May 6, 2004

Randomizers

The polymathic Ginger Stampley talks about randomizers and when to fudge their use over on the 20' by 20' room.

One of the hardest things about doing a game like Amber is the very fact that it is diceless.

Amber is a game about competent characters. And game systems like Heroquest have "Masteries", where a character basically, without strong opposition, always succeed on a roll. I feel there is a time and a place for having competency handled.

On the other hand, though, true randomness says something about the Universe and can be useful in a universe where the unexpected happens. As a GM, in non Amber games I would employ dice to take things in unexpected directions--even to me. I took care in random encounters and events, so that they had value beyond time and space filler.

As an example, a party of D&D characters in a game I ran came across a wandering monster. The unlikely dice rolls dictated what was then called a "Type I demon."

I asked myself why they would come across such a thing, and turned a random encounter and retconned it into a plot device. It was an assassin, sent to harass and hurt the characters, an old enemy of theirs resurfacing after a long fallow period.

I wouldn't have thought to do it right then if I mandated every encounter. The dice proved useful in that context.


Posted by Jvstin at May 6, 2004 7:26 PM