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] lordsmerf.livejournal.com 2005-02-08 04:50 pm (UTC)(link)
Heh... See my post below, but basically your conflating to points:

1. Social contract: Someone must want to use the Eagles to destroy the Ring, otherwise this wouldn't have come up. One of the primary reasons to use written systems is to arbitrate disputes between players when they disagree. You're basically saying that the game is better if the GM just decides what happens; his desires trump the players. "You want X, too bad! I don't want X, and I'm the GM, so no X for you". If this is the case, why are you using a written system at all?

2. The Theory position seems to be it's *never* OK to over-rule the System

The Theory position is that you should never *have to* over-rule system. If you are doing so then it is a clear indication of one of a number of things:

A) You are using the wrong system. You know that this is true when everyone at the table wants something counter to the system.

B) (And this is more likely) Your group has some problems. Someone wants X and someone wants not-X. For the person who wants X, not-X ruins the game and for the person who wants not-X, X ruins the game. If this is the case then you shouldn't be playing RPGs toegether. Doesn't mean you can't be friends, doesn't mean you can't play pool or basketball or chess. But RPGs? That's not going to work out for you.

Thomas