> > > Hero Wars avoids this to some extent by allowing the GM and
> players
> > > to decide what the outcome of the dice means much more than
> > > many RPGs do. Nevertheless, dice are not required in order to
> > > produce outcomes that could not be predicted in advance by the
> > > GM or players in the game, and outcomes that are often highly
> > > entertaining to boot.
> >
> > True, add a mix of people together and surpising things can
happen,
> > but sometimes the dice sometimes can inspire us to really jump
off
> > the track.
>
> All very true and good, but the contention was not that dice can
> help you have fun. It was that without dice an RPG _cannot_
> be creative and surprising.
>
Simon;
I wasn't trying to refute what you said. This isn't college debating
where you have to be for or against the motion.
I was simply suggesting that one facet of using dice is that the
results may sometimes lead us to think of results beyond what we
would normally consider. I wasn't trying to suggest that we never
get inspired otherwise, or that there are no other methods to help us
think of unusual events.
--Bryan