3 Comments

Is it possible that dice are not the problem, but the narrative ability of GMs and Players when it comes to interpreting these results? There are too many ways to narrate why someone would fail that persuasion check and get a 1, and some could be really elegant and contribute to the thrill of the story (maybe the precise tone of voice of this character or the specific wording triggered an old memory on that NPC, it doesn't have to mean you fail because of you, dice are precisely that external variable element).

Could this "imaginary space" you are referring be very much nurtured by the level of Psychological Immersion that players achieve while playing? And, if so, aren't dice and their uncontrollable essence precisely representing the uncontrollable nature of real life, thus, providing more psychological immersion? Would subordinating results too much to player narrative (which is awesome) also be working against the quality of that imaginary space where we attempt to think and feel as if in another REALity? Aren't dice a very powerful existensial element?

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My favorite game in this regard is GURPS. It's skill system is easy to grasp, and with point-buy, I can make my character as competent in their chosen field as I want to so that the dice align with my expectations.

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This is addressed quite elegantly in most Powered by Apocalypse games and especially in Blades in the Dark.

It did take some getting used to, but now my group uses the player narrated consequence approach in other systems as well. It also makes it much more interesting for the GM, as the narrative control becomes much more shared.

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