Dice are one of the iconic symbols of the roleplaying game. Introduced by Dungeons and Dragons, who pioneered the art of tabletop dice and stat sheet games, these simple random number generators are the default way that gamers determine what exactly happened, and to what extent an event occurred, during a roleplay session.
The general method is that a character interacts with something. For instance, maybe the character is a grown man, who is standing in the street when a large brick tears off of someone’s ceiling and comes hurtling towards his head. By rolling dice, and using a series of mathematical character statistics, gamers can calculate whether the stone hits the character, or misses him. They can also generate a relatively random, although controlled number, stating how much damage was done to the character if they were indeed struck by the boulder.
This is a great idea in theory; it allows people to simulate the effects of a video game without the need to consult a computer. The problem is that humans are not computers; they are living, breathing souls, with minds, creativity, and passions. Using dice to determine the outcome of a story makes everything random. Even if you do use statistics to set probable boundaries on the outcome, you are still leaving the fate of the story up to chance. What is worse is that rather than being proactively creative, and using your mind to come up with something entirely new, you are instead doing mindless math, the kind of thing that calculators and computers were designed to do for us.
Humans are story telling creatures. We are constantly regaling one another with tales of our own lives, and the lives of friends and families. From our mouths come eloquent tales of sorrow or joy, humor or tragedy, and sometimes all of the above. When engaging in a roleplaying game you shouldn’t be simply content to use the dice as a storytelling crutch, randomly determining the outcome of the story. You should instead actively chjoose whatever action makes the story better and more enjoyable for yourself and everyone involved.
Using dice, it is possible for a character, through no fault of their own, to be killed 5 minutes into the game. The person playing that character then has to sit there for hours, watching everyone else enjoy themselves. There is an off chance that the adventurers may come upon a way to resurrect their fallen foe, but too is determined to a large extent based on chance and numbers rather than enjoyment of the experience.
There is of course the argument that dice ensure the fairness of whoever is running the game. The one place where this is justified is where the game master is following a very rigid routine, and is trying to act within that routine in such a way that allows him to kill the characters that oppose him. In other words, if the person running the game is in competition with those playing, you need to have dice to ensure that the game is fair. However the over riding power of the “dungeon master” as the leader of the game is often called, makes it quite difficult for anyone to oppose them, and an actual contest between someone so powerful, and mere players, would be rather unbalanced.
In any other situation, the rules of friendly conduct should ensure that whoever is running the game will conduct it in such a way as to ensure the fun and enjoyment of everyone involved. If you can’t trust in their fairness and impartiality, then it is time for you to find someone else to act as leader of the game world.
Roleplaying dice are used to simulate video games. While in the past they may have allowed people to create intricate roleplaying experiences without the use of complicated algorithms, today there are a glut of websites, and video games, that will do the work for you. When engaging in face to face, or even computer to computer, free form roleplaying, dice really have no purpose. The best methodology is to simply create a storyline that will ensure the maximum enjoyment for everyone involved.
Tags: games, playing, role, roleplaying, rpg
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