Difference between revisions of "Fudged Results"
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
[[Category:Stub]] | [[Category:Stub]] | ||
− | '' | + | ''Ignoring or having hidden exceptions to the algorithms determining effects of actions.'' |
− | + | Players often experiences setbacks during gameplay but some setbacks can be especially bad or destroy the gameplay completely. To avoid this, game facilitators can modify the outcomes to mitigate the worse effects and possibly do this without the players knowing this. Players can also be | |
=== Examples === | === Examples === | ||
+ | [[Game Masters]] in games such as [[GURPS]] and [[Basic Role-Playing]] can provide [[Fudged Results]] at all times except when players roll dice to determine overcomes. Players can however also be given limited powers to recreate [[Fudged Results]], the fate point system used in [[Warhammer Fantasy Roleplay]] is an example of this, although game masters determines the effect of using these fate points. | ||
== Using the pattern == | == Using the pattern == | ||
− | |||
+ | [[Dice]] | ||
[[Fudged Results]] need to be made secretly by systems or [[Game Masters]] to not impede on players' possibility to have a [[Determinable Chance to Succeed]]. An exception to this is if the [[Fudged Results|Fudged Result]] is in itself algorithmically determined which simply removes the pattern itself since players' can incorporate that algorithm into the normal one when it is noticed. | [[Fudged Results]] need to be made secretly by systems or [[Game Masters]] to not impede on players' possibility to have a [[Determinable Chance to Succeed]]. An exception to this is if the [[Fudged Results|Fudged Result]] is in itself algorithmically determined which simply removes the pattern itself since players' can incorporate that algorithm into the normal one when it is noticed. | ||
[[Rerolls]] may be seen as [[Fudged Results]], with the peculiarity that they are in the players' or [[Agents]] hands, and this can typically not be reduced to a simple deterministic algorithm. | [[Rerolls]] may be seen as [[Fudged Results]], with the peculiarity that they are in the players' or [[Agents]] hands, and this can typically not be reduced to a simple deterministic algorithm. | ||
+ | |||
+ | [[Randomness]] | ||
+ | [[Enemies]] | ||
+ | [[Game Masters]] | ||
+ | |||
+ | [[Dedicated Game Facilitators]] | ||
+ | [[Exaggerated Perception of Influence]] | ||
+ | |||
+ | |||
+ | [[Limited Resources]] | ||
+ | [[Non-Renewable Resources]] | ||
+ | |||
+ | [[Ultra-Powerful Events]] | ||
+ | |||
+ | [[Player Elimination]] | ||
+ | [[Player Killing]] | ||
+ | [[Player-Decided Distribution of Rewards & Penalties]] | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 17:55, 21 January 2011
Ignoring or having hidden exceptions to the algorithms determining effects of actions.
Players often experiences setbacks during gameplay but some setbacks can be especially bad or destroy the gameplay completely. To avoid this, game facilitators can modify the outcomes to mitigate the worse effects and possibly do this without the players knowing this. Players can also be
Contents
Examples
Game Masters in games such as GURPS and Basic Role-Playing can provide Fudged Results at all times except when players roll dice to determine overcomes. Players can however also be given limited powers to recreate Fudged Results, the fate point system used in Warhammer Fantasy Roleplay is an example of this, although game masters determines the effect of using these fate points.
Using the pattern
Fudged Results need to be made secretly by systems or Game Masters to not impede on players' possibility to have a Determinable Chance to Succeed. An exception to this is if the Fudged Result is in itself algorithmically determined which simply removes the pattern itself since players' can incorporate that algorithm into the normal one when it is noticed.
Rerolls may be seen as Fudged Results, with the peculiarity that they are in the players' or Agents hands, and this can typically not be reduced to a simple deterministic algorithm.
Randomness Enemies Game Masters
Dedicated Game Facilitators Exaggerated Perception of Influence
Limited Resources
Non-Renewable Resources
Player Elimination Player Killing Player-Decided Distribution of Rewards & Penalties
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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