Feigned Die Rolls
Die rolls by game masters that do not influence game states.
One of the tools game masters have to lead gameplay sessions is rolling dice, this to introduce elements to randomness to the game and as a way to have an impartial resolution of actions and events. However, this randomness may destroy plans they have on how the gameplay is intended to progress, either on a story level or by making players' characters have pointless deaths. To avoid this, game masters can make use of Feigned Die Rolls for hidden die rolls to give players the impression of using dice but choosing the outcomes they prefer.
See Fine (pages 117-118) for more details on how game masters use information control to structure gameplay.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
Feigned Die Rolls is a technique Game Masters can make use of while leading games, typically Tabletop Roleplaying Games, and using Dice. As such, games have difficulty in enforcing the pattern although their designs can make it easier for Game Masters to perform Feigned Die Rolls by making it more normal for players to have Imperfect Information about the die rolls they make. This can be done through having explicit rules for hidden rolls or providing game master screens which can make all rolls secret unless Game Masters make an effort to make open rolls.
As Fine points out, Game Masters do not have to make Feigned Die Rolls themselves. They can do this by proxy through asking players to roll Dice but not explain why they should do this nor explaining what effects their results have.
Being a pattern about tricking players how the effects of gameplay actions are resolved, Feigned Die Rolls can be considered an Interface Pattern.
Feigned Die Rolls is a form of Sanctioned Cheating and since Feigned Die Rolls hide the result of rolling die, it introduces Uncertainty of Information in games. Feigned Die Rolls give Game Masters powerful possibilities of using the roll of Dice to influence players' gameplay experiences through using Fudged Results. Most often coupled to rolls against Abilities, Skills, or Powers, the Game Masters can quite easily make players feel Anticipation, Exaggerated Perception of Influence, Luck, or Tension depending on what results they claim the Feigned Die Rolls gave. This also allows them to develop Narration Structures according to what they or the players want instead of what the Dice dictate.
with Game Masters
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.
- Fine, C.A. (1983) Shared Fantasy. University of Chicago Press.