Wednesday, May 31, 2023

A Case for Mindless Dice Combat

Many TTRPGs and gamebooks feature dice-based combat.
Designing this combat to allow player agency can be difficult (as illustrated in my previous blog post, Evolution of Gamebook Combat.)

Q) But doesn't removing player agency violate the basic premise of gamebooks and RPGs?
A) Usually. But mindless dice combat can have its uses.


1. Dice provide unpredictability.
Combat sections might not always be about choices, but about making outcomes feel open-ended and not predestined.
This can also lend a feeling of real danger, since things are out of the player's control and there is no clear safe path forward.
(Note that this is not so much as a game mechanic as it is a mood-setting narrative mechanic.)

2. There is fun in games of chance.
These games have been around for thousands of years; the earliest dice predate recorded history.
Players might not be making choices, but they're still having fun.

3. Physical interaction with dice is fun.
Place some dice on a table and sit beside them. Chances are you'll start rolling them and fidgeting with them just for the fun of it.
Gamebooks are read-heavy, making the players physically passive; having some physical actions to perform while playing can make a huge difference.

4. Sometimes people simply don't want to worry about choices.
Especially if the reader just wants to unwind. People have enough choices to worry about in Real Life. Let 'em just roll dice and have fun!

Remember:
Dice combat can add flavor if used sparingly and when necessary, like adding a pinch of salt when it's called for.
Too much is like a cup-full of salt; in the wrong place it's like putting salt in your tea.

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