Thursday, May 6, 2021

Referee Rolls

Dice and the DM
Rulings not rules is almost a mantra in the traditional FRP community. The concept is one which differs significantly from most tabletop boardgame approaches in that the written rules purposefully do not cover every possible situation in the game, thereby leaving intentional room for the referee to make at-the-table rulings in those cases. Making fair and consistent rulings based on personal judgement and in the spirit of fun is an aspect of the game I particularly enjoy. Hence the appeal of such game systems.
The dice in a role-playing game represent chance and the unknown. Rolling dice introduces suspense - or I think it should. If dice rolls are predictable and routine, they cease to excite and the game can suffer. It is my preference that the dice in an RPG be held in some degree of awe and respect. They are our in-game oracle - often determining the future of our characters. Success or failure can hang on the outcome of a die roll and that is exciting to me.
I roll dice in the open as a measure of shared trust with my fellow players. Trivial matters are not rolled for. If a character is almost certain to succeed, I just say that is the case - no roll necessary. (Rolling for trivial things trivializes the dice!) Having discussed with the players the possible consequences of a failed die roll, the risk is known and it has buy-in and consent. As a referee, I generally offer alternative actions that the players can take that will avoid rolling the die. Once the die is cast, however, the outcome is in the hands of the dice gods. Suspense is the result of this practice as all players "hold their breath" awaiting the judgement of the die!
Given the manner in which dice are treated in such a game, each roll is taken a bit more seriously and acquires special meaning to the players. Reaching for the dice means something important is about to happen in the game. The fact that it is indeed "a game" should not be lost. That is why we use the tools of a game - dice and sometimes playing cards. The role-playing game is a special kind of game and efforts should be made to present its mechanics as such. That is one of the reasons I like to have some flexibility with regard to rules. 
The referee can enhance (or conceivably detract from) the fun and excitement of a game session by managing the game play with regard to when certain rules are applied and how. The ability to introduce a "special" die roll at a dramatic point during the game will grab everyone's attention as at that point we are doing something different/unusual and most likely important to the developing game narrative. Novelty can be engaging and when trust has been established between players (the referee is also a player), the use of a new technique or exploring a new way to involve the characters with the setting through use of a novel die mechanic can enhance the special nature of the moment; all while making the outcome that much more exciting. 


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