benlehman: (Beamishboy)
benlehman ([personal profile] benlehman) wrote2005-02-07 11:12 am

All y'all motherfuggers better listen up!

It has come to my attention that most people in RPG theory have little or no knowledge of probability, and thus tend to get into long arguments about dice vs. dicelessness, with Erick Wujcik on one side saying that any randomizer means that the RPG is shit, and dicelessness-with-hidden information is the way to go, and Ron Edwards on the other side saying that role-playing games without chance cannot properly be called role-playing games at all.



Both hidden-information games and random games are the same, probabilistically speaking.

Let's pretend that we're playing a game -- I roll a six sided dice behind my palm, and you try to guess the number it sits on. (this is a boring game, yeah, but it illustrates a point.)

Before you guess, you can associate a probability with any face being up (this probability will be 1-in-6). The point is, even though I've rolled the number and have seen it, it is still random *to you*

Let's play a different game: I set a six-sided die to a particular value, and you guess it without looking.

Before you guess, you can associate a probability with any face being up (this probability may not be the same for every face.) In other words, despite the fact that no die was rolled (I made a decision about the die), the hidden information means that it is still random *to you*

Philosophically, you can argue that there are two different things going on here, but mathematically they are identical.

So, for one, when you play Amber, you are using random numbers all the god-damn time. So stuff it.

So, for two, there is no tangible difference between a diceless-but-hidden-info game and the roll-a-die game. So claiming that they are fundamentally different at a mathematical level is wrong wrong wrong.

In terms of the ephemera and toy quality, of course, they are very different. They *feel* very different. But they really *aren't* very different.

And I hope that shuts you fuckers up.

(P.S. As far as I know, there are no well-played diceless RPG systems that do not include randomness in the form of hidden information, possibly outside GM fiat. Cradle could do it with a few nips and tucks and, I think, still be a fun RPG. So I even disagree with Ron at that level.)

[identity profile] unrequitedthai.livejournal.com 2005-02-07 07:41 pm (UTC)(link)
Amber is supposed to be played with hidden information?

boggles

No wonder it never worked for me. I was always like, "What is the point? All the results here are foregone conclusions."

Nevermind that I don't know how you can conceal any relevant information, when everyone knows the relative trait ranks of the PCs.

[identity profile] benlehman.livejournal.com 2005-02-07 07:45 pm (UTC)(link)
You can change your attributes after play begins and, of course, no one knows your powers or your artifacts or what crazy things you've pulled out of Shadow recently.

Amber is *all about* hidden information.

[identity profile] unrequitedthai.livejournal.com 2005-02-07 07:59 pm (UTC)(link)
That completely changes my perspective on the game.

You see, whenever I played it, we all brainstormed about artifacts and personal Shadows and what we would do with our extra points, so there wasn't really any information that was concealed. The characters turned out very inspiring, thereby (I had a Chaos Duke with a sword that could turn into a flock of birds or a lake), but the play was lacking.

[identity profile] xiombarg.livejournal.com 2005-02-07 09:23 pm (UTC)(link)
Um, yeah. Not unlike Diplomacy (http://www.diplom.org), the fun thing about Amber is hidden information. Hell, this is arguably the case with the novels as well.