Wednesday, October 10, 2018

Dice!

Why I Roll in the Open as Referee
Dice are random number generators. The tossing of dice is also an exciting event and games of all types include dice rolling for both reasons. The dice introduce an element of randomness, considered desirable for a couple of reasons. In any simulation there are known variables such as weapon training, armor worn, etc. and unknown variables, factors which are unaccounted for, but which may influence the outcome. The other reason is chance. People like games of chance. We enjoy feeling lucky. To many that is what "winning" is all about - beating the odds in a roll of chance.
Some popular games do not include dice or chance. Chess is such a game and its popularity goes way back before fantastic adventure games were thought of. The game of chess gives each of two players identical forces and a board with no surprises. It is a pure strategy game where each player may predict with absolute certainty the result of a game move - at least during their immediate turn. Thinking turns ahead is what the game of chess is all about. The only variable is what one's opponent will do.
White Box and the role playing games that follow use dice - funny looking polyhedral dice that are an interesting study themselves. The standard set of polyhedral dice is nearly synonymous with our hobby and display of such objects instantly brings the game to mind. Rolling the dice are fun and beating the odds is part of the excitement of the game. The use of dice allows for a degree of abstraction in the game's design. Enough details are accounted for so as to make sense of the action along with the tossing of dice to account for luck and all the other unspoken for variables that may determine a given outcome. This moves the game along quickly and arguably adds to the sense of verisimilitude as players immerse themselves in the moment, mentally picturing what the dice roll represents in the shared fictional space. Dice are therefore an important element in the creation of the emergent story that develops during play.
From the earliest days some referees have rolled dice in secret, some have "fudged" dice rolls - changing the results to make for a "better story". I am not a fan of either practice. By rolling my dice in the open where players can see the results, all the time, I believe I am helping to establish a fairness and degree of trust that what is happening at the table is not my personal agenda. I believe the open roll empowers the players by showing them their choices matter more than any expectation of desire on my part for the emergent story to develop along preconceived lines. The dice are impartial.
Open dice rolling can result in "losing" in the moment. The dice are random and sometimes the result is well below the odds as calculated by astute and informed players. Bad luck happens. As referee I try to be cognizant of that and my way of moderating the potential influence of "bad luck" is to not call for a die roll as the solution if I think that a single bad roll can ruin the game. The referee has the power to offer other approaches or solutions. Moving the game ahead can be achieved in many ways other than with the result of a simple die roll. Ask questions, provide additional information and help players explore a less risky way forward. Inform the player that a failure will result in a known consequences. Be open to bargaining in order to adjust the risk or reward of the outcome. If the player insists on taking the chance, knowing the risk and is willing to suffer the consequence, then let the die roll! Sometimes you just have to ask yourself, "Do I feel lucky?"




Dice illustration taken from Adventures Dark & Deep - an excellent imagining of what 2e might have looked like had E. Gary Gygax  been involved written by Joseph Bloch.

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