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I often find myself torn between:
- A
love of rolling dice to introduce an unexpected element into the game.
- The
decisiveness of just making a ruling without rolling dice.
So, of course, I exist in a sort of middle ground. I'm not
especially drawn to entirely diceless games, but there's an allure to their
philosophy of making judgement calls and focusing on adjudication and the
grounding of the shared fiction.
Lately I've been especially interested in Sam Doebler's posts
on the subject, some of which was put into practice with the
not-actually-diceless Skorne.
Jim Parkin's Any
Planet is Earth exists in a similar not-diceless niche, acting as
one of the big inspirations for Skorne. There's still rolling for success, but
some situations (including most of combat) are given the diceless
treatment.
It got me thinking about the classic Oracular
Power of Dice idea, and I feel you could have an interesting game that
removes dice from the task-resolution process, but keeps them as a way to
represent the uncertainty of the fictional world.
You lose that gambler feeling where you stand up for the
pivotal roll like you're at a craps table and everybody cheers or groans at the
result, but sometimes taking a powerful element like that out of an experience
allows other moments to emerge that had been overshadowed by the
Vegas-glitz.
Here's a skeleton of what's been bouncing around in my head.
I can already foresee some hurdles, but I'd like to try it out.
CERTAINTY SYSTEM
In this game, dice are reserved for Oracular
purposes, not for Gambling. The GM and players may roll them to unveil
truths about the world, but they are never used to determine the success or
failure of an action.
Action The GM describes the current situation to the
players and asks them to discuss a Plan of action.
The GM should especially consider:
Action - What specifically are they doing?
Outcome
- What does a successful outcome look like for this plan?
Leverage -
Why is this plan likely to succeed?
The GM decides which of the following Forecasts best
fits the plan:
Blocked - Something is stopping you.
Messy -
You'll do it but create another problem or suffer a cost.
Clean - You'll
do it, maybe even better than planned.
The GM then describes the Forecast in specifics and the
players decide whether to act, modify their plan, or try something different.
Once the action takes place, and the impact occurs, the GM
describes the world’s response and the new situation.
Example of Play
GM: As you're searching through the rubble you hear
the clattering of a Giant Clawbug crawling toward you. It screeches, its
tendril-crowned jaws coming at you.
Player: Right, I'm going to kill this thing with my
sword.
GM: Okay, what's your leverage?
Player: I'm good with a sword, got some armour, this
thing doesn't look so tough right?
GM: Well you'd need to get close and hack away at it
and this thing is dripping with venom. Armour helps against the bites, but its
tendrils would writhe through the gaps, so it's still messy. You'd kill
it but definitely end up poisoned.
Player: Okay, I'll climb up onto that ledge instead
and try throwing some rocks at it. It can't spit venom, right?
GM: What's the outcome you're hoping for?
Player: Just drive it away, I don't really need to
kill it.
GM: Okay, that would be clean. You throw a few
hefty rocks at the thing and it scurries away in the darkness. The cave is
quiet again.