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Or they could simulate dice by each person picking a number, adding them all up, and then modding by 6 (+1). Could lead to interesting results methinks...
by dumbfounder 9y ago
Or they could simulate dice by each person picking a number, adding them all up, and then modding by 6 (+1). Could lead to interesting results methinks...
- kibwen 9y agoThis would be a variant of Odds and Evens (https://en.wikipedia.org/wiki/Odds_and_evens https://en.wikipedia.org/wiki/Odds_and_evens ), though Odds and Evens is kept honest by the fact that it's an adversarial game, so there's no point in players colluding to fix the outcome. To obviate any concerns of player collusion you'd need to ensure that the GM is one of the people picking the numbers, and once you've gone this far you actually only need two people to pick the numbers (the GM and one player), which will be just as random as having all players pick the numbers (setting aside the human tendency to pick "random" numbers non-randomly, which is hopefully mitigated by the adversarial nature of the choice). You'd also need some way for the adversaries to prove that they chose their numbers before the other number was revealed, which, as in Odds and Evens, you can do with your fingers (don't fret about the d20, you can count to 20 on your fingers with enough imagination).
- dumbfounder 9y agoI have never played any of these games, are some of them without competition? Like everyone is on the same side? It wouldn't work in that case. But all you need is one person picking numbers to be on an adversarial team in order for this to work.
- ufo 9y agoThe typical D&D game will have a group of players working as a team and exploring a monster-filled dungeon. A different person is the Dungeon Master and is responsible for crafting the plot of the adventure and presenting challenges to the players (monsters to battle, though choices to make, and so on). However, it isn't really an adversarial thing. A good DM doesn't "play to win" as their goal is to create the most fun experience for everyone.
- Fjolsvith 9y agoExactly. A good DM thinks up challenges that make players work together to succeed. If plot material is available, the DM doesn't necessarily have to be able to think that up, but it was by far the funnest part of being a DM for me. I once ran a group adventure where the players' characters were hired by a noble to provide escort for his daughter to a distant kingdom. Along the way, in every town the players stayed, mysterious murders started taking place. Over the trip, authorities started to suspect the adventurers due to circumstances. This really rankled the players and when they discovered the noble daughter in their charge was an evil assassin having fun, they had a massive range of emotions to their reaction. Not only did they have to prove their innocence, they had to find evidence to do so. Some of the players were really torn - what would the noble father do to them if they turned the daughter over? What would happen to them if they didn't? One interesting effect to running a good adventure in the prison was that a number of non-playing inmates wanted to hear about the latest gaming events, much like following a soap opera.
- WorldMaker 9y agoSomeone mentioned playing cards were allowed and with a bit of math, card removal, and a lot of shuffling you can use playing cards as somewhat fair dice. If you remove Kings and any Jokers you have 4 sets 1-12, which mod 6 gives you 8 sets of 1-6 in a single deck (an equivalent to 8d6 can go a long way). For less card math you could just use the 4 sets of face value 1-6 cards. If you replace cards every "roll" and fair shuffle, you have relatively fair dice. Of course, trick shuffles are too easy an unfair advantage in that situation that I wouldn't suggest playing something like Craps or Yahtzee with Playing Cards, but could certainly be fair enough for a collaborative RPG environment. Similarly, card replacement and amount of shuffling could be relaxed in a RPG setting if the table agrees to allow "unfair" failure/success patterns (which can lead to interesting trade-offs to roleplay; I can succeed at this first die check, but already know I have to fail the next). ETA: Playing cards and spinners are both mentioned in the linked article. The article describes using a deck for 1d20 as opposed to 8d6 as mentioned above, which makes sense given a D&D context.
- daveFNbuck 9y agoI was really surprised not to see this method in the article.