Decision Driven Rolegaming

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:

Nahkradan Dragon Lady
Sneak Preview of The Dragon Lady...
A Lost Worlds Flip Book Combat Character I am designing.
The charsheet (566kb)
A Nakradan inspired Morrowind Character Gallery
Peters Characters in PDF a massive set of characters 
and matrixes.. each only around 24kb.

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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Lance Dyas

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