grudgingly, it's just a number on a die.

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On 9/30/2005 at 7:31pm, LordSmerf wrote:
RE: Re: The role of fortune

Josh,

I'm not so sure.  I mean, clearly the dice are doing something special, but ultimately they are some sort of selection system.  The dice can't generate new ideas, they can only choose between ideas provided in a social context.

Now, the question can validly arise: Does that make dice a cop-out of some sort?  That is, are dice an excuse not to make a choice between two elements?  I think that in some cases that may be so, but that if you are using Fortune in the Middle then the dice guide, but don't absolve you of responsibility.  In HeroQuest for example you can change the dice-arbitrated outcome of a "marginal defeat" for a "minor victory" if you expend a Hero Point.  There's still a choice there, will you spend the point?

Or is that not what you're getting at at all?

Thomas

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On 10/3/2005 at 9:36am, contracycle wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
But that effect doesn't exist in fiction. Everything that happens is the result of a decision. So I'm not sure — that's not rhetoric; I'm really not sure — what benefit they confer.


Depends on what kind of fiction you read.  Frequently accidents of nature are used to justify story elements under the name of plot device - the other day I saw Pitch Black with opens with a ship being hit by a meteor shower.  No planned decision - it is the spur to subsequent decisions.  In written fiction, there is of course no real randomness, but we identify with the characters becuase we do understand what it is to be compelled to adrress random events.  RPG, and other games, uses literally what fiction uses only representatively.


You said yourself the key to why the LP is right about this: two people do not agree, they resort to a random decision, and they accept the results of the dice as direction. The important thing is their mutual acceptance. If they don't both accept it, at least grudgingly, it's just a number on a die.


Nope, it doesn't have to have any form of direction - the number can just be a number, like "d6 gold coins" on a pick pocket table.  As soon as the die stops rolling, the number enters the SIS literally.  Try walking away from a craps game because you didn't like the number you rolled and see how significant the PRIOR agreement to abide by the dice can be.

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On 10/3/2005 at 3:04pm, Andrew Morris wrote:
RE: Re: The role of fortune

contracycle wrote:
Nope, it doesn't have to have any form of direction - the number can just be a number, like "d6 gold coins" on a pick pocket table.  As soon as the die stops rolling, the number enters the SIS literally.  Try walking away from a craps game because you didn't like the number you rolled and see how significant the PRIOR agreement to abide by the dice can be.


I don't think that was the point. Sure, the dice came up with a number, and that number happens to be an actual number that's being accepted into the SIS, but that doesn't mean it's just a number on a die, with no effect on the SIS, which, I believe, was the concept Josh was putting forward.

There is still agreement, whether explicit or not, to abide by the outcome of the die roll. That's just as true for the "d6 coins" example as anything else. The players have agreed that the outcome of the dice will determine the number of coins in the SIS. The number on the dice represents something -- the number of dice in the SIS. It's not just a number on the table.

A better example of "just a number on a die" would be if we were playing D&D, and in the middle of a battle, I decide that I should kill d6 enemies in one round, and I roll my d6. Yeah, a five! I klled five enemies. What do you mean, no I didn't? In this case, there's no agreement, and the die roll has no effect on the SIS. It's just a number on die on the table.

Craps has nothing to do with SIS, the Lumpley Principle, or  RPGs at all. It's a totally different animal.

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On 10/3/2005 at 3:34pm, cruciel wrote:
RE: Re: The role of fortune

xenopulse wrote:
Randomness also introduces an element of risk and temptation.  Why do you roll for Humanity in Sorcerer instead of just losing a point whenever you do something that warrants a roll?  Now, I hate to guess at what the reasons for certain design features are, but for me, it makes it more of a temptation.  If I knew I'd lose a point no matter what, I'd be much less likely to do it than now that I'm just risking it and could get away with it.


Quoted for truth.  The whole "fortune as a springboard for creativity" angle is pretty well and covered, so I'd like to expand on what Christian said instead.

Games and stories, and life I suppose,  are fundamentally about risk.  Any conscious choice is an assessment of risk versus consequence or reward - whether moving a piece in chess, the protagonist going to war, or deciding if you want to speed on your drive to work.  In a single-author story the risk is artificial.  Outcomes can give the illusion of uncertainty to the audience (when they don't we complain about the predictability of the story), but they were never uncertain to the author.  Role-playing can be the same basic process as sole authorship, but I think you are better off spending your time in a writer's group if that's what you're after.  One of the perks of role-playing is that you can also be an audience, so some level of uncertainly becomes important.   Uncertainly enables the audience to believe in the risk, which allows them to weigh the consequences and rewards, so they can understand the choices, and therefore engage in the theme.  A fortune mechanic is one way of creating that risk.

Problems can arise when you do not want risk but the mechanics provide it anyway, such as in events that might define a character without reflecting a choice (like suave Mr. Spyguy tripping on pickle at a cocktail party).  Hence, Fortune in the End is suck (for stories anyway).

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On 10/3/2005 at 3:41pm, contracycle wrote:
RE: Re: The role of fortune

Andrew wrote:
I don't think that was the point. Sure, the dice came up with a number, and that number happens to be an actual number that's being accepted into the SIS, but that doesn't mean it's just a number on a die, with no effect on the SIS, which, I believe, was the concept Josh was putting forward.


I'm not sure Josh was putting any proposition forward - he was asking what dice do.  IMo, the significance of dice is precisely that they are non-human.

  The number on the dice represents something -- the number of dice in the SIS. It's not just a number on the table.


The numbers on the dice usually represent something.  However, they can be used literally.  There is no principled reason they cannot be read straight into the SIS as a literal value.  In fact, thinking about this over the weekend, I am quite struck by the fact that we use numbers-as-numbers so seldom.  None of this countradicts the general case that dice are almost always representative and therefore require interpretation and/or confirmation before anything enters the SIS.

A better example of "just a number on a die" would be if we were playing D&D, and in the middle of a battle, I decide that I should kill d6 enemies in one round, and I roll my d6. Yeah, a five! I klled five enemies. What do you mean, no I didn't? In this case, there's no agreement, and the die roll has no effect on the SIS. It's just a number on die on the table.


No thats a bad example.  If I have a rule from the book saying something like: "Ranger special ability: kill 1d6 orcs per turn", and then I roll a 5, then I have killed five orcs.  And if you or anyone were to attempt to overule that, it would require a special plea on your part to impose your chosen vision of what the SIS should be onto the tacit perception we all have simply by observing the roll. 

The example was bad because you inserted the condition "I decide".  Thats not relevant - I'm talking about rules systems external to human choice - the imposition of the impartial world.

Craps has nothing to do with SIS, the Lumpley Principle, or  RPGs at all. It's a totally different animal.


All games have a social contract, and gambling games have an especially important social contract, so important that violating it can bring upon your head the same sorts for penalties as violating the social contract of the state: death or serious injury.

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On 10/3/2005 at 4:07pm, Andrew Morris wrote:
RE: Re: The role of fortune

contracycle wrote:
I'm not sure Josh was putting any proposition forward - he was asking what dice do.  IMo, the significance of dice is precisely that they are non-human.


Fair enough. I'll put aside any thought as to what Josh meant, and let him explain his position.

contracycle wrote:
The numbers on the dice usually represent something.  However, they can be used literally.  There is no principled reason they cannot be read straight into the SIS as a literal value.  In fact, thinking about this over the weekend, I am quite struck by the fact that we use numbers-as-numbers so seldom.  None of this countradicts the general case that dice are almost always representative and therefore require interpretation and/or confirmation before anything enters the SIS.

[...]

No thats a bad example.  If I have a rule from the book saying something like: "Ranger special ability: kill 1d6 orcs per turn", and then I roll a 5, then I have killed five orcs.  And if you or anyone were to attempt to overule that, it would require a special plea on your part to impose your chosen vision of what the SIS should be onto the tacit perception we all have simply by observing the roll.

[...]

