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RPGnet Columns
09-06-2003, 11:42 PM
Post originally by Jay Loucks at 2003-09-06 22:42:40
Converted from Phorums BB System

The question is: “Is it possible to reduce the role of chance in games, while maintaining a degree of plausibility in terms of Success and Fate.”

The answer, of course, is yes.

The rule sets that I recall offhand specifically state that no rolls are required for everyday actions. However, I beleive there are valid reasons to want a randomized result for some actions:
1) Degree of success: whether to determine the quality of the result, the speed of finishing, or difficulty of others to counter a character’s action.
2) Adverse conditions: something is making the action more difficult, such as time pressure, combat, weather conditions, or someone opposing the action.

Sandy also said:
“I feel that RPGs rely too much on chance, on Random methods. I think most RPGs go too 'atomic' in tasks…”

The atomic issue is a good point. Many game systems require multiple rolls to achieve standard results under normal conditions. This may include a climbing test every round (when proper equipment is used and there is no opposition), or a balance test every round to cross an icy surface. It makes sense in these situations (where there is little dramatic potential) to roll once to resolve the challenge, or not at all if proper precautions are made.
However, if there is dramatic potential in the action, it makes sense to ask for a randomized result for each point of difficulty, modified by the Player’s descriptions. It’s a lot less difficult to safely cross the ice if you slide on your belly (firing your pistols as you go if required) than to run over it.


Finally, Sandy raised a point about scenario/encounter design:

“I feel that RPGs rely too much on chance, on Random methods. I think most RPGs go too 'atomic' in tasks, i.e.
You _must_ pick the lock for this chest to get inside. Failure=never opens.
A more organic solution is:
There is a locked chest. It has good stuff inside.”

This may be more of an issue for published modules and individual GM style rather than general RPG design. I have purchased modules with similar descriptions of a situation. The author appears to expect the PCs to do exactly what he has written.
In other materials, there is a random element in the encounter, such as “There is a 30% chance that a Police car is at the speed trap when the PCs pass it,” or “there is a 50% chance that the leader will have 2-8 minions with her.”

The first is a problem with player free will. If the material requires the PCs to do something in a particular way, most of the time Players will go in a different direction. A more flexible approach would state the presence of the chest, and any relevant game stats (difficulty to pick the lock, difficulty to break open, time required to break, etc.). Then allow the GM to rule based on the Players actions. With NPCs, this requires more background information, defining the characters plans, goals and resources, rather than a step-by-step list of specific actions. I direct your attention to Heather Grove’s articles on Free Will in Roleplaying for Game Masters at http://www.burningvoid.com/users/heather/roleplaying/resources.html#gm.

As for rolls required in the game materials, GM’s need to be aware that this reflects the writers estimate of how likely or often these events should occur, plan accordingly, and then use them as dramatically appropriate, or when it will enhance the fun for the group, rather than be constrained by random rolls.

Regards,
Jay Loucks

RPGnet Columns
09-09-2003, 09:01 PM
Post originally by Jon Gad at 2003-09-09 20:01:42
Converted from Phorums BB System

When you get right down to it, "organic" vs. "atomic" solutions is one of the clearly superior elements of live RPG vs PC/Console variants. In a video game, there are no options besides the ones built into the scenario. You must get the red key to open the red door. The guard must be killed to free the prisoner. The end boss must be defeated to advance to the next section of the game, etc.

A well run RPG, on the other hand, has room for options. As GM, I'm perfectly willing to allow players to try and take a crowbar to the door they haven't found the key to, or try and sneak the prisoner out the back way, or try to negotiate the villian into surrendering when its clear that the party outclasses him, or what have you.

That's kind of the point...after all, if the players have no room to take thier own actions, even ones not specifically covered by the scenario, why not just play a video game or watch a movie?

RPGnet Columns
09-10-2003, 09:20 AM
Post originally by Simon Hibbs at 2003-09-10 08:20:09
Converted from Phorums BB System

All that is fine, but none of the qualities you desire actualy require randomness in order to achieve them. I'll give a crude example. Suppose I have a system where the characters have an Ability rating from 1 to 100.

>I beleive there are valid reasons to want a randomized result for
>some actions:
>1) Degree of success: whether to determine the quality of the
>result, the speed of finishing, or difficulty of others to counter a
>character’s action.

The referee determines the difficulty. If my ability is higher, the bigger the difference the better my result. Otehr characets can use their abilities to make the task harder (adding their ability rating, or some fraction of it, to the difficulty).

>2) Adverse conditions: something is making the action more
>difficult, such as time pressure, combat, weather conditions, or
>someone opposing the action.

All these factors would usualy be factored as a defined die modifier in diced systems. In my hypothetical diceless system, they would also be given a numberical value and applied to the difficulty of the task.

Finaly, you may be confusing randomness with uncertainty. Randomless systems can easily include uncertainty for the players and referee. The simplest way is for the referee to simply keep all the task difficulty numbers and modifiers secret, and only describe the apparent outcome of situations. Another is to give players resources representing (a pool of bonus points, in the example). They may choose to spend bonus points on a task, in the hope of beating the required difficulty or getting a high enough total for an outstanding level of success.

These are just crude examples, but I hope they show that randomness isn't actualy required for any of the effects you describe.


Simon Hibbs