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เนื้อหาจัดทำโดย The RPG XRAY Team เนื้อหาพอดแคสต์ทั้งหมด รวมถึงตอน กราฟิก และคำอธิบายพอดแคสต์ได้รับการอัปโหลดและจัดหาให้โดยตรงจาก The RPG XRAY Team หรือพันธมิตรแพลตฟอร์มพอดแคสต์ของพวกเขา หากคุณเชื่อว่ามีบุคคลอื่นใช้งานที่มีลิขสิทธิ์ของคุณโดยไม่ได้รับอนุญาต คุณสามารถปฏิบัติตามขั้นตอนที่แสดงไว้ที่นี่ https://th.player.fm/legal
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015 Randomness

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Manage episode 434827682 series 3510538
เนื้อหาจัดทำโดย The RPG XRAY Team เนื้อหาพอดแคสต์ทั้งหมด รวมถึงตอน กราฟิก และคำอธิบายพอดแคสต์ได้รับการอัปโหลดและจัดหาให้โดยตรงจาก The RPG XRAY Team หรือพันธมิตรแพลตฟอร์มพอดแคสต์ของพวกเขา หากคุณเชื่อว่ามีบุคคลอื่นใช้งานที่มีลิขสิทธิ์ของคุณโดยไม่ได้รับอนุญาต คุณสามารถปฏิบัติตามขั้นตอนที่แสดงไว้ที่นี่ https://th.player.fm/legal

This episode’s topic is randomness. Chance is a core part of nearly all roleplaying games, but why is it fun? Can you have a valuable RPG without it? Does randomness increase or decrease the quality of stories at the table? Join us as we find out on RPGXray.

HOSTS:

Ethan Schoonover Jason Beaumont Erik Saltwell

APPENDIX X:

Co-Intelligence (Book, Erik) Solium Infernum (, Erik) 1491 (Book, Ethan) Hiking (Activity, Ethan)

GAMES MENTIONED:

Powered By The Apocalypse Red Markets Delta Green Eat The Reich Dark Sun Marvel Universe Memoir 44 Command and Colors Pendragon Blades in the Dark Isle of Dread (5e)

SUMMARY:

The main topic of this episode is randomness. Topics include:

  • Randomness as uncertainty and authority: Randomness is an authority that gets to say what happens at the table. The role of randomness is to create uncertainty and choose outcomes that no one at the table would choose.
  • Input vs. output randomness: Most forms of randomness dictate the outcome of an action, but some forms of randomness specify the inputs of an action: they determine what choices a player can choose between.
  • Tension and memorable moments from randomness: One of the main roles of randomness is to create tension. The uncertainty of randomness can create defining moments of celebration and commiseration, as with critical hits and fumbles..
  • Randomness and setting: The odds of success speak about power and tone in your game world. For example, in Pendragon, the power of an armored knight in a lance charge speaks to how economic power translates into military power in feudal England.
  • Dice fudging: The group discusses three principles around dice fudging. Dice fudging can make the world feel less real, less designed, and less challenging. Dice fudging should not be used if it takes your players out of the willful suspension of disbelief. ** If a roll is unacceptable to you as the GM, don’t put the outcome in the hands of randomness.
  • Sources of randomness outside of dice are more than just aesthetically different.. Tools like cards and Jenga towers create an interdependence between rolls that create substantive differences in your game. Randomness in character creation: * Random character generation encourages adaptability and diverse party compositions, increasing replayability and character depth. It challenges players to embrace unexpected roles, fostering creativity and organic character development.
  • Randomness in the game world, like wandering monster tables. These traditional tools exemplify early RPG design philosophy, balancing structure with unpredictability in exploration and encounter design. Over time, a focus on narrative continuity and consequences have de-emphasized this style of play.
  continue reading

15 ตอน

Artwork

015 Randomness

RPG XRAY

published

iconแบ่งปัน
 
Manage episode 434827682 series 3510538
เนื้อหาจัดทำโดย The RPG XRAY Team เนื้อหาพอดแคสต์ทั้งหมด รวมถึงตอน กราฟิก และคำอธิบายพอดแคสต์ได้รับการอัปโหลดและจัดหาให้โดยตรงจาก The RPG XRAY Team หรือพันธมิตรแพลตฟอร์มพอดแคสต์ของพวกเขา หากคุณเชื่อว่ามีบุคคลอื่นใช้งานที่มีลิขสิทธิ์ของคุณโดยไม่ได้รับอนุญาต คุณสามารถปฏิบัติตามขั้นตอนที่แสดงไว้ที่นี่ https://th.player.fm/legal

This episode’s topic is randomness. Chance is a core part of nearly all roleplaying games, but why is it fun? Can you have a valuable RPG without it? Does randomness increase or decrease the quality of stories at the table? Join us as we find out on RPGXray.

HOSTS:

Ethan Schoonover Jason Beaumont Erik Saltwell

APPENDIX X:

Co-Intelligence (Book, Erik) Solium Infernum (, Erik) 1491 (Book, Ethan) Hiking (Activity, Ethan)

GAMES MENTIONED:

Powered By The Apocalypse Red Markets Delta Green Eat The Reich Dark Sun Marvel Universe Memoir 44 Command and Colors Pendragon Blades in the Dark Isle of Dread (5e)

SUMMARY:

The main topic of this episode is randomness. Topics include:

  • Randomness as uncertainty and authority: Randomness is an authority that gets to say what happens at the table. The role of randomness is to create uncertainty and choose outcomes that no one at the table would choose.
  • Input vs. output randomness: Most forms of randomness dictate the outcome of an action, but some forms of randomness specify the inputs of an action: they determine what choices a player can choose between.
  • Tension and memorable moments from randomness: One of the main roles of randomness is to create tension. The uncertainty of randomness can create defining moments of celebration and commiseration, as with critical hits and fumbles..
  • Randomness and setting: The odds of success speak about power and tone in your game world. For example, in Pendragon, the power of an armored knight in a lance charge speaks to how economic power translates into military power in feudal England.
  • Dice fudging: The group discusses three principles around dice fudging. Dice fudging can make the world feel less real, less designed, and less challenging. Dice fudging should not be used if it takes your players out of the willful suspension of disbelief. ** If a roll is unacceptable to you as the GM, don’t put the outcome in the hands of randomness.
  • Sources of randomness outside of dice are more than just aesthetically different.. Tools like cards and Jenga towers create an interdependence between rolls that create substantive differences in your game. Randomness in character creation: * Random character generation encourages adaptability and diverse party compositions, increasing replayability and character depth. It challenges players to embrace unexpected roles, fostering creativity and organic character development.
  • Randomness in the game world, like wandering monster tables. These traditional tools exemplify early RPG design philosophy, balancing structure with unpredictability in exploration and encounter design. Over time, a focus on narrative continuity and consequences have de-emphasized this style of play.
  continue reading

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