The example was bad because you inserted the condition "I decide".  Thats not relevant - I'm talking about rules systems external to human choice - the imposition of the impartial world.


Total disagreement here. There is no possibility of reading anything straight into the SIS. Anything that becomes part of the SIS must be agreed upon by the human participants. Even if the example were needing a random number  in the SIS between one and 20 and rolling a d20 to determine it, it would still need to be filtered through the agreement of the participants. This could either be a decision made on the fly ("Sounds good to me.") or it could be in the written rules ("Look, it says right here on page 385 that you roll a d20 to get a random number between one and 20." "Oh, okay."). Everything that enters the SIS requires validation by the participants. There's always a choice, even if it's the choice to abide by the written rules.

contracycle wrote: All games have a social contract, and gambling games have an especially important social contract, so important that violating it can bring upon your head the same sorts for penalties as violating the social contract of the state: death or serious injury.


Again, while I respect your opinion, I simply don't agree with it. It's just a matter of whether you consider this relevantly similar or not. Also, debating the similarity of gambling games to RPGs is a bit off-topic. If you want to take it to a new thread, I'd be happy to discuss it.

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On 10/4/2005 at 8:05am, contracycle wrote:
RE: Re: The role of fortune

Andrew wrote:
Total disagreement here. There is no possibility of reading anything straight into the SIS. Anything that becomes part of the SIS must be agreed upon by the human participants. Even if the example were needing a random number  in the SIS between one and 20 and rolling a d20 to determine it, it would still need to be filtered through the agreement of the participants. This could either be a decision made on the fly ("Sounds good to me.") or it could be in the written rules ("Look, it says right here on page 385 that you roll a d20 to get a random number between one and 20." "Oh, okay."). Everything that enters the SIS requires validation by the participants. There's always a choice, even if it's the choice to abide by the written rules.


You are asserting, not explaining.  WHY does the d20 require consent?  I saw it with my own eyes.  There is a point at which abstractions become counterproductive and this is it.  If I show you a photo and say "this is character X" then I do not also need to say to you "character X has blue eyes" - that is immediately visible to you.  Thata data point has indeed entered the SIS directly, from the picture, and only a subsequent change to this state would require anyone to exercise their consent.  I can show you a map, and bang, that data is in the Imaginary space just like that.

It is erroneous to think that everything that enters the SIS has to be mediated.  You cannot help but observe your environment.  The SIS does not cover, conceal, physical props.  Things can be read straight into the SIS through observation, it is merely this is not the bulk of RPG activity.  But, its a persistent enough issue that I have specific techniques to counter-act it: becuase memory is seldom persistent, my experience is that anothers players character description will steadily get more vague in my mind over time; therefore, as a GM, I call on each player to recount a description of their character to reinforce that image in the IS at each session.  A simple picture would be both more effective and more consistent.

contracycle wrote:
Again, while I respect your opinion, I simply don't agree with it. It's just a matter of whether you consider this relevantly similar or not. Also, debating the similarity of gambling games to RPGs is a bit off-topic. If you want to take it to a new thread, I'd be happy to discuss it.


Thanks but no - I don't want to be accused of presenting any Big Ideas again.

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On 10/4/2005 at 3:19pm, Andrew Morris wrote:
RE: Re: The role of fortune

Hmm....okay, let me make sure we're talking about the same thing here. The d20 roll in the example is accepted by consent, because the players agreed (explicitly or implicitly) to abide by the rules as printed. That agreement continues for the course of the game, and covers all the individual incidents. It's not a matter of all the players agreeing whether or not to accept each die roll. Likewise, in the photo example, it's a matter of whether you have the authority to introduce character X's existence and appearance. If so, it's because the participants have agreed on it ("Sure, he's the GM, he can bring in characters and state what they look like.").

I'm not talking about mediation, just agreement and authority.

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On 10/4/2005 at 3:59pm, contracycle wrote:
RE: Re: The role of fortune

OK.  Well I have not disputed that some act of consent is required.  All I have suggested is that a clause in the explicit contract can say, up front, "we will accept the decision of of the dice without challenge".  Thats not necessarily, and is not dependant on, the printed rules.  Once that is done, the results of any given role do not necessarily require further consent.  Again, I am not claiming the dice have an authority of their own - but that they can be granted authority by the social contract.

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On 10/4/2005 at 4:08pm, Andrew Morris wrote:
RE: Re: The role of fortune

contracycle wrote:
All I have suggested is that a clause in the explicit contract can say, up front, "we will accept the decision of of the dice without challenge".  Thats not necessarily, and is not dependant on, the printed rules.

Okay, it sounds like we're saying the same thing, then.

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On 10/5/2005 at 2:32pm, simon_hibbs wrote:
RE: Re: The role of fortune

As a long-time Amber player, and having discussed ADRPG online many times, much of this discussion is very familiar, but as ever with some interesting Forge twists.

As a historical observation, I think randomness in RPGs directly orriginates from it's growth out of diced wargames. The dice in a wargame are there to arbitrarte outcomes because wargames are direct competitions between players and are often played without a referee at all. While tactical board games don't have to use dice (e.g. chess) one advantage they offer is providing uncertainty, and a sliding scale of possible results, in each interaction between pieces. Contrast with Chess in which all interactions between pieces are entirely predictable and produce only binary results.

Roleplaying games are played in a completely different context. They are not streightforward direct competitions between different 'sides'. They have a referee for arbitrarting many conflicts and making decisions not covered by the rules. Therefore many of the reasons for using dice that orriginated in wargaming nolonger necesserily apply.

Most tabletop roleplaying games give the referee wide latitude to make arbitrary decisions without consulting dice, and the degree that they do this varies. In some games "Wandering Monster Tables" are an important element, while in other games it would never occur to anyone that any encounters should be randomly generated. It's just assumed that all encounters are decided by the GM.

Simon Hibbs

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On 10/5/2005 at 4:38pm, nikola wrote:
RE: Re: The role of fortune

Boy, do I not agree with that, Simon.

First, Matt Mearls' comment to the contrary, an RPG in no way requires a "referee". Polaris doesn't, Shock: doesn't, Prime Time Adventures, Dogs in the Vineyard, Mountain Witch, and piles of others don't. That's because they rules cover the kinds of situations one will get into in those games. In fact, one kind of situation at which they're all particularly poor is competitive, wargaming-type conflicts.

The difference between a referee and a judge is important here, too. In many mainstream games (GURPS, D20, L5R, etc.), there is a judge. That's the person who decides whether to reward or punish player input. Like the judge in, say, figure skating, that person's job is to determine how much the players' actions conform to a predetermined chain of events. Sometimes, they just have to conform aesthetically to the GM's vision and sometimes they have to conform point by point. If they don't, they don't gain the resources they need to continue: XP, information, whatever.

A referee, on the other hand, is a person who determines if the players are playing by the clearly stated rules. If they are, the scoring is obvious and not subject to arbitration, as in the case of hockey. The referee's job is to have a clear, unbiased perspective from which they can make sure that they can arbitrate close calls and enforce rules.

Now, in Amber (with which I'm not familiar with beyond some quick research just now), I would wager that there is such a judge, because the effectiveness of a given action toward obtaining given stakes is decided on by the GM, same as, I dunno, D&D. This may just address the fact that the dice in D&D can be removed and the game still works, so long as you're not playing a competitive, wargaming-style scenario (aww, snap!). Since, in Amber, you're presumably setting up characters who want something, they're still in conflict (just like in a wargaming situation), so you still need righteous opposition. If that's done by the GM reliably setting up antagonists that seem like they can effectively oppose the protagonist, then maybe that works. I dunno.

So I disagree: wargaming is simply one form of conflict, but many of its requirements are the same. As stories are made out of conflict, removing what dice seem to give you — uncertainty, objectivity — without replacing them with another mechanic means that your conflicts lose punch. In the worst case, your conflicts lose meaning because their outcome is either predetermined or based in the unsatisfactory system of social discourse.

