The "trick" of good diceless play seems to be making sure the "players" decisions are involved not just the Storyguides, point in fact, this can be considered an element of good roleplay of diced or diceless nature, however with the third wheel of arbitrary chance removed, its impact or "power" must be distributed and often this means "more power" lands in the hand of the players rather than less.
Diceless gaming is far from "systemless" and a clearly defined environment with well defined characters reduces the percieved problem of making decisions based on solely those factors, but actual detail level can be a sliding scale. A good language for describing how actions are attempted can be the defining element of action resolution and introduce considerable variability in itself. A good decision driven gaming system should give players a lot of choices about the details of their characters actions... up to a point this can be improvised but what is really needed is some form of systematic analysis.
Recent developments:
By the way I would like to avoid the term diceless elsewhere on this site, I call it "Decision Driven Gaming" that way you say what it is... instead of what it isn't. And then you can even tag a few dice on later if you want.;) perhaps my YinYang dice.
A little
fun with dice... proof i dont hate Dice even 20 sided
ones. Warped a fantasy
hitpointless
combat system using a d20 ... and The
Channeler/Magi/True Sorceror a class with its own compatible magic
system would work D&D.
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