Extra Chances

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The possibility to roll again when a result is unwanted.

Examples

Rerolls are used in Bloodbowl to allow players to the chance of trying again with certain actions when the first try failed.

Using the pattern

Fudged Results

Dice

Rerolls can be seen as a Resource, and how many Rerolls are available is a primary concern when using using the pattern.


If the Rerolls are shared in Teams, they become Shared Resources and may thereby become a source for Social Dilemmas.


Perceived Chance to Succeed Freedom of Choice

Diegetic Aspects

Diegetic Consistency can be difficult to maintain in a game with Rerolls, but can be maintained at least in Asynchronous Multiplayer Games since only the final result needs to be convey to the other players.

Interface Aspects

Rerolls need to be persented in user interfaces or as Book-Keeping Tokens but there is also a choice of making the number of Rerolls each players' has into [Public Information]] or making it secret, creating Asymmetric Information.

Consequences

Rerolls give players a distinct Freedom of Choice but also requires Resource Manangement. They also increase players' Perceived Chance to Succeed since the statistically do so if there is any chance to succeed to begin with, and increase Predictable Consequences since used Rerolls increase any differences in odds, favorable or not.

Diegetic Consistency may be difficult to maintain in games with Rerolls if the events are presented within the Game World. The sense of Luck may also suffer in games with Rerolls since less Luck is required on the side of the player gaining a favorable result, and Luck due to others misfortune are less likely to occur if they have Rerolls.

Relations

Can Instantiate

Freedom of Choice Resource Manangement Perceived Chance to Succeed Predictable Consequences

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Potentially Conflicting With

Diegetic Consistency, Luck

History

New pattern created in this wiki.

References