Now, Amber with a system that gained uncertainty in the form of other players throwing challenges in your way (á la Polaris or Shock:), with reliably challenging opposition (á la Dogs in the Vineyard), and a guaranteed objectivity of the GM (any functional RPG)... that's a different thing. It could still be "diceless" insofar as there are no random elements, but you get what dice give you without meaningless randomness polluting an environment where it's irrelevant.

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On 10/5/2005 at 5:53pm, lumpley wrote:
RE: Re: The role of fortune

J, I think you're ... well, I think you're hung up on "what randomness gives us," as though it were one thing or a list of things. In fact, what randomness gives us in a well-designed game depends precisely on its place in the overall design.

In Dogs, for instance, what the dice give us is context for the pressure to escalate. Take away the randomness just there, and you short circuit the game's escalation of conflict.

But you can't generalize to "in RPGs, randomness gives us context for the pressure to escalate." Most games don't even care about the pressure to escalate! Some games, like Polaris, use non-randomness to create context for the pressure to escalate, because they organize escalation differently than Dogs does.

"In RPGs, randomness gives us suspense," "In RPGs, randomness gives us inspiration," "In RPGs, randomness gives us irrelevant pollution" - those all seem just as nonsensical to me. Maybe in some individual RPGs randomness does those things, but we'd have to look at the RPGs case by case to really know.

In RPGs, randomness (when present) serves a particular function within an overall game design, widely variable from design to design.

If there are trends in what function randomness serves, families of functionality across game designs, then the place to start is with the designs not with the randomness. Don't say "what functions can randomness serve?" say "here's a game; in it, what function does randomness serve? Here's another..."

-Vincent

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On 10/5/2005 at 6:36pm, Valamir wrote:
RE: Re: The role of fortune

That's pretty much what I consider to be a fundamental truth of game design, Vincent.

Randomizers are just a design element like any other design element.  One could well ask the same question "what does a character sheet do for us", "what a DM screen do for us", "what does having to give our characters a name do for us"...etc.

If you have a design goal you can identify any of a number of paths to get you to that goal.  Those paths consist of a package of techiques assembled together in some fashion, one of which may well be some randomizing element.  If that randomizing element helps make that path work, and that path fulfills a design goal, then the randomizer is a good thing and what purpose it serves depends on how its used in that design.  If the randomizing element doesn't do these things...then its just not good design.

That's why so much of this thread boils down to what random elements CAN do, but no amount of discussion will derive what they DO do outside of the context of a specific application.

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On 10/5/2005 at 6:38pm, nikola wrote:
RE: Re: The role of fortune

OK, so, great, what function does randomness serve in:

• Dogs in the Vineyard

• Trollbabe

• Shock: (I ask because I want your input, not because I don't have an answer)

• Prime Time Adventures

• The Mountain Witch

• D20

• GURPS

... and, since Ralph just joined the conversation, why are games like the following so unusual in their lack of randomness:

• Universalis

• Amber

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On 10/5/2005 at 7:01pm, lumpley wrote:
RE: Re: The role of fortune

I'm only comfortable talking about a couple of those games in these terms. You'll have to ask the experts!

I've already told you about Dogs.

In Primetime Adventures, the cards serve two functions I see. First, they make it so that the person whose decisions we abide by isn't always the person whose character gets her way - without randomness just there, you could base your investment in any given conflict on your foreknowlege of who would be making the decisions about the details of the outcome.

Second, they regulate the flow of resources from the producer's hand through the players' back to the producer's. This has important consequences in the pacing of the session, I think; without randomness just there, you could base your investment in any given conflict on your foreknowledge of how much episode is left.

Matt, correct me if I'm missing something or wrong.

Universalis is massively diced.

Add Capes, Breaking the Ice and My Life with Master to the list!

-Vincent

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On 10/5/2005 at 7:05pm, nikola wrote:
RE: Re: The role of fortune

Ah, vis-á-vis Universalis, that wasn't what I meant. That just pooped out of my fingers because Ralph posted while I was writing that. I'll get back to you when I remember what I was thinking about.

Since I've read, but haven't played, Universalis, I'd like to, at some point to see how it works in action. Someone asked me once why there were dice when player control was so central and I don't think I can answer that until I play it.

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On 10/5/2005 at 7:15pm, lumpley wrote:
RE: Re: The role of fortune

In Universalis, the resources you have at your personal disposal are in constant high flux. Thus, the decision whether to invest heavily in this conflict or squirrel your coins away for a more important future conflict isn't too substantial - you can't count on that kind of prioritization to make it so that the person with the most resources won't always win. Randomness serves that purpose instead.

Correct me if I'm missing something or wrong too, Ralph! It's been too long since I played the game.

-Vincent

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On 10/5/2005 at 8:06pm, Emily Care wrote:
RE: Re: The role of fortune

As I see it, in Trollbabe randomness is used to make you weigh out your choices for success by putting your own safety & that of your resources & characters' connections into risk.  If it wasn't random, you'd be choosing to torch your kit & kin with a known consequence to it or yourself, or none. 

In the Mountain Witch, the randomness of conflict resolution does several things: 1) makes the narration switch hands, giving a wider variety of input from the players, 2) weights the input of others in your conflict via their Trust and 3) (this gets at the inspiration thingee, too, J) creates a range of outcomes that give people a direction to point their narration, ie the degree of success creates a smaller pool of outcomes that you get to choose from among when deciding what happens.  That, I think, is actually a very important role of randomizers. 

And, of course, Ron & Tim know best what they intended and how it works out in play.

In BtI, the dice are there to make an incentive for you to narrate various things, while creating tension about the outcome.  The dice are also used specifically to make the players collaborate by how they are awarded, what dice are available & how they are stacked against you.  You could probably just as easily narrate all the bits for free, then flip a coin to see what happens, but you would probably get less investment in the final outcome because it hadn't been added to by the players in each succeeding bit.

This may or may not be a side issue, but something that nar rp eliminates--along with most randomness--is the ability for anything to be decided about one's character without the player's consent.  Randomness clusters around that in most tabletop rpg. 

yours,
Em

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On 10/5/2005 at 9:05pm, Joshua BishopRoby wrote:
RE: Re: The role of fortune

glyphmonkey wrote: OK, so, great, what function does randomness serve in... • GURPS


First off, as an iterative artifact, GURPS does not use dice in a consistent way.  You can't simply say "GURPS uses dice to mirror the unpredictability of the real world" or whatever.  Dice have been added to the design of GURPS for a number of reasons through the years of its development, often for very different reasons.

GURPS uses dice to determine:

• character success or failure in task resolution -- binary result
• degree of character success in combat (ie, damage) -- numerical result
• character ability to overcome character flaws and fulfill player-initiated actions -- binary result
• character ability to overcome physical damage -- binary result
• consequences of critical successes or critical failures -- selective result (item from a list)
• magnitude of success in magic, usually in terms of how many of X the mage creates -- numerical result
• whether a character can add an Ally, Patron, Dependant or other NPC into the action via advantages of the same name -- binary result
• whether an unreliable feature or flaw manifests itself (a car's finnicky starter, an uncontrolled and fickle superpower) -- binary result
• the results of hitting random buttons on alien technology -- selective result
• details of the setting, assuming the GM is using tables to generate such (GURPS Space gives tables on creating solar systems, frex) -- selective result

Overall, I would say that GURPS uses dice to support the game part of roleplaying game -- it adds an element of chance that theoretically makes the experience at the table more enjoyable for the participants.  It is building off of solid wargaming roots in this sense.  I would not say that GURPS dice support any specific flavor of play -- it simply does not have the intentional design foundation to support such an application.

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On 10/5/2005 at 9:07pm, Joshua BishopRoby wrote:
RE: Re: The role of fortune

Crap, I forgot (because I never used):

• results of a failed Fear Check -- selective result

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On 10/5/2005 at 10:06pm, Valamir wrote:
RE: Re: The role of fortune

The use for randomness in Uni serves a couple of specific design purposes.

