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I am interested in using a diceless resolution system for my roleplaying, but am not sure what my options are in that vein. I can think of basically two categories of diceless tabletop role-playing systems - systems which eschew any randomisation, and those which randomise by some method other than dice.

Examples

Non-random tabletop systems

One option is of direct comparison of stats or other game statistics without a randomization factor. The obvious example here is Amber DRPG, but I suspect that there are other narrative driven RPGs out there that I don't know about.

Even in Amber, situation resolution it is rarely by direct comparison between stats. Narrative techniques can be used to manoeuvre two characters into a situation which narrows the gap between their ranking, widens it, or brings other stats into the picture - the classic example of course being Corwin relying on his stamina to stretch out conflicts with his siblings such that it becomes a dominant enough factor that he can escape.

Other randomisation techniques

I have seen card-based randomization system. Over the years, I've played quite a few home brew games based on the original SAGA Dragonlance system, which was similar to the SAGA Marvel superhero system.

The basic mechanics were that you had a hand size according to your experience, and for any skill check you would play a card from your hand and replace your card from the draw pile. If you had a card of the right suit as the skill check (a strength card on a strength check) you would also draw a card from the draw pile and add that to your skill check, so a small trump was often worth more than a medium value card not of the correct suit. When you were wounded, you would discard cards to the value of the damage, but those cards wouldn't be replenished - your hand size would be reduced until you were healed. One nice aspect of the system was that it simulated fatigue beautifully, you might start a scene with a spread of high, medium and low cards, but as your high cards were played they would more often than not get replaced by lower value cards, until you were left with a bunch of useless cards and feeling very vulnerable.


The only other system I've played without dice was Everway which, if I remember correctly, used a combination of these techniques, stats based resolution, card resolution and GM fiat.

What I would be interested in is what other diceless resolution techniques exist, ideally with examples of tabletop diceless resolution methods people have tried and how they found them to play.

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Please discuss question validity on Meta: meta.rpg.stackexchange.com/questions/1370/… – mxyzplk Mar 10 '12 at 3:18
1  
Related: Statless & diceless systems – SevenSidedDie May 8 at 15:33

6 Answers

up vote 4 down vote accepted

If you are willing to look at indie RPGs, there's a lot of non-random systems around. To name a few:

  • System DL: if skill is higher than difficulty then it is a success. Obviously there are luck points that allow you to get automatic successes (with a price...).
  • Active Exploits: players manage a limited pool of "effort" points.
  • No Dice: freeform narrativist, uses a deck of cards for resolution.
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Games not yet mentioned:

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I got to play Do: Pilgrims of the Flying Temple at GenCon, and I can tell you that the "stones pulled from a bag" is not a resolution mechanic, per se. It's a story-direction mechanic. It determines who / whether you can help and whether you end up in trouble, but not whether a given action succeeds. – gomad Aug 15 '11 at 15:51
@gomad - That's interesting. If this question gets re-opened, would you be interested in writing up your experience with Do? – Mark Booth Mar 12 '12 at 11:56
@MarkBooth - Ummmm...probably not. It's been months and I haven't played Do since. There must be people with better credentials to write about Do than I have. – gomad Mar 15 '12 at 15:54

GUMSHOE isn't fully diceless, but reminds me personally a lot of Marvel SAGA which you cite in the question. It is an investigation ruleset (used in Trails of Cthulhu, Fear Itself, Esoterrorists, and Mutant City Blues) which eschews using dice for finding important clues, instead stats are usually points you spend to get better effects. You do roll for the more "adventurey" skills.

In fact the thing that worries me about GUMSHOE is that I played Marvel SAGA but hated it, it was too easy to get stuck in a place where you had all bad cards and so deliberately didn't do anything, or only tried very innocuous actions to try to clear out the low draws. Diceless but point spend/card draw mechanics can get you into that passive "don't try anything" mode if things go badly because it's so deterministic. I asked a question on this SE about how to prevent that, and "railroad" was the gist of all the answers.

