Categories
Memes Roleplaying

Lunchtime Poll #4: 2d or not 2d?

This week Li asks:

This question comes out of an absolutely fascinating discussion between longtime GMs and gamers. It was fun to watch.

Narrative Guy says, “Some of the best games I’ve ever played didn’t involve a single die roll; we decided what our characters could do and the GM took us through a story.” System Mechanic says, “That’s not gaming. If you don’t have a mechanic, then the characters are subject to the capricious whims of the GM. And how can you make sure everyone is on the same page? Also, you lack the random element.” So…what do you think? Make your case!

I’m not going to agree with either directly. In either case, everyone has to agree (at least largely) about character competence and system results or you’ll have frustration. If an Amber Diceless game has characters wandering around on simplistic quests and failing constantly like first level D&D characters, you’re suffering from the whims of a capricious GM. But that’d be true whether you rolled dice or not- it’s the style of adventure, the way the GM has statted the opposition and such considerations that make the adventure futile. The same thing can happen (easily) when a hostile or incompetent GM railroads the characters through a diced plot.

The random element is handy at times; I like the extra suggestions that they make- often they’ll twist an adventure in a way that planning wouldn’t. They can be frustrating though- once people have dice, DM’s will have them roll them, even for critical plot elements… then poorly shoehorn the required results in, no matter the dice result.

Summary: Diceless gaming is still gaming, but I prefer the added “impartiality” of dice, handled reasonably. When dice are thrown around to cover for lack of plot, etc., you’re much worse off than not picking the dice up to begin with.

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Books

Quick Book Thoughts

In the King’s Service by Katherine Kurtz

A solid start to a trilogy, set in one of my favorite universes. I like some of the characters quite a bit: the King and Alric’s mother Alyce are solid. The relationships between the children of Corwyn are well drawn; I can easily imagine siblings having such relationships.

The plot is a slow boil; there’s a lot of low-key action, but no clear villain or overarching threat. It works, since the established books do a good job of illustrating the world (as it will be), and this book fits the pattern. There are some surprises (such as the Jessamy subplot), but most of the book’s events fit the world’s logic well enough to be “non-surprises”. The specific events that have to happen (because later books mention them) do happen– but usually in a natural seeming way. Over all, it’s not the book to introduce people to Gwynedd, but it’s a good book for people who already enjoy the world.

One More For The Road by Ray Bradbury

A collection of short stories. Many are fine- none were exceptional. Many of the main characters are writers, novelists, or have some similar profession. There may be an overt sense of the fantastic, but usually the stories are of the “slice of life” variety.

It may have been better than I’m remembering, but for me it was only an OK book. It wasn’t bad, but I doubt I’ll read it again. None of the stories screamed “must read again”. [For comparison: I really liked Fahrenheit 451, but didn’t think much of Dandelion Wine.]

Sorcery Rising & Wild Magic by Jude Fisher
I read these two novels and enjoyed them somewhat, but they’re not high on my list of books to recommend. I largely agree with this (from Books for a buck.com)–

Author Jude Fisher writes a frustrating combination of fabulous world-building with one-dimensional characters. Katla is a brat-tomboy. Her brother is a crazy coward. Her father is obsessed. Saro is a whiny baby. His brother is a cowardly bully. Growth comes slowly to these characters, especially as few of them are pursuing any particular goal (this makes for fine realism but disappointing reading). Of the major characters, only Aran Aranson seems to have a goal. On the other hand, Fisher’s world is fascinating with its different cultures, religions, and the strange trinity that created it and still plays an active force within it.

The world is sketched competently, though the dramatic north/south divide reminds me strongly of many other novels. The cultures in conflict should be in conflict, so that’s well done. The rise of magic plays out interestingly… but through such weak characters that it’s hard to care at times. Too many of the characters can be defined in a phrase- or two, if they have a cover motivation.

Three Hearts and Three Lions by Poul Anderson
A good book; a bit dated but still vibrant. The story seems straightforward, and it is. It’s punchy and short, doesn’t involve extensive “leveling up” play, but builds solid relationships among fantastic people. The “critters” are suitably human yet retain their alien nature Some things (like Holger’s fitness) seem too easy, but have been anticipated by the author.

All in all, a great fluffy read.

Categories
Memes Roleplaying

RE: Lunchtime Poll #3: Imperfect Attendance

Li asks:

How do you cope with the absence of a player, either in a single session or repeated absences?

In one word: poorly.

Much as Ginger related, characters of missing players will often develop Etherealness, or just fade into the wallpaper. What’s done often depends on the size of the group and the style of game played.