Diceless RPGs?
May. 11th, 2009 02:05 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
In the interests of getting some discussion going on this community...
What are your thoughts on diceless roleplaying games? A good idea, a bad one?
Amber Diceless and Everway are two of the more common diceless games, but there are more than a few others out there.
If you're not familiar with them, diceless games tend to rely mechanically on comparing your stats to the difficulty or enemy directly; other than situational modifiers, there's no roll involved. Some dicless games do involve a randomizer of some kind, like Everway's Fate deck (basically a deck of tarot-style cards the GM interprets), but others use a 'currency' system, where you can spend a few Karma Points or similar to boost your abilities temporarily.
All this tends towards a much more descriptive game; both the players and the GM have to be willing to talk things out a lot more than in, say, D&D. It can be very tactical in some ways, as you still maneuver for the advantage in each situation, but it's a step further away from miniatures wargames and closer to group storytelling.
So... have you ever played anything like that? Would you, given the chance?
Blessed be,
~Nathan
What are your thoughts on diceless roleplaying games? A good idea, a bad one?
Amber Diceless and Everway are two of the more common diceless games, but there are more than a few others out there.
If you're not familiar with them, diceless games tend to rely mechanically on comparing your stats to the difficulty or enemy directly; other than situational modifiers, there's no roll involved. Some dicless games do involve a randomizer of some kind, like Everway's Fate deck (basically a deck of tarot-style cards the GM interprets), but others use a 'currency' system, where you can spend a few Karma Points or similar to boost your abilities temporarily.
All this tends towards a much more descriptive game; both the players and the GM have to be willing to talk things out a lot more than in, say, D&D. It can be very tactical in some ways, as you still maneuver for the advantage in each situation, but it's a step further away from miniatures wargames and closer to group storytelling.
So... have you ever played anything like that? Would you, given the chance?
Blessed be,
~Nathan