Difference between revisions of "Fudged Results"

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[[Save-Load Cycles]]
 
[[Save-Load Cycles]]
  
[[Randomness]]
 
[[Enemies]]
 
  
  
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== Consequences ==
 
== Consequences ==
 +
[[Fudged Results]] typically skews [[Randomness]] and the action perform by, or against, [[Enemies]].
  
 
When players can create [[Fudged Results]] this provides them with [[Empowerment]] and quite possibly an [[Exaggerated Perception of Influence]].
 
When players can create [[Fudged Results]] this provides them with [[Empowerment]] and quite possibly an [[Exaggerated Perception of Influence]].
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=== Can Modulate ===
 
=== Can Modulate ===
[[Dice]]
+
[[Dice]], [[Enemies]], [[Randomness]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 18:30, 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

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.

Bloodbowl allows players to create Fudged Results by using rerolls that are provided for the team or for specific star players.

Using the pattern

A first decision regarding Fudged Results is if they should be possible to create for players or by Dedicated Game Faciliators. Fudged Results by Dedicated Game Facilitators or Game Masters need to be made secretly to not impede on players' perception of having a Determinable Chance to Succeed. An exception to this is if the Fudged Results are in itself algorithmically determined, which simply removes the pattern itself since players' can incorporate that algorithm into the normal one when it is noticed.

The simplest way to empower players to create Fudged Results is through Rerolls, but this requires that Dice are used.


Save-Load Cycles



Limited Resources Non-Renewable Resources

Ultra-Powerful Events

Player Elimination Player Killing

Dynamic Difficulty Adjustment

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Fudged Results typically skews Randomness and the action perform by, or against, Enemies.

When players can create Fudged Results this provides them with Empowerment and quite possibly an Exaggerated Perception of Influence.


Relations

Can Instantiate

Empowerment Exaggerated Perception of Influence

with ...

Can Modulate

Dice, Enemies, Randomness

Can Be Instantiated By

Dedicated Game Facilitators, Game Masters, Rerolls

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgments