[Design] Why random rolls?
Carl Brown
catodon at whale-mail.com
Tue Oct 11 00:56:52 UTC 2005
"the narrativist one is that adding an element of chance
can be a useful creative technique (which is a weaker argument than
the other two, hence the relative popularity of diceless techniques
in narrativist games like Amber or Puppetland)."
I would hold that this is not weaker anyone with any visual arts training knows the value of random elements in creative processes. I personally hardly ever 'fudge' die rolls as a ref, instead the combination of player input and random elements enriches the narative beyond what is generally possible in other media.
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