>diceless game
>would be 10x better if dice were involved
Why are dice so amazing?
>diceless game
>would be 10x better if dice were involved
Why are dice so amazing?
The GM is a human, a fallen creature enslaved to its instincts and perception.
The dice are not human. They are the only wholly impartial arbiter. To use dice in roleplay is to take a glimpse of the unknowableness of fate itself.
The dice are cold.
The dice are heartless.
The dice betray us.
And that's why we love them.
Amber Diceless is good specifically because it avoids dice and forces players to think in a narrativist rather than gamist sense. Dice are a crutch for people who can't handle a story deeper than "We need to kill ten blue goblins in order to make a Blue Pair of Leather Pants."
I wish my DM could do this more often, just ditch the dice sometimes and just for once make something up on his own.
Or people who want to roughly simulate the probability of succeeding any given action and measuring the abilities of a character, which I find helps out RP more than any narrativist construct.
Dice turn a game about thinking into a game about thinking and gambling.
The human brain is partially optimized to get a kick out of gambling.
It's why it can become a genuine addiction (due to the chemicals released during the act) like any number of narcotics or alcohol or whatever else.
humans are predictable beings following what's their best but yearning for god's detachment from necessities
dice are pure heralds of the chaos that spawned this universe and as such are closer to the divinity than man
Yeah, alright fampai, if I wanted to write a novel I'd do it on my own, not during game night.
I've had enough players like you at my table. As much of an annoying killjoy as gamist "rollplayers".
100% chance of "but that's wut muh character would dooooo ;;".
>The dice betray us.
When did you fail that crucial roll, Veeky Forums?