First they prevent Complications from devolving into pure auctions.  While I love auction mechanics and enjoy many auction based board games, there are certain behavior patterns prevelent with auction mechanics that I didn't want to see in Uni Complications.  So instead of a pure auction where high "bidder" wins the right to narrate, the bids translate into dice and the dice decide.  This makes players far more likely to "bid" up what they consider a reasonable amount and be satisfied with their total even if they're just close to their opponents rather than perpetually try.

Also, philosophically, Uni's design was based very much on an Adam Smith-esque economic model.  Complications are investments and in order to get investor like behavior from the players the return on your investment has to be predictable yet uncertain. For instance, its reasonable to say that over the long term stocks return 10% on average.  Over the short term, however, its anybody's guess.  Similarly in Uni I can say with some statistical certainty that over the long term Complications return 25% on average (i.e. a 10 die Complication should net you 12.5 Coins on average), but for any single Complication you could come out ahead or behind.

The payoff motivates players to start Complications which is a desired behavior...initiating Complications is a profitable activity.  But the uncertainty means that the player's behavior around Complications is much different than if that payoff were a guarenteed, known, non randomized event. 

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On 10/5/2005 at 10:08pm, nikola wrote:
RE: Re: The role of fortune

Gnarly. Thanks, Ralph.

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On 10/5/2005 at 10:09pm, talysman wrote:
RE: Re: The role of fortune

Joshua wrote:
glyphmonkey wrote: OK, so, great, what function does randomness serve in... • GURPS


First off, as an iterative artifact, GURPS does not use dice in a consistent way.  You can't simply say "GURPS uses dice to mirror the unpredictability of the real world" or whatever.  Dice have been added to the design of GURPS for a number of reasons through the years of its development, often for very different reasons.


no, see, you're still looking at it wrong. you're looking at all the specific ways dice show up in GURPS, but not abstracting them into general categories, then asking "if we removed dice at this point, what would GURPS lose?" this is the fundamental question that Vincent asked for each of the games he analyzed above.

so, what kinds of randomness show up in GURPS, and what do they do to play?

• you have the three-dice bell curve, used for task or conflict resolution and for reaction rolls;
• you have threshold rolls, which determine whether or not Enemies, Allies, Dependents, Fickleness, and the like occur;
• you have table lookups for random effects;
• you have damage rolls, which are subtracted from some gauge (like Hits.)

#2 and #3 serve the same purpose: introduce unexpected effects, which may be purely descriptive or may actually limit or expand tactical and strategic options in play. #4 essentially fulfills the same function, but also aide in determining when a conflict has been won.

#1 determines the success or failure of specific tasks in the game. the fact that GURPS chooses a bell curve is important, because the GURPS viewpoint is that System = natural laws and that effects should follow a bell curve distribution, which allows you to predict what skill level you will need to get a consistent level of effect in the game world, while simultaneously guaranteeing that for average difficulty tasks, higher and higher skill levels have diminished effect.

it's all about making the game world seem predictable so that you can make character decisions, check to see if those decisions succeed or fail, and base your next decision on that result. task resolution leads to damage rolls which in turn resolve conflicts, and other rolls simply mix up the playing field.

• if you lose randomness in task resolution, players will concentrate on making a few skills sure-fire and won't risk using other skills;
• if you lose randomness in damage results, conflict resolution becomes more predictable -- you will always know after the first exchange who will accrue damage faster;
• if you lose the other two kinds of randomness, all conflicts begin to look the same.

d20 works much the same way, except that the designers weren't as concerned with the pretense of simulating "reality" -- so you get linear rolls on one 20-sided die for task resolution, instead of a three-dice bell curve. since target numbers for increasingly difficult tasks increase in a linear manner, this means that effectiveness (skill+attribute checks) gets into some very high numbers, which supports the emphasis on endless levelling as the primary game goal.

you also have the design decision that chargen should have random elements, too. thus, player resources during chargen are somewhat variable, and character design becomes a function of luck plus strategy, instead of just strategy as in GURPS.

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On 10/5/2005 at 10:54pm, Joshua BishopRoby wrote:
RE: Re: The role of fortune

talysman wrote: no, see, you're still looking at it wrong.


Still?  I just posted into this thread. o.O

you're looking at all the specific ways dice show up in GURPS, but not abstracting them into general categories, then asking "if we removed dice at this point, what would GURPS lose?" this is the fundamental question that Vincent asked for each of the games he analyzed above.


I was kind of answering Joshua (the other one), but okay.

#2 and #3 serve the same purpose: introduce unexpected effects... #4 essentially fulfills the same function, but also aide in determining when a conflict has been won.


So basically:

Joshua wrote: Overall, I would say that GURPS uses dice to support the game part of roleplaying game -- it adds an element of chance that theoretically makes the experience at the table more enjoyable for the participants.


That the 3d6 basis of GURPS creates a bell curve is not what the randomness is used for but how the randomness is expressed.  You're talking about the constraints that the randomness operates within (you will not get a 20 on 3d6) and the effects that this creates in play, which is great and all, but it's the second question after "What is randomness used for in GURPS?" which is the question that I was answering.

That said, I don't find GURPS' bell curve to actually function as it's presumably intended to.  Given the nigh-certainty at the end of the bell curve, all of my GURPS experience and all other experiences I've heard of have characters with reliable skills at 14+ (91% success rate), which is a relatively simple matter to produce with the point-buy character generation.  Like Hero, GURPS character creation is usually an exercise in min-maxing, and there is no systemic encouragement to make other decisions.  While effective scores in the 10-14 range are far less predictable and could conceivably make for an interesting game full of unexpected results (and this is what sample characters usually are statted with), I don't see that ever actually happening.  GURPS resolution dice as actually played are rather deterministic, not at all unpredictable, and if anything I'd say that given their probabilities they merely give the illusion that the players have cleverly beat the scenario when in fact the numbers were on their side since they made their characters.  In other words, they cease to introduce unpredictable effects.

This in turn led to the creation and prominence of the tables and crit-fail rules (18 is always a crit-fail, regardless of skill) which inject that sort of unpredictability back into the game, at the cost of injecting only generic unpredictability (you drop your weapon! ... but I was punching him) instead of anything with actual color or significance to what's actually happening in play (the price at which your success comes to you).  It's a patch-fix that does not correct the underlying problem, just paints over it.

All of which leads you to say crazy things like "First off, as an iterative artifact, GURPS does not use dice in a consistent way."

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On 10/5/2005 at 11:13pm, ewilen wrote:
RE: Re: The role of fortune

I think both Joshua and John are correct that GURPS uses dice for a variety of reasons. I'd state it a little differently, though. Fundamentally, they introduce risk and unpredictability into certain aspects of play, which emphasizes certain types of strategizing and discourages others. (I'm not sure I agree with John's description of the importance of the bell curve in GURPS, but that's a detail which isn't worth going into here.)

In many cases, the reason GURPS uses dice is due directly to its philosophical and stylistic heritage in wargaming, via its ancestor The Fantasy Trip. In wargames, diced resolution is typically used in an attempt to model events which would be outside the control or knowledge of the players-as-strategic-actors in the situation being simulated, within the level of abstraction used for both decisions and outcomes. The use of a random model for this purpose is partly philosophical and partly an abstraction in itself: when I say that the distribution of darts on a dart board "can be modeled" using a random function, that's not the same thing as saying that it's truly random in real life. While this may be a difficult concept to grasp, it's not much different from the fact that a model of the Earth of the might represent the globe as a sphere (which it isn't): the model still represents the factors of interest to the observer.

In other cases the simulative motive is minimal, but the philosophical perspective remains. E.g., there's no particular reason that a spell, once learned, can't be cast perfectly every time. Or that casting it successfully might somehow depend on what would be seen as "metaphysical" issues relative to the game world. (Such as, "How important is it to the plot?") However, the need to make a roll turns says that spellcasting is an activity similar to mundane physical tasks: subject to success or failure based on objective factors which aren't completely in our control.

