Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site ucla-cs.ARPA Path: utzoo!watmath!clyde!burl!ulysses!mhuxl!houxm!houxz!vax135!cornell!uw-beaver!tektronix!hplabs!sdcrdcf!trwrba!cepu!ucla-cs!srt From: srt@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: Fudging Die Rolls Message-ID: <472@ucla-cs.ARPA> Date: Fri, 20-Jul-84 09:43:32 EDT Article-I.D.: ucla-cs.472 Posted: Fri Jul 20 09:43:32 1984 Date-Received: Sun, 22-Jul-84 05:47:18 EDT References: <24400001@hp-pcd.UUCP>, <293@daemon.UUCP> Organization: UCLA Lines: 33 I think the current trend in FRP games is toward reducing the effects of dice on the outcome of the game. Typically this is done in two ways: 1. Increase the frequency and diminish the importance of die rolls (as in, for instance, RQ!). This allows the Law of Large Numbers a chance to take effect. 2. Eliminate die rolls. I don't think any commercially available games take this route for marketing reasons (i.e., hard to convince a Rug Rat to buy a game that requires thought), but a number of systems have been presented in fanzines such as Alarums and Excursions that take this approach: hit-point-less systems and so on. I don't currently play any ``live'' FRP, but in the PBM game I DM, I don't use dice at all. My goal as a DM is to create an exciting, involving fantasy adventure. If dice could help me do this, I would gladly use them, but I find that my native creativity provides me with more than enough material. I think dice are primarily used because of the time constraints involved in real-time FRP. They are simply a convenient and quick short cut. Viewed this way, it is clear that the DM should discard any die rolls he doesn't particularly like. To put it another way, if the outcome of an action is important, don't relegate it to a die roll: adjudicate it. I don't want to be a snob, but if, as some comments seem to indicate, you are doing random generation of monsters and treasure and so on (caught in the EGG paradigm) then you might want to try abandoning that style of play. It is more difficult, but equally more rewarding, to play in a game that has been carefully thought out, rather than randomly generated. -- Scott Turner