Eske
Junior Member
This thread is the product of a discussion on the new and fabulous ShoutBox. Since we've merged with RPZ, the amount of diceless games have exploded.
Alad V has written a superb guide for players in DL games; and he is planning on writing a guide for GMs too. So in a way, Alad V has written the book on diceless "gaming"!
Take a look - it's a few posts below this one. We plan on moving it to a new thread when everything's ready, maybe do a PDF.
My thoughts were these on what a guide should be about:
Traditional dice RPGs have rules. They're vital to the game, full of numbers and guides and all sorts of silly stuff. But sometimes, RPGs have some great ideas about how to actually tell a great story.
my proposal is that a guide for telling stories in a diceless environment is written. There are tons of knowledge on how to manage your story, we just have to structure it and make it easy for people to read and understand.
I'd like to start this as a discussion where people can chime in on what they think is important in such a guide. What should be emphasised? What's not important? There are players out there who has this down to a science; it just needs to be processed and put on paper.
So please - join the fun!
Some DL (down-low, or "dice-less", if you want to be P.C.) games work perfectly fine as they are. No need for guides or changes. But why not share that knowledge?
Here's a point worth considering: Even a dice-less game has rules, although they are mostly implicit and subject to the GM's discretion. The DL Game Guide should contain those same rules, only explicit and expanded on.
I have some ideas on how to help GMs manage intensity levels so they can control the narrative to their liking. We all want climactic drama, but only in moderation. These mechanics can (hopefully) be implemented in a DL game and tighten things up.
Which brings me to another big one: Lack of consistency in the prose. Here guide-lines are a no-brainer; we could have as many conventions as we like, as long as everybody agrees on which guide to use. No more mixing tenses and going off on tangents that don't make sense to the narrative.
please chime in!
Alad V has written a superb guide for players in DL games; and he is planning on writing a guide for GMs too. So in a way, Alad V has written the book on diceless "gaming"!
Take a look - it's a few posts below this one. We plan on moving it to a new thread when everything's ready, maybe do a PDF.
My thoughts were these on what a guide should be about:
Traditional dice RPGs have rules. They're vital to the game, full of numbers and guides and all sorts of silly stuff. But sometimes, RPGs have some great ideas about how to actually tell a great story.
my proposal is that a guide for telling stories in a diceless environment is written. There are tons of knowledge on how to manage your story, we just have to structure it and make it easy for people to read and understand.
I'd like to start this as a discussion where people can chime in on what they think is important in such a guide. What should be emphasised? What's not important? There are players out there who has this down to a science; it just needs to be processed and put on paper.
So please - join the fun!
Some DL (down-low, or "dice-less", if you want to be P.C.) games work perfectly fine as they are. No need for guides or changes. But why not share that knowledge?
Here's a point worth considering: Even a dice-less game has rules, although they are mostly implicit and subject to the GM's discretion. The DL Game Guide should contain those same rules, only explicit and expanded on.
I have some ideas on how to help GMs manage intensity levels so they can control the narrative to their liking. We all want climactic drama, but only in moderation. These mechanics can (hopefully) be implemented in a DL game and tighten things up.
Which brings me to another big one: Lack of consistency in the prose. Here guide-lines are a no-brainer; we could have as many conventions as we like, as long as everybody agrees on which guide to use. No more mixing tenses and going off on tangents that don't make sense to the narrative.
please chime in!
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