A diceless role-playing game is a
role-playing game which is not based on chance: it does not use randomisers to determine the outcome of events in its
role-playing game system. The style of game is known as "diceless" because most games use
dice as their randomiser; some games such as Castle Falkenstein use other randomisers such as
playing cards as substitutes for dice, and are not considered "diceless".
One commentator described the introduction of diceless RPGs in 1991, They went "diceless," creating a rules system where everything was worked out by the Game Master via numerical comparisons and other (non-random) techniques. Amber Diceless (
Phage Press) created quite a stir, and the great diceless debate had begun in full force. A debate that, ultimately, the dice fans would apparently win, at least in the marketplace.[1]
Proponents of this solution argue that in all game systems, decisions are ultimately made by the GM, and rolling dice merely slows gameplay. Opponents may perceive diceless systems as more arbitrary and lacking the feeling of real unpredictability; for example, the potential death of a character as a result of bad luck in a die roll.
Examples of diceless games
Randomizers without Dice
Everway uses diceless mechanics, but also has elements of chance through Fortune Deck, if the game master wishes to utilize them.[citation needed]
Frankenstein Atomic Frontier, an Australian role-playing game, uses cards with players drawing a quantity equal to their trait, counting Aces, Kings, Queens, Jacks and Jokers as a success.[2]
Active Exploits, a diceless set of role-playing game rules by Precis Intermedia Gaming. .
Chuubo's Marvelous Wish-Granting Engine by
Jenna Moran is a slice-of-life game[clarification needed] as well as an adventure game.
Golden Sky Stories, a Japanese non-violent role-playing game, uses resource pools, called Wonder and Feelings, rather than dice.[4]
Lords of Gossamer and Shadow, a spiritual successor to the Amber game, uses no