brain vomit
Posted: Thu Oct 18, 2012 1:00 pm
I've been visiting this website for a while but this is the first time I've posted anything. Here are some ideas i've been having, I'm interested to see if anyone has any thoughts. Roleplaying games have always fascinated me not so much because of the roleplaying aspect (in fact my experience actually playing is limited to the occasional casual adventure with my brother), but rather because of the process of creating a representation of reality (fictional or otherwise) that balances accuracy with simplicity. And in some ways this post is motivated by a private vendetta against dice. In other ways it's brain vomit. So if you like dice, take what I have to say with a grain of salt. If you don't, maybe this post will incite a discussion about creating a functional dice less system.
Most RPG's resort to dice as an action-resolution system. This is an accepted practice. I want to question it. Read on if you dare.
Say we're playing a classic d20+ability+skill+whatever system. You roll a die and add your character's modifiers while your opponent does essentially the same thing. It's the GM's job to make sure your opponent is a fairly even match for your character, because if success is certain, the fun is lost, as it is when you are sure to fail. But what exactly does an even match mean? If you're rolling a die, it means a fifty-fifty chance. So where's the fun in that? Are we all just gambling addicts? Risking loss in the hope of gain? Maybe. Just an observation. What do you think?
Another thing: what aspect of reality does the roll of the dice actually represent? The easy answer is chance. But is chance a force of reality? Is it the case that sometimes a certain situation can go one way and at other times the same situation could go the opposite way? Of course not. But then again it wouldn't really be the same situation anyway.
A better answer than chance would be that the dice represent the variables of the situation that are out of our control. However what variables are those exactly? If a given character is fighting an opponent with equal ability, then we are reduced to a fifty-fifty chance and ALL the variables would appear to be out of our control. Its left to chance. If the opponent wins, what happened in the game that led to that victory?
As I mentioned in the first paragraph, I tend to overlook the roleplaying/storytelling aspect. Perhaps the invention of an explanation for the way the dice landed is where the fun lies. Perhaps dice are to adult roleplaying games as what force of personality was to my childhood sword-fights? What do you think?
Another aspect of most RPG's I've struggled with is the skill check. Using lock picking as an example: rolling a die and adding modifiers for a pass fail conclusion does not accurately represent picking a lock. Theoretically any adult human could pick a lock as long as they have the right tools and a willingness to stick with it, even if they have zero previous experience. All that varies is how long it takes. Some game systems do try to represent this fact, but they do it sloppily, with repeated dice rolls (each roll of the dice representing more time passed). "Time is the great equalizer." What do you think?
To give another example: In a skill check to convincingly tell a lie, it is considered to be your bluffing ability against their perceptive ability. Is this an accurate representation of reality? Or is it a lazy oversimplification? If we were really getting into character we would know whether we could convince that person or not, and we would either know or not know what to say to convince that person. And then we would role play it. It's taking consensual reality to the next level: consensual fantasy.
I suppose this would have to be accomplished using some sort of doublethink. You're in-character, enjoying the roleplaying aspect of the game, and then suddenly your character has to lie for some reason. So you express to the GM the intention to do so, and then step out of character. Together, you, the GM, and perhaps the other players discuss whether your character could in this situation convincingly lie. Then step back into character and role-play it. A rational discussion has just provided the same service as dice in a potentially much more realistic way. Could this work? What do you think?
Of course whether this concept is even appealing or not depends on whether we are fundamentally gamblers or role-players, and each of us has to determine that for themselves.
Finally, the description of a character using attributes, abilities, characteristics, or whatever you want to call them has always weirded me out. It seems like an oversimplification created with the interest of dice in mind. In reality most of us have a pretty good sense of our own ability level and can realistically compare it with our perception of the ability level of others. Additionally, what GM is not contriving an adventure with the ability level of his player's character's in mind? Doesn't that take the point out of having a discrete ability score at all?
Here I always think of Socrates asking people to pin down what is meant by a certain quality. What is bravery? What is wisdom? Nobody can ever give a conclusive answer, and that is because these qualities don't exist outside the situations in which they are used. In roleplaying games we solve this problem by creating a clear purpose for each of this qualities (apply your strength modifier here, your charisma modifier here, etc.). But does this accurately represent reality?