I'm going to gloss over other instances, but I want to acknowledge that, yes, the rolls for enemies appearing and whatnot are based on a perspective that's rather different from using dice for task resolution. There's still the basic philosophical stance: an impersonal universe where things happen unpredictably and without pattern. However, the way that taking an enemy ties into character creation and point balancing means that the dice are being used to flavor a particular metagame priority ("character balance") and turn it into a sort of gamble. Without that, there's no reason the Enemy disadvantage couldn't be handled through a kind of exchange of tokens or expenditure of resources.

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On 10/6/2005 at 12:47am, talysman wrote:
RE: Re: The role of fortune

Joshua wrote:
talysman wrote: no, see, you're still looking at it wrong.


Still?  I just posted into this thread. o.O


ok, I'll admit that I was mistakenly using "you" as a sort of mass-noun. "all you guys". I didn't check to see if you, Joshua, had actually posted to the thread before; I just saw a repetition of the same idea: not looking at the function of randomness in a game, but instead looking at all the ways randomness is used.

how it's used doesn't really matter. nor does whether the game really succeed, or whether it's broken for specific game styles; those are other questions for other threads. and I'm sorry for bringing up the fact that GURPS uses a bell-curve, since it confused matters and distracted from the question again; I only meant to mention it to show what the mindset of Steve Jackson was when he designed the game, so that we could analyze what the function of randomness was in establishing that mindset.

the function of randomness in GURPS task and conflict resolution is to make resolution of Situation predictable but slightly variable. you even mention that, Joshua, when you note that players will tend to min-max when designing characters. why? because they can predict that a 14 skill will succeed most of the time. if they want to regularly perform a specific task that always has a -5 penality, they will set the skill at 19, so that the adjusted skill is 14.

the function of the other random rolls in GURPS is to create variation in the Situation, which in some cases also affects the resolution. the rationale behind this, again, is that it's more "realistic", but the function is just variation.

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On 10/6/2005 at 3:49pm, lumpley wrote:
RE: Re: The role of fortune

What none of you've provided yet is the purely procedural function randomness serves in GURPS. You've listed a bunch of ways that randomness contributes to what happens in the game's fiction, but nothing about how randomness contributes to what the actual people actually do.

Personally, I'm not surprised. I blame GURPS, not your collective analysis of it. Probably randomness doesn't contribute to GURPS' pure procedure in any consistent or identifiable way, on account of how GURPS' pure procedure isn't consistent or identifiable.

-Vincent

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On 10/6/2005 at 4:19pm, Emily Care wrote:
RE: Re: The role of fortune

Ralph wrote: The payoff motivates players to start Complications which is a desired behavior...initiating Complications is a profitable activity.  But the uncertainty means that the player's behavior around Complications is much different than if that payoff were a guarenteed, known, non randomized event. 


John wrote: if you lose randomness in task resolution, players will concentrate on making a few skills sure-fire and won't risk using other skills;
if you lose randomness in damage results, conflict resolution becomes more predictable -- you will always know after the first exchange who will accrue damage faster;
if you lose the other two kinds of randomness, all conflicts begin to look the same.


In each case here, the difference between with & without randomness in each case is clear and it is all about player behaviour.  The die rolls modify how players are likely to make choices based on the resources available to them. 

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On 10/6/2005 at 6:09pm, jmac wrote:
RE: Re: The role of fortune

Isn't it GM's (or whoever takes most of responsibility) decision to choose if randomness will be used or not, anyway?
Is it really still a question - "what randomness gives us" or "how to use it"?

imho, using or not using dice etc is more about responsibility and making decisions in real situations - more of a feeling and intuition then system or rules.

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On 10/6/2005 at 6:39pm, talysman wrote:
RE: Re: The role of fortune

jmac wrote:
Isn't it GM's (or whoever takes most of responsibility) decision to choose if randomness will be used or not, anyway?
Is it really still a question - "what randomness gives us" or "how to use it"?

imho, using or not using dice etc is more about responsibility and making decisions in real situations - more of a feeling and intuition then system or rules.


in a lot of older games, yes.

but I think a lot of people here would agree that there's something not quite right about that.

oldschool RPGs didn't have a clear procedure of play. mostly, they just had a clear procedure for combat. the closest they come to a procedure for play in general is in dungeon-crawl-style; the dungeon is basically a flow chart that links together combat and problem-solving scenarios. play is driven by movement from room to room.

Vincent is right that randomness does not really drive GURPS in any way. GURPS is one of those transition games from oldschool to modern day; it rose out of Man-to-Man, a pure combat game that was an attempt to recapture the feel of Melee. so GURPS has that same feel of oldschool play, with its clear combat procedures but not much else... but it was created at a time when game designers were beginning to think RPGs should be about more than just dungeon crawling.

the problem was: they removed the dungeon as the procedure governing play at high-level, but didn't know what to put in its place. all the games in this period did, at first, was add a skill system to the combat system and say "go forth and adventure"... when that was discovered to be too vague, they started applying the dungeon flowchart to the concept of plot, and you wound up with GM-designed choose-your-own-adventure, which of course lead mainly to Illusionist play or outright railroading.

this is why you see "metaplot" arising in this timeperiod. it's a "dungeon" on the conceptual level.

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On 10/6/2005 at 6:47pm, nikola wrote:
RE: Re: The role of fortune

Welcome to the Forge, jmac! Do you have a real name we can call you by?

jmac wrote:
Isn't it GM's (or whoever takes most of responsibility) decision to choose if randomness will be used or not, anyway?


Well, lots of games don't have a GM, often distributing the responsibilites of a GM across other players. My games, Under the Bed and Shock: Social Science Fiction do that, as does Polaris. In many other games, the GM's responsibility is prescribed, for instance to the construction of a situation (like Dogs in the Vineyard), or providing contextual opposition (The Mountain Witch and Prime Time Adventures).

In all these games, the rules are never arbitrated by the GM. For instance, in Dogs in the Vineyard, anyone can call for a conflict to get something they want: the GM is without recourse if the players want to throw down on something. The rules literally say, in the GMing section, "say yes or roll dice". That is, either everyone shares the vision of what's happening, so it happens; or players disagree about what should happen next; or, in most cases, the dice wound the characters, pour salt in them, and they come out changed in ways you wouldn't have expected. That's why Vincent says they drive escalation.

You'll note, though, there's no facility for saying "We're not gonna roll dice about this." If the GM doesn't want something to happen, she's got nothing to do but throw some NPCs in there to fight with the characters over something - and truthfully, in Dogs, that usually doesn't kill the Dogs, so they get stronger from it, in the unlikely event that the Dogs don't win the conflict.

wrote: ]Is it really still a question - "what randomness gives us" or "how to use it"?

imho, using or not using dice etc is more about responsibility and making decisions in real situations - more of a feeling and intuition then system or rules.


How you use those dice — what they do — is built into the system, just like your relationships with the othere players is, just like the rule on page 17 about underwater combat is, just like everyone's agreement that they can't meet Abraham Lincoln in this story because it will invalidate the last story.

The dice can't make you take or shirk responsibility unless you've already agreed to abide by them. They're clattering pieces of plastic that give you numbers. Those numbers inform the people who are playing the game because they've all agreed to read the dice a certain way. Then they people talk about what changes in the Shared Imagined Space due to the dice, which makes the players want to do something else, which they do according to the rules, maybe winding up back at dice or whatever Cues you're using.

What specifically it is that dice do in a given game, that has to be consistent and it has to confirm what's supposed to happen in that specific game. The only reason the GM shouldn't want to roll the dice over something is if either a) the rules don't call for a roll there or b) the rules are broken.

Does this response address what you were saying?

