Difference between revisions of "Feigned Die Rolls"
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− | [[Feigned Die Rolls]] is a technique [[Game Masters]] can make use of while leading games, typically [[:Category:Tabletop Roleplaying Games|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 | + | [[Feigned Die Rolls]] is a technique [[Game Masters]] can make use of while leading games, typically [[:Category:Tabletop Roleplaying Games|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<ref name="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 nor what effects their results have. | As Fine<ref name="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 nor what effects their results have. |
Revision as of 20:25, 3 October 2011
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[1] (pages 117-118) for more details on how game masters use information control to structure gameplay.
Contents
Examples
Feigned Die Rolls are in practice only used in Tabletop Roleplaying Games such as Basic Roleplaying, Call of Cthulhu, Dungeons & Dragons, GURPS, and Paranoia.
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[1] 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 nor what effects their results have.
Interface Aspects
Being a pattern about tricking players how the effects of gameplay actions are resolved, Feigned Die Rolls can be considered an Interface Pattern.
Narrative Aspects
Besides being an Interface Pattern, Feigned Die Rolls can also be considered a Narration Pattern since it can be used to save Predetermined Story Structures from breaking.
Consequences
Feigned Die Rolls give Game Masters powerful possibilities of using the roll of Dice to influence players gameplay experiences. 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.
Relations
Can Instantiate
Anticipation, Exaggerated Perception of Influence, Luck, Tension
Can Modulate
Abilities, Dice, Game Masters, Powers, Predetermined Story Structures, Skills
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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