I honestly don't know what the purpose of this post was, but I would be interested to see If it would be possible to engage collectively in a reality using rational discussion to agree on the outcome of a particular action, as opposed to force of personality (as presumably was the case when we were kids- I know it was for me), or the roll of the dice, which just seems lazy.
Please don't take this as me roasting the classic dice-based system. It will always have a place in my heart. I'm just curious as to what you all think.
Most RPG's resort to dice as an action-resolution system. This is an accepted practice. I want to question it. Read on if you dare.
Say we're playing a classic d20+ability+skill+whatever system. You roll a die and add your character's modifiers while your opponent does essentially the same thing. It's the GM's job to make sure your opponent is a fairly even match for your character, because if success is certain, the fun is lost, as it is when you are sure to fail. But what exactly does an even match mean? If you're rolling a die, it means a fifty-fifty chance. So where's the fun in that? Are we all just gambling addicts? Risking loss in the hope of gain? Maybe. Just an observation. What do you think?
Another thing: what aspect of reality does the roll of the dice actually represent? The easy answer is chance. But is chance a force of reality? Is it the case that sometimes a certain situation can go one way and at other times the same situation could go the opposite way? Of course not. But then again it wouldn't really be the same situation anyway.
A better answer than chance would be that the dice represent the variables of the situation that are out of our control. However what variables are those exactly? If a given character is fighting an opponent with equal ability, then we are reduced to a fifty-fifty chance and ALL the variables would appear to be out of our control. Its left to chance. If the opponent wins, what happened in the game that led to that victory?
As I mentioned in the first paragraph, I tend to overlook the roleplaying/storytelling aspect. Perhaps the invention of an explanation for the way the dice landed is where the fun lies. Perhaps dice are to adult roleplaying games as what force of personality was to my childhood sword-fights? What do you think?
Another aspect of most RPG's I've struggled with is the skill check. Using lock picking as an example: rolling a die and adding modifiers for a pass fail conclusion does not accurately represent picking a lock. Theoretically any adult human could pick a lock as long as they have the right tools and a willingness to stick with it, even if they have zero previous experience. All that varies is how long it takes. Some game systems do try to represent this fact, but they do it sloppily, with repeated dice rolls (each roll of the dice representing more time passed). "Time is the great equalizer." What do you think?
To give another example: In a skill check to convincingly tell a lie, it is considered to be your bluffing ability against their perceptive ability. Is this an accurate representation of reality? Or is it a lazy oversimplification? If we were really getting into character we would know whether we could convince that person or not, and we would either know or not know what to say to convince that person. And then we would role play it. It's taking consensual reality to the next level: consensual fantasy.
I suppose this would have to be accomplished using some sort of doublethink. You're in-character, enjoying the roleplaying aspect of the game, and then suddenly your character has to lie for some reason. So you express to the GM the intention to do so, and then step out of character. Together, you, the GM, and perhaps the other players discuss whether your character could in this situation convincingly lie. Then step back into character and role-play it. A rational discussion has just provided the same service as dice in a potentially much more realistic way. Could this work? What do you think?
Of course whether this concept is even appealing or not depends on whether we are fundamentally gamblers or role-players, and each of us has to determine that for themselves.
Finally, the description of a character using attributes, abilities, characteristics, or whatever you want to call them has always weirded me out. It seems like an oversimplification created with the interest of dice in mind. In reality most of us have a pretty good sense of our own ability level and can realistically compare it with our perception of the ability level of others. Additionally, what GM is not contriving an adventure with the ability level of his player's character's in mind? Doesn't that take the point out of having a discrete ability score at all?
Here I always think of Socrates asking people to pin down what is meant by a certain quality. What is bravery? What is wisdom? Nobody can ever give a conclusive answer, and that is because these qualities don't exist outside the situations in which they are used. In roleplaying games we solve this problem by creating a clear purpose for each of this qualities (apply your strength modifier here, your charisma modifier here, etc.). But does this accurately represent reality?
I honestly don't know what the purpose of this post was, but I would be interested to see If it would be possible to engage collectively in a reality using rational discussion to agree on the outcome of a particular action, as opposed to force of personality (as presumably was the case when we were kids- I know it was for me), or the roll of the dice, which just seems lazy.
Please don't take this as me roasting the classic dice-based system. It will always have a place in my heart. I'm just curious as to what you all think.