Now, at the beginning of this thread, lo these long years ago, I think I was probably talking about fortune in a Conflict Resolution situation, not every situation, but I also think I was unintentinally limiting the scope of the conversation, and folks called me on it. Thanks, folks! So the question has become, "In what ways is randomness used in specific games?" .... and its corollary, "In what ways do different games solve similar issues with different mechanics?"

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On 10/6/2005 at 6:55pm, nikola wrote:
RE: Re: The role of fortune

talysman wrote: ... the dungeon is basically a flow chart that links together combat and problem-solving scenarios. play is driven by movement from room to room.
...the problem was: they removed the dungeon as the procedure governing play at high-level, but didn't know what to put in its place. all the games in this period did, at first, was add a skill system to the combat system and say "go forth and adventure"... when that was discovered to be too vague, they started applying the dungeon flowchart to the concept of plot, and you wound up with GM-designed choose-your-own-adventure, which of course lead mainly to Illusionist play or outright railroading.

this is why you see "metaplot" arising in this timeperiod. it's a "dungeon" on the conceptual level.


Holy crap, John, that was the most lucid way anyone's ever put that. You get a big, shiny Massachusetts apple for that.

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On 10/6/2005 at 9:02pm, ewilen wrote:
RE: Re: The role of fortune

lumpley wrote:
What none of you've provided yet is the purely procedural function randomness serves in GURPS. You've listed a bunch of ways that randomness contributes to what happens in the game's fiction, but nothing about how randomness contributes to what the actual people actually do.
-Vincent


I could speak a little more coherently on Runequest or The Fantasy Trip, both because I've played more of them and because their use of dice is more restricted. But again I would point to the "wargaming roots" of both games and say that dice are simply there as a simulative tool (according to a certain philosophy of simulation) within an overall freeform procedure. (TFT had many solo modules whose procedure was quite strict and dungeon-like, but the overall campaign context in the GM guide was every bit as "free" as other 70's to early-80's games such as Traveller or Runequest.) So why use dice at those points? I think a good portion of it comes from the interest in simulating combat and conflict, wargame-style; the real innovation in these games was the decision not to use dice in other parts of the game, even to eschew clear-cut procedure in those areas.

So the best I can answer your requirement, Vincent, is to say that randomness in RQ or TFT allows the players to address combat and certain other conflicts (find traps, silversmith, etc.) in a certain simulative fashion, at the same time assuming that other elements are better handled through pure judgment or consensus. The latter might also be done in a different simulative fashion (e.g., the GM makes a judgment based on what he thinks is likely to happen) but could just as easily be done in a dramatic fashion (the GM decides based on whatever makes a good story). Or the game might be a choose-your-own solo adventure with the GM just playing the adversaries. This means the dice may actually be embedded in very different overall game procedures; in some of them (Deathtest), the dice loom quite large; in others, they're really a small part of the game, though still reflecting a certain philosophical outlook on how certain conflicts will be approached.

If that doesn't address the issues you're looking for, I'd respectfully like to turn the question around and ask what purpose randomness serves in your choice of old-school game assuming whatever functional application of the rules text you please.

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On 10/7/2005 at 1:09am, Valamir wrote:
RE: Re: The role of fortune

I think Elliot is right.  Randomness in GURPS isn't there to support play from a procedural sense.  Its there to support a specific design philosophy, one that stems directly from wargaming and was such an ingrained assumption of the hobby of wargaming that I doubt SJ actually felt the need to articulate the purpose of its use in GURPs.

Basically the philosophy goes like this:
1) Reality exists
2) The outcome of actions players take in a game should resemble the outcome those actions would have if players took them in reality
3) That outcome should occur as a result of the same inputs that exist in reality (i.e. they happened that way because the inputs led to that outcome, not because you skipped ahead and just chose to have it that way)
4) If every concievable input was known, could be measured, and its impact calculated by an algorithm then there would never be any reason for randomness.  That is afterall how reality works...all of the various inputs combine in deterministic fashion to produce an outcome which would be completely predictable and known if those inputs were measureable.
5) Since It is not possible (nor desireable from a time and resources contraint standpoint) to account for every input and combination of inputs directly, all of the unaccounted for inputs must be accounted for using probabilities of outcome.

All of the above is just basic rules of modeling, the most well known example perhaps being Monte Carlo simulations.

The game design philosophy at work here is that the rules of the game should create a model of the games reality and that means accounting for as many inputs as can be reasonably ascertained (why there are tables and tables of situational modifiers in GURPS and its ilk) and accounting for all other inputs (known, suspected, or a total mystery) by means of probability. 

The most common method of dealing with probabilities in a game environment is via dice mechanics.

Voila...GURPS must have randomized dice mechanics because the entire purpose of the design is to serve as a model for GURPS's reality and that's the way models are constructed.

The impact of these mechanics on play procedures are only ever considered in terms of handling time (aka the old playability vs. realism debate) and "breaking" the system due to a poorly constructed model.  Actually using mechanics for specific player behavioral purposes or to generate a specific play experience was not a part of the equation.

Now whether this is something to "blame" GURPS for or applaud it for depends entirely on your feelings of whether Monte Carlo style statistical models of reality are a valid purpose for a game design.

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On 10/7/2005 at 2:21am, Marco wrote:
RE: Re: The role of fortune

Valamir wrote:
I think Elliot is right.  Randomness in GURPS isn't there to support play from a procedural sense.  Its there to support a specific design philosophy, one that stems directly from wargaming and was such an ingrained assumption of the hobby of wargaming that I doubt SJ actually felt the need to articulate the purpose of its use in GURPs.


While I think this is a very good point--and, in fact, the material that you wrote that follows is pretty reasonable, I have a comment on it:

I can tell you for certain that JAGS, which uses the same model as GURPS in terms of mechanics (design patterns, if you will) did have a strong component of non-reality based deisgn goals and, in fact, I made a number of non-realism-based game-design decisions that centered around levels of player empowerment and predictability rather than a monte carlo simulation of reality.

Specifically, while I was concerned about the game system producing results that caused a strong break in suspension of disbelief, I was far more concerned with how the player felt about being in control of the action (which is why I moved from 2d10 to 4d6-4 early on). I can't be sure Steve Jackson didn't have those same considerations on a different level (or maybe he just liked the way Hero played--which we did too, who can say).


Now whether this is something to "blame" GURPS for or applaud it for depends entirely on your feelings of whether Monte Carlo style statistical models of reality are a valid purpose for a game design.

I think that the gestalt of the game rules plus a real group of human players will have a significantly different result during play than an analysis of the rules as a pure monte carlo simulation of reality suggests. I suspect a lot of the playtesters understood this and it's implicit in the design of the game.

When someone is actually using the system in a real RPG situation the situation itself is not one of a million, billion simultaneous situations in some computer simulation engine--it's part of a speciifc, highly artificial situation in a specific game. It may be part of a challenge, part of a story, or part of a "virtuality simulation." The rules, as written will support each of those modes of play very well when used congruently with the player's intent.

GURPS does not implicitly produce results contra-to-story or contra-to-challenge because of its "simulatory nature." In fact, one can argue, for example, that it produces pro-story effects by legitimizing and objectifying imaginary events in a way that is intuitively grapsed by players of an immersionist bent when the situation has some internal disposition towards rising action to climax, denoument, and so on.

-Marco

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On 10/7/2005 at 5:37am, Valamir wrote:
RE: Re: The role of fortune

marco wrote:

I can tell you for certain that JAGS, which uses the same model as GURPS in terms of mechanics (design patterns, if you will) did have a strong component of non-reality based deisgn goals and, in fact, I made a number of non-realism-based game-design decisions that centered around levels of player empowerment and predictability rather than a monte carlo simulation of reality.

Specifically, while I was concerned about the game system producing results that caused a strong break in suspension of disbelief, I was far more concerned with how the player felt about being in control of the action (which is why I moved from 2d10 to 4d6-4 early on).


I was very careful to specify "GURPS's reality" and "the game's reality" to circumvent such "not a simulation of reality" concerns.

