Someone stated that using dice-rolling *removes* free will from the
players. Um, it's actually the reverse. "Interactive storytelling" is
more open to GM bias and abuse than dice-rolling, doesn't matter how you
slice it. The difference between dice-rolling campaigns and
"conversations" is that where dice-rolling tends to encourage abuse by
power gamers and rules lawyers, diceless gaming tends to encourage abuse
by bombastic loudmouths and social bulldozers.
Just my experience, YMMV.
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