[Design] Why random rolls?
Lev Lafayette
lev_lafayette at yahoo.com.au
Mon Oct 17 05:07:02 UTC 2005
*chews tobacco, spits at feet*
That so?
Dammnit Dave, how come you know about li'll indie
press publications with funny names based on a some
fantastic version of 19th century Utah?
>From my understanding DiTV the increased die range is
more about the Fallout (or Effect) from conflicts. An
argument used d4s to determine the result, but if
someone pulls out a shotgun, then the damn discussion
has escalated to d10s. Is that right?
I'm basing my comments above from a review which says:
"Decisions involve contests of will, resolved by dice.
You decide how important the contest is by deciding to
escalate. If you bring a contest up to the physical --
if you pull a gun on a man who's getting ready to
violate God's will -- that's a deliberate choice, and
it makes things more potentially dangerous for you and
for him. The dice get bigger (a gun is a great
argument solver) but so does the "fallout," the Bad
Stuff that can happen. I don't have the statistical
chops to make sure the system does what it's supposed
to -- there's different sizes of dice, and a "raise,
see, and call" mechanism for resolving the conflicts
-- but it certainly provides the level of slow,
remorseless escalation you find in all good Westerns."
More about Dogs for others here.
http://www.septemberquestion.org/lumpley/dogsources.html
--- David Cake <dave at difference.com.au> wrote:
> The game Dogs In The Vineyard uses different sorts
> of dice
> for different sorts of actions.
> trying to persuade someone uses d4s, hand to hand
> uses d6s,
> firearms d8s, etc. As you escalate, what you are
> doing becomes both
> more effective and more unpredictable.
> Cheers
> David
>
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Lev Lafayette
lev_lafayette at yahoo.com.au
http://au.geocities.com/lev_lafayette
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