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Been thinking about dice lately. For the first years of my gaming career, I played only Amber and Paranoia, the first of which is fully diceless, and the second of which I don't remember any dice in. There were a couple games of GURPS in there that I don't think had any dice attached, either... Oh, there was a session of HoL where we made characters using dice and tables! How else could we have all ended up with God's Wallet? Oh, and Macho Women with Guns... Did it have dice? Hm. Oh, and In Nomine. It comes back.

What doesn't come back, though, is any place where I picked up an impression that dice are at all necessary for gaming. They were merely an odd feature of a couple of the games we played.

So I come from a rather unusual background wrt gaming.

Given that dice are unnecessary to gaming, why should they be included? The first game I actually remember dice in was Aeon/Trinity... In which I played a jack-of-all-trades psychometer who got a couple of brilliantly good rolls: "I have seen that a guy who looks like (this) planted a bomb under that seat which has three seconds left before it blows our ship in half" and "you know how the two good-at-shooting characters are temporarily blinded and it's only us two mediocre shooters left to defend the party from that gang of bikers coming over the distant horizon? Well, it's too goddamn bad about the blindness because now they'll just have to imagine how I shot one right in the face..."

Years ago, that shit, and I still remember. I remember other shining moments from that campaign, too (like when one of the other PCs casually gave mine a share of an enormous fortune), but what dice did there was allow for more moments of shining greatness.

Now, there's a downside even to the best diced system: diced games seem to involve fussy-ass rules and the attitude that the fussy-ass rules mean something. Again with the Aeon/Trinity game, there was a spat about whether a gunshot through a hydraulic column holding a car up in a repair shop would create a laser stream of hydraulic fluid that would damage the shooter. (I was right.) I've often seen a diced game freeze as people argue about whether dice apply to the situation, and if so what thing should be rolled. And perhaps most importantly, I don't think I've ever seen a diced system that didn't sometimes give results that would require a game-world lobotomy to explain.

The other fun things about dice are the gambling aspects (Oo! I hope it will come up X number!) and the tactile joy of the things. For both of those, many dice are better than one. (And d12s are better than anything else. Unlike the d4, they roll well. Unlike the d20, they stop well. This is merely scratching the surface of the d12's magnificence.)

Even the best diced system has downsides diceless lacks, but the worst diced systems are shit, and in every way inferior to gaming without. To some degree, I imagine, the way you like your randomness is as individualistic as the way you like your gaming. What I like is for my characters to generally succeed, with occasional setbacks, and to have a pretty reliable knowledge of their own abilities... And as mentioned above, I like the shining random moments of glory.

What this means is that systems like Everway or Fudge or Feng Shui are pointless and dreary so far as I'm concerned. When you have a 50% chance of sucking every time the randomizers come into play, I'd rather they didn't come into play at all. Feng Shui (where you roll a positive d6 and a negative d6 and total the bonus/drawback, rerolling any sixes and adding) has a leg up over the others because it offers exploding dice, which mean that sometimes you get a shining moment of glory and sometimes the universe gives you a swift kick to the balls... Fun stuff. Alas, the ball-kicking happens exactly as often as the glory. Which isn't a dealbreaker, but it's not perfect.

Systems like Buffy or (I imagine) the d20 stuff don't have shining moments of glory... You just gamble on whether or not you're getting a number that beats some other number, and your odds are even. The linear progression is either so steep you can never tell from one moment to the next how good your character is at something, or it's kind of boring.

The ideal systems from my point of view are Deadlands and White Wolf. You generally get a bell curve centered on "you do something well", occasionally you get glorious successes, less often you get interesting failures. (Deadlands wins because it's got every type of dice and playing cards and airships and screaming rocks and silly western accents and...) Systems like those, yeah, there's a reason for dice. A small pile of dice that explode? In my experience that has balanced the occasional whack-ass result and the time/mental energy drag that any randomizing incurs. Otherwise? Not justified, so far as I can see.

Date: 2006-05-26 06:11 am (UTC)
From: [identity profile] zdashamber.livejournal.com
Yeah, I picked up Theatrix a couple months ago to see what it was, since from what I hear (aside from Puppetland?) it's the only other diceless game there is. I haven't had time to read through it yet, though.

I've never heard of anyone who's played Theatrix. For OtE, I've heard good things about OtE, but I've not heard of an Amber/OtE crossover... Though I'm quite interested.

The only people I have experience with who combined Amber with Everway did it so they'd be unburdened with the responsibilities of both rules and reason: they weren't willing to explain their calls as Amber demands, and they weren't willing to use a randomized system that gives any agency to the players as [livejournal.com profile] jamused points out is key. I figure if you're going to play Everway diceless, you might as well just play Amber where the stats are better-defined... Though I've seen the odd roll added to Amber to good effect, so perhaps some GMs might be able to do the same thing with cards. (But on the other hand, the rolls I've liked in Amber were for things that everyone agreed should be rare... There's a few people in Seattle who roll a d10 or d20 to see if you die on the Pattern with the express purpose of discouraging walking it, and in the most recent campaign I was in there were a couple rolls at the end to see if one of the PCs managed to build a functioning Pattern even though she didn't sacrifice herself to it.)

It ties to the idea going around awhile back about how you don't want to cover the most important things under the mechanics.

Random notes and references

Date: 2006-05-30 11:47 pm (UTC)
From: [identity profile] ewilen.livejournal.com
Well, Neel K. had some nice things to say about Theatrix based on actual play over at Story Games. Lessee...link. Check out the flowchart in question and also (in the same blog) the link to "Unsere Regeln" (which is in English). In another post the dude goes into his group's background from Amber to Theatrix and then Everway.

Jim Henley and Ginger Stampley are some other people I've read talk about mixing Everway and Amber.

I'm not sure but I think that Nobilis is diceless.

The big OtE hackers that I think I've run across are Joshua Kronengold ([livejournal.com profile] mnemex) and [livejournal.com profile] drcpunk, who post to the gaming community labcats. Drcpunk mentioned also playing Everway, but not Amber, so I probably got confused.

Random notes and references

Date: 2006-05-30 11:50 pm (UTC)
From: [identity profile] ewilen.livejournal.com
(Just to put names and handles together: drcpunk = Lisa Padol.)

Re: Random notes and references

Date: 2006-06-13 06:14 am (UTC)
From: [identity profile] zdashamber.livejournal.com
Whup, just noticed I hadn't replied to this. I know Jim Henley from years back on the Amberlist. He's a splendid fellow; I feel Holmesian about him, "The world of gaming lost a brilliant theorist when Jim focused on libertarian blogging..." Though of course his libertarian blogging is also quite good. :)

I gamed with Stampley.

The other folks I've mostly encountered in passing; they all seem interesting and fine...
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