Difference between revisions of "Fudged Results"

From gdp3
Jump to: navigation, search
Line 17: Line 17:
  
 
== Using the pattern ==
 
== 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.
+
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]]) [[Fudged Results|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.
 
[[Self-Facilitated Games]] by definition lets players (and possibly [[Game Masters]]) [[Fudged Results|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.
 
 
[[Save-Load Cycles]]
 
 
 
 
  
 
[[Limited Resources]]
 
[[Limited Resources]]
Line 35: Line 29:
 
[[Player Killing]]
 
[[Player Killing]]
  
[[Dynamic Difficulty Adjustment]]
+
 
 +
 
 +
[[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 ===
Line 47: Line 44:
  
 
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]].
 
 
  
 
== Relations ==
 
== Relations ==
Line 62: Line 57:
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Dedicated Game Facilitators]],  
 
[[Dedicated Game Facilitators]],  
 +
[[Dynamic Difficulty Adjustment]],
 
[[Game Masters]],  
 
[[Game Masters]],  
 
[[Rerolls]],  
 
[[Rerolls]],  
 +
[[Save-Load Cycles]],
 
[[Self-Facilitated Games]]
 
[[Self-Facilitated Games]]
  

Revision as of 18:48, 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

Ultra-Powerful Events

Player Elimination Player Killing


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

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgments