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Diceless role-playing game
Role-playing game mechanic From Wikipedia, the free encyclopedia
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A diceless role-playing game is a tabletop role-playing game (TTRPG) which is not based on chance because it does not use randomizers to determine the outcome of events. The style of game is known as "diceless" because most TTRPGs use dice as a randomizer. However, some games use other randomizers such as playing cards instead of dice, and these are not considered "diceless."
One commentator described the introduction of diceless TTRPGs in 1991:
"They went 'diceless,' creating a rules system where everything was worked out by the Game Master via numerical comparisons and other (non-random) techniques. Amber Diceless (Phage Press) created quite a stir, and the great diceless debate had begun in full force. A debate that, ultimately, the dice fans would apparently win, at least in the marketplace."[1]
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Examples and nonexamples
Diceless (no randomizers)
- Amber Diceless Roleplaying Game uses no randomization, although secret information does create uncertainty for players.[2]
- Active Exploits, a diceless set of role-playing game rules by Precis Intermedia Gaming.[3]
- Chuubo's Marvelous Wish-Granting Engine by Jenna Moran.[4]
- Golden Sky Stories, a Japanese non-violent role-playing game, uses resource pools, called Wonder and Feelings, rather than dice.[5]
- Lords of Olympus is inspired by Amber Diceless.[6]
- Microscope and Kingdom are worldbuilding indie role-playing games that use diceless mechanics.[7]
- Nobilis by Jenna Moran.[8]
- Stalker[9]
Randomizers without dice
- Fate of the Norns is a Viking RPG set during the dark age of Ragnarok. It uses the Futhark rune set to resolve all game mechanics.[10]
- Dread (role-playing game) uses a Jenga tower or similar to determine the success of actions.[11]
- Frankenstein Atomic Frontier, an Australian role-playing game, uses cards with players drawing a quantity equal to their trait, counting Aces, Kings, Queens, Jacks and Jokers as a success.[12]
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Reception
Proponents of this solution argue that in all game systems, decisions are ultimately made by the GM, and rolling dice merely slows gameplay. Opponents may perceive diceless systems as more arbitrary and lacking the feeling of real unpredictability; for example, the potential death of a character as a result of bad luck in a die roll.
References
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