Difference between revisions of "Fudged Results"

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[[Non-Renewable Resources]]
 
[[Non-Renewable Resources]]
  
[[Ultra-Powerful Events]]
 
 
[[Player Elimination]]
 
[[Player Killing]]
 
  
  
 +
[[Rewards]]
  
 
[[Save-Load Cycles]] let players ignore all the events in play sessions, and are thus a course way of creating [[Fudged Results]].
 
[[Save-Load Cycles]] let players ignore all the events in play sessions, and are thus a course way of creating [[Fudged Results]].
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
[[Fudged Results]] typically skews [[Randomness]] and the action perform by, or against, [[Enemies]].
+
[[Fudged Results]] are [[Ultra-Powerful Events]] in that in a paradoxically way may in some cases be initiated by players. They typically skews [[Randomness]] and the action perform by, or against, [[Enemies]]. Given that [[Fudged Results]] cannot be used to often without ruining players' [[Value of Effort]], they are quite likely to be called on in situations to hinder [[Player Elimination]].
  
 
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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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Empowerment]]
+
[[Empowerment]],
[[Exaggerated Perception of Influence]]
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[[Exaggerated Perception of Influence]],
 +
[[Ultra-Powerful Events]]
  
 
==== with ... ====
 
==== with ... ====
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Player Elimination]]
  
 
== History ==
 
== History ==

Revision as of 18:56, 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. Dynamic Difficulty Adjustment is most often done after the fact to adjust difficult for the players' next attempt at something in the game, but can also be used to create Fudged Results sometimes.

Self-Facilitated Games by definition lets players (and possibly Game Masters) Fudge Results when they wish. Encoding Fudged Results into rules to empower players is easiest done through Rerolls, but this requires that Dice are used.

Limited Resources Non-Renewable Resources


Rewards

Save-Load Cycles let players ignore all the events in play sessions, and are thus a course way of creating Fudged Results.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Fudged Results are Ultra-Powerful Events in that in a paradoxically way may in some cases be initiated by players. They typically skews Randomness and the action perform by, or against, Enemies. Given that Fudged Results cannot be used to often without ruining players' Value of Effort, they are quite likely to be called on in situations to hinder Player Elimination.

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, Ultra-Powerful Events

with ...

Can Modulate

Dice, Enemies, Randomness

Can Be Instantiated By

Dedicated Game Facilitators, Dynamic Difficulty Adjustment, Game Masters, Rerolls, Save-Load Cycles, Self-Facilitated Games

Can Be Modulated By

Possible Closure Effects

-

Potentially Conflicting With

Player Elimination

History

New pattern created in this wiki.

References

-

Acknowledgments