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Nathan's avatar

I don't think dice do much beyond being a hard-to-argue-with fidget toy for the socially awkward. Who wants to argue with a little plastic cube? Also, they're seemingly good enough at distancing a player from perhaps a hard to approach subject. I've said as much before. I guess i figured I'd spell it out here, for whatever reason? They're an unassuming buy-in.

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Alex White's avatar

I really like this framing. There are some situations were a lot of rolls happen in quick succession (like a traditional rpg combat) and in those lots of binary hit/miss results are ok because it is the aggregate of all of them which tell the story. There are other games, typically more lightweight rules ones, where a single roll can be consequential and that’s where your insights particularly apply.

PbtA games are examples which can suffer from the GM (or the designer!) not making the choices interesting. At their best, it is a lot like your last example, but I still see too many run as “6-? That’s a fail”

It’s certainly thought provoking stuff.

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