I've had Dungeon Crawl Classics DCC RPG for a while now, and In the past I have run the funnel The Portal Under the Stars as well as a few levels of B4 The Lost City converted to DCC RPG. I hadn't looked at it in ages though. I could never find affordable 'weird' dice to complete the 'dice chain', which is an important part of DCC RPG. Simulating the weird dice using the 'standard' weird dice didn't quite click, but now I have these (pretty hefty) things I'm up for giving it another go. Especially as there are a few things about DCC RPG that scratch particular itches for me - but that is the subject of another post. This is simple dice porn.
Showing posts with label dice. Show all posts
Showing posts with label dice. Show all posts
Thursday, 30 October 2014
Tuesday, 11 December 2012
Who Rolls The Dice?
There have been a few posts about the place recently [here are two: Tenkar's Tavern and Raven Crowking's Nest] that have discussed dice rolling and the temptation to 'fudge'.
Tenkar writes: "By fudging the rolls, you are moving from RPG to Storytelling. [...] That to me is the issue - are you playing a game or a looking for a storytelling experience?" And I pretty much agree with this. As a GM, I have less fun - in retrospect at least - when I have succumbed to the temptation to fudge the dice and ensure that a particular outcome was arrived at. Even if the players do not know it, I have diminished the 'game' when I 'fudge'.
To help me resist the temptation to 'fudge', like many I roll my GM dice in the open. Where possible, I tell the players what I am rolling for and what the different results will mean - so long as to do so would not reveal a 'secret'. But lately, I've been thinking of surrendering the dice. No, I'm not taking up a diceless system. But when a player can be given the full details of the roll without revealing any secrets, why not let the players do all the rolling? Let the players roll the dice for the monsters that are attacking their PCs, for instance.
There are still a few people with a sense of humour in the Imperium
Why? On the most basic level, because people like rolling dice. More, it will defeat much of the remaining temptation to 'fudge'. And last, and most, it will diminish any sense that the GM-player relationship is adversarial - that I, as the GM, am rolling against them. My dice are rolled to administer the world. The players' hands and dice are responsible for adjudicating the outcomes of [almost] all the risks facing their characters.
Well, we will see next time we play.
Labels:
dice,
DnD,
Dungeons and Dragons
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