While I'm certain that "how the player felt about being in control of the action" was a design goal of yours for JAGS I'm not sure I buy the "far more concerned with" part.  I can see how moving from a wide dispursion die roll to a tight dispursion die roll is a nod in that direction...but if you were really "far more concerned" with players perceptions of controling the action there are many many other non GURPS-esque mechanics that accomplish that goal far better.  Clearly the monte carlo simulation aspect of that style of rules was important enough to you to make you not want to move away from it entirely.

I mean otherwise...using a design structure whose best feature is being a simplified-for pen-and-paper monte carlo simulator for you game would have been a really poor design choice, and I definitely don't buy that for a second.

I'll also note that far from millions or billions most practical common applications of monte carlo sims only run about 1000 iterations...strip it down to the much more limited number of variables we mere humans can handle easily at the table and a couple of dozen combats (easily achieved over the course of a old school length campaign) will give you a pretty significant result.

I also have no doubt whatsoever that once you have real players playing the game that it easily drifts to a great variety of purposes (and I never said anything about it being contra-story or contra-challenge that's totally out of left field) but it seems clear to me that GURPS and most other games of that ilk were designed around the ideal of modeling 1:1 scale conflict...just like wargames were designed to model larger scale conflicts.

I can't be sure Steve Jackson didn't have those same considerations on a different level (or maybe he just liked the way Hero played--which we did too, who can say).


Now whether this is something to "blame" GURPS for or applaud it for depends entirely on your feelings of whether Monte Carlo style statistical models of reality are a valid purpose for a game design.

I think that the gestalt of the game rules plus a real group of human players will have a significantly different result during play than an analysis of the rules as a pure monte carlo simulation of reality suggests. I suspect a lot of the playtesters understood this and it's implicit in the design of the game.

When someone is actually using the system in a real RPG situation the situation itself is not one of a million, billion simultaneous situations in some computer simulation engine--it's part of a speciifc, highly artificial situation in a specific game. It may be part of a challenge, part of a story, or part of a "virtuality simulation." The rules, as written will support each of those modes of play very well when used congruently with the player's intent.

GURPS does not implicitly produce results contra-to-story or contra-to-challenge because of its "simulatory nature." In fact, one can argue, for example, that it produces pro-story effects by legitimizing and objectifying imaginary events in a way that is intuitively grapsed by players of an immersionist bent when the situation has some internal disposition towards rising action to climax, denoument, and so on.

-Marco

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On 10/7/2005 at 6:02am, jmac wrote:
RE: Re: The role of fortune

talysman wrote:
in a lot of older games, yes.
<skip>
oldschool RPGs didn't have a clear procedure of play. mostly, they just had a clear procedure for combat. the closest they come to a procedure for play in general is in dungeon-crawl-style; the dungeon is basically a flow chart that links together combat and problem-solving scenarios. play is driven by movement from room to room.

<I know very little about GURPS, so skip>
..choose-your-own-adventure, which of course lead mainly to Illusionist play or outright railroading.

would someone please give me some links to definition if "Illusionist" is also a kind of term? %)

I'm not sure, that a clear procedure or strict rules and following them is what we need.

glyphmonkey wrote:
Welcome to the Forge, jmac! Do you have a real name we can call you by?

thanx :) if you really ask, my name irl is Ivan.


Well, lots of games don't have a GM, often distributing the responsibilites of a GM across other players.

That is great, but not always suitable, right?
It's dependent on choice of players and mine hardly allows it.


In all these games, the rules are never arbitrated by the GM.

GM has the responsibility imho. at last, she can take any reasonable measures she thinks appropriate.


For instance, in Dogs in the Vineyard, anyone can call for a conflict to get something they want: the GM is without recourse if the players want to throw down on something. The rules literally say, in the GMing section, "say yes or roll dice". That is, either everyone shares the vision of what's happening, so it happens; or players disagree about what should happen next; or, in most cases, the dice wound the characters, pour salt in them, and they come out changed in ways you wouldn't have expected. That's why Vincent says they drive escalation.

no disagreement here


You'll note, though, there's no facility for saying "We're not gonna roll dice about this." If the GM doesn't want something to happen, she's got nothing to do but throw some NPCs in there to fight with the characters over something - and truthfully, in Dogs, that usually doesn't kill the Dogs, so they get stronger from it, in the unlikely event that the Dogs don't win the conflict.

I'm not sure I understood.
neither GM, nor players can _control_ or be allowed to control things that happen. and anyway - if they will "most likely win" - what's that conflict? I can hardly agree with that "suspence coming from not known price of victory" thing.


How you use those dice ? what they do ? is built into the system, just like your relationships with the othere players is, just like the rule on page 17 about underwater combat is, just like everyone's agreement that they can't meet Abraham Lincoln in this story because it will invalidate the last story.

I don't think that any system can be used as it is - it should be adapted to particulat GM, players, story etc. system is flexible.


What specifically it is that dice do in a given game, that has to be consistent and it has to confirm what's supposed to happen in that specific game. The only reason the GM shouldn't want to roll the dice over something is if either a) the rules don't call for a roll there or b) the rules are broken.

If the outcome is obvious, if others won't object it is or something - we can skip the roll. But GM's or one of the players', or even anyone's desire of something to happen is not reason for rolling or not.

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On 10/7/2005 at 6:52am, talysman wrote:
RE: Re: The role of fortune

jmac wrote:
talysman wrote:
in a lot of older games, yes.
<skip>
oldschool RPGs didn't have a clear procedure of play. mostly, they just had a clear procedure for combat. the closest they come to a procedure for play in general is in dungeon-crawl-style; the dungeon is basically a flow chart that links together combat and problem-solving scenarios. play is driven by movement from room to room.

<I know very little about GURPS, so skip>
..choose-your-own-adventure, which of course lead mainly to Illusionist play or outright railroading.

would someone please give me some links to definition if "Illusionist" is also a kind of term? %)

I'm not sure, that a clear procedure or strict rules and following them is what we need.


hi, Ivan.

you can find a number of definitions in the provisional glossary here on The Forge. the short definition of Illusionism is a game style where the GM has the authority to use Force techniques to create story during play, and the players are unaware of this. there is a companion term, Participationism, which indicates the players are fully aware, but have deligated all authority over story to the GM.

you might also want to read the article called "System Does Matter" that is also in the articles section of The Forge, because System Matters is a very popular fundamental belief here, but it looks like you don't agree with it. this is just an aside.

now, as for the point about clear procedures and strict rules: strict rules is not necessarily what we need, unless the game design calls for it, but we always need clear procedures. if there isn't one in the rules as written, the gaming group will either agree on a clear procedure or flounder helplessly (and not have fun.)

which is why we're discussing the roles dice mechanics or other randomness play procedurally. we're interested in how dice are used in specific games, and which games use randomness to drive the general procedure of play. some games do, some don't, and it seems GURPS has no set procedure for play at all, just procedures for specific moments of play.

except that's only true for the system as a whole. I remember now that GURPS Goblins added dice rolls to character creation and also used periodic reaction rolls to determine God's behavior towards the PCs at any given moment. it also used something akin to a relationship map to prep for game sessions, this makes it stand out as a version of GURPS with a very well-defined procedure for overall play.

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On 10/7/2005 at 8:08am, jmac wrote:
RE: Re: The role of fortune

talysman wrote:
you might also want to read the article called "System Does Matter" that is also in the articles section of The Forge, because System Matters is a very popular fundamental belief here, but it looks like you don't agree with it. this is just an aside.


I totally agree - system matters.
It's not much a question for me if randomness factor should be used at all - it definitely should. So system is to "control" this randomness by setting procedures of dice rolling etc - thus adjusting interactions with environment etc to support genre and mood, for example.
(sorry I haven't read the article still)


now, as for the point about clear procedures and strict rules: strict rules is not necessarily what we need, unless the game design calls for it, but we always need clear procedures. if there isn't one in the rules as written, the gaming group will either agree on a clear procedure or flounder helplessly (and not have fun.)