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If I remember correctly, with SAGA system there was a mechanism for refreshing your hand. For a start you got a new hand every time you start a new session (mainly I guess to stop people having to record their hand between sessions) but also I think that you got a new hand every time you slept over night. Similarly it would also be easy for the GM to give out a refresh as an in session reward, say for a particularly innovative solution to a problem, or take a leaf out of D&D's book and give people the option of having a second wind in the middle of particularly long and tiring encounters. – Mark Booth Mar 9 '12 at 11:08
Yeah, sure, but that didn't help you over the course of a normal adventuring day. Still sucked. – mxyzplk Mar 10 '12 at 3:08
If people aren't having fun then the GM needs to find a solution to that problem, irrespective of the mechanics of the system. My gut feeling is that ablative systems should really be used to determine priorities, not the define the total amount you can achieve. Having said that, I like systems where certain things are expected to take time and where time is a significant limiting factor for that activity. In Ars Magica you can't easily duplicate the effort of a season in the lab - you either need a much higher level effect formulaic/spontaneous spell and/or spend lots of vis. – Mark Booth Mar 12 '12 at 11:54

Dread uses a Jenga tower for resolution. There are about a hundred others.

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Dread sounds a little pretentious to me, have you actually played it? If so, I'd love to hear how it works out. I'm guessing that you really need a group that will buy into it, otherwise that atmosphere will never get to form. As to the link, thanks, but the commercial (aka published) section is quite small and misses out some of the things listed on here already. – Mark Booth Apr 19 '11 at 22:30
I haven't played Dread, don't like the sound of it. Less "pretentious" and more "party game" in my mind, on that "one shot" end of indie RPGs. And sure, the list isn't comprehensive, but it also has stuff not listed on here already. – mxyzplk Apr 19 '11 at 23:07

Another well known diceless RPG is Nobilis. I haven't played it but I have read it and the resolution mechanism does come down to who has the most ranks in a category allow characters can essentially overpower their miracles allowing them to do things over their base stat. It's a little tough to get your head around but from what I've read it allows for a lot of interesting roleplay and since everything doesn't come down to dice rolls it encourages very creative descriptions of powers and how they are used.

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Interesting, I'd heard of Nobilis but never look further. – Mark Booth Apr 18 '11 at 23:18
@MarkBooth - Nobilis is one of the best diceless system out there. With imagination you can run a normal game, I did for about 18 month run a D&D campaign with super hero like pcs. – David Allan Finch Apr 19 '11 at 12:49

Castle Falkenstein

This 1994 game was the first steampunk game I'd seen since Space: 1889. It uses cards as a randomizer because Gentlemen of Quality, and Ladies (most certainly!) would never game with dice! This game is a lot of fun. Should be combined with the Comme il Faut expansion.

The Marvel Universe RPG

This early-21st-century superhero game is pure resource management. You have a limited number of tokens you can use to try to meet / beat target numbers when combined with your stats. I have this game, but have never played it.

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Castle Falkenstein sounds like fun, I'll have to try and pick up a copy. – Mark Booth Apr 18 '11 at 23:17
@Mark Booth - My memory says it's a lot of fun! There's also a GURPS conversion, if you prefer the power (and, in this case, the dice) of GURPS. I just got a PDF of the new Savage Worlds conversion of Space: 1889, and I was thinking of plumbing my CF collection for cool things to use with that. – gomad Apr 19 '11 at 16:00
I think the only thing worse than a GURPS conversion would be a Rollmaster conversion, and don't get me started on the dice anomalies in Savage Worlds, but otherwise I'll take a simple system over a complex one any day of the week. *8') – Mark Booth Apr 19 '11 at 18:34
@Mark Booth - ouch! I used to like GURPS - I think I have the CF GURPS book, too. I think I have all the CF books, except the adventure they published. I have little use for published adventures. And yes, I like simple systems better, too. – gomad Apr 19 '11 at 18:39
As you may have guessed, my comment wasn't entirely serious. *8') – Mark Booth Apr 19 '11 at 20:26

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