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.)
evilmagnus: (Default)

[personal profile] evilmagnus 2005-02-07 09:10 pm (UTC)(link)
Not exactly. Let me give you an example: I have never seen, and can not even imagine any situation that would "break" the systems in: Primetime Adventures, Sorcerer, Capes, Dogs in the Vineyard, HeroQuest, or any number of other cool systems.

I don't know all the systems you mention, but could this not just be a failure of imagination on your part? :)

We're not looking at systems that "consider every possibility", we're looking at systems that are flexible enough to apply them evenly to any situation.

From an actors perspective, though, are the two not synonymous? If they're flexible enough to be applied evenly to every situation, then surely that's the same as 'considering every possibility'? And I'd say that any system that claims to be truly flexible, yet ultimately breaks down resolutions to a random factor die roll (d6, d20, whatever) is not *as* flexible as a system that doesn't depend on the die roll for the resolution.

[identity profile] benlehman.livejournal.com 2005-02-07 09:13 pm (UTC)(link)
Hey, guys. Given that we are totally tangential to the random vs. nonrandom discussion at this point, why don't we just say that I'll play PTA with Jules once I get the chance, and leave it until then.
evilmagnus: (Default)

[personal profile] evilmagnus 2005-02-07 09:20 pm (UTC)(link)
That would mean I'd have to stop writing on LJ and actually get back to work, though!