I don't mean "get rid of them", I'm no anarchist :) actually I love all sorts of systems.

I mean players, GM, situation are all above the rules.


which is why we're discussing the roles dice mechanics or other randomness play procedurally. we're interested in how dice are used in specific games, and which games use randomness to drive the general procedure of play.

hmm. The general procedure of play is determined by nothing but GM and players. They are usually inspired by the system, or adopt it's general procedures of play into their own unique design.

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On 10/7/2005 at 4:00pm, nikola wrote:
RE: Re: The role of fortune

We're wandering afield due to overfocus on just one of the systems I mentioned. The question is not, "Why does this particular game use a particular dice mechanic", but "Why does this game use a dice mechanic at all, when it does, and not at other times?"

The games I want to discuss are:

• Trollbabe (I'd like to hear Ron's input on this)

• Prime Time Adventures (Matt? Where are you, man?)

• The Mountain Witch (Tim? Where you at?)

• D20 (Does anyone here play this system?)

• GURPS (I don't mind discussing this further in the larger context. Let's just not get stuck on it.)

• Amber (as a counterexample — folks are passionate about it, and some of those folks must be here.)

I'll take my moderator hat back off now. Don't make me put it back on.

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On 10/8/2005 at 11:19pm, Marco wrote:
RE: Re: The role of fortune

Valamir wrote:
While I'm certain that "how the player felt about being in control of the action" was a design goal of yours for JAGS I'm not sure I buy the "far more concerned with" part.  I can see how moving from a wide dispursion die roll to a tight dispursion die roll is a nod in that direction...but if you were really "far more concerned" with players perceptions of controling the action there are many many other non GURPS-esque mechanics that accomplish that goal far better.  Clearly the monte carlo simulation aspect of that style of rules was important enough to you to make you not want to move away from it entirely.

I mean otherwise...using a design structure whose best feature is being a simplified-for pen-and-paper monte carlo simulator for you game would have been a really poor design choice, and I definitely don't buy that for a second.


I don't know how to rate my care for "simulation" vs "player empowerment"--but I don't think that your take on it concides with mine.

1. I'm not sure we know exactly what the "design structure's" "best feature" is. For one thing, I found the stronger curve a useful tool in a fairly deep variety of trade-off moves that a player can choose in combat. One could say this design pattern's best feature is that a set of strong probabilities with a randomizer's best feature is making a satisfying strategic playing-field.

2. I wasn't trying to be out-of-left-field. I realize you didn't say that monte-carlo dice techniques (a bunch of input modifiers and a randomizer that are supposed to create a realistic resolution to a situation) is "anti-story" or "anti-challenge."

What I thought was that if I say the technique skewed towards what I might call "monte carlo simulation of an imaginary reality" then either that skew is in-favor of, neutral towards, or antithetical to, say, story-as-a-goal. I can see a strong case being made that it is (Han Solo navigates the asteroid field that statistically "should have destroyed him").

However, in practice, I don't think that's true (or, at least, not necessarily true). The reason I don't think it's true is that the situations that are simulated are often constructed in context of another goal. If this is the case then the design pattern is not specifically designed to do a specific thing--but it is a tool that has multiple applications (including, depending on how the dice-mechanic and input attributes are constructed, player-empowerment, challege, simulation, or others).

My point is that a tool that, for example, models 1-1 scale conflict is very good at serving a huge variety of goals. It is certainly not as close to a war-game as I think many of these arguments make it out to be.

-Marco

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On 10/11/2005 at 10:45am, Garg wrote:
RE: Re: The role of fortune

Hi there.

    I'm new here, so I hope I can avoid blundering too terribly.  I've been reading around the various forums for a bit, getting a feel for the community.  I figured it was about time I contributed something, so I decided to start with something I know.

    Amber does not make any use of dice or any other Fortune mechanic.  I believe Ron himself cites ADRP as one of the examples of systems using Karma for task/conflict resolution in the glossary, so I'd guess that's fairly common knowledge.  (For those who aren't familiar with it, in short, there is an auction for Attributes wherein all participants bid for first rank - and first rank in a field can best others in that same field readily.  I can explain further if needed, but since it's off-topic...)  A given character's luck is effected by a Karmic mechanic as well, so even chance isn't a matter of chance.  There is a great deal of room and an equally great amount of pressure (mostly the good kind) to get creative about the approach to a conflict to mitigate or maintain the difference in ability, should the conflict fall back on rankings.  When the players are on their game, this can result in some entertaining and fun situations.  However, when the players are off or being rushed, it can be as mechanistic and dry as the dullest of dice-fests.  Where a more typical RPG inserts dice rolling, ADRP inserts rank comparisons.  Similarly, where there would be a situational modifier to a die roll, ADRP relies on the GM to adjudicate how significant those circumstances are to the parties involved in the conflict and modifies the resolution accordingly - with respect to rank but not based purely on it.

    I suppose the short version is: Where there would be randomness, ADRP relies a set of fixed numeric values compared and modified in accord with the creativity of the players (to garner situational modifiers) and judgement of the GM.

Garg

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On 10/11/2005 at 3:55pm, Doug Ruff wrote:
RE: Re: The role of fortune

glyphmonkey wrote:
• D20 (Does anyone here play this system?)


[support group]Hi, my name's Doug, and I play d20[/support group]

Or at least, I played a lot of Spycraft d20 last year, and have played other SRD based-games quite a bit too.

If we're looking at 'core' SRD d20, then the majority of dice rolling tends to come during (i) combat and (ii) skill checks.

I think one of the more revealing design decisions behind d20 is the introduction of 'Take 10' and 'Take 20' rules (there wasn't a similar procedure for older incarnations of D&D, even those with roll-under proficiency checks). The ability to Take 10 or Take 20 under certain circumstances (that usually coincide with "when there is no meaningful conflict"), means that there is a considerable diceless element to d20 which is sometimes overlooked.

(I'm not sure how this maps to task-based resolution vs conflict-based resolution, or if it maps at all, but I think there's a similar distinction in play.)

Extrapolating from this, and my own play experience, I'd say that the chief why behind d20 dice rolling is to add uncertainty, but specifically to add dramatic uncertainty when characters have opposed agendas, or when the consequences of failure (against an 'inanimate' opponent) are significant.

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On 10/13/2005 at 11:32pm, M. J. Young wrote:
RE: Re: The role of fortune

jmac wrote: I totally agree - system matters.
It's not much a question for me if randomness factor should be used at all - it definitely should. So system is to "control" this randomness by setting procedures of dice rolling etc - thus adjusting interactions with environment etc to support genre and mood, for example.

Welcome, Ivan. I'd like to make two comments in connection with this.

The second is if you get a chance, you probably want to read Erick Wujcik's article in the articles section, Dice and Diceless:  One Designer's Radical Opinion. While I think around here Erick is preaching to the choir, and he fails to distinguish clearly between what we would call karma (resolution based on comparison of character values) and drama (resolution based on what a player or players at the table choose to have happen; the terms come from Jonathan Tweet's work in Everway), still he makes an excellent case for "diceless" play.

The first comment, though, is that there's probably going to be some dissonance in our communication due to a significant difference in our understanding of the term "system". System, here, is not the rules that are in the book. They're "rules", and they serve as an authority which may be cited by the players in the course of play to support a statement proposed ("of course my Ranger can track, it's in the Player's Handbook"; "you rolled a thirteen, that's a miss according to the chart"). Rather, "system" is a subset of the social contract between the players, the means by which the group actually does determine/negotiate what is real within the shared imagined space.

Thus you can't play without a "system" because "system" means "how you actually do play". Also, saying that the players are "above the system" is correct but confusing. The system is part of the definition of their relationships with each other, and as such they have the power to modify it and yet are never outside it completely as long as they are playing. In a sense, "how to modify the system" is part of the system.

(Hey, I like that. I'll have to remember it.)

I hope that helps you understand what people are saying here.

--M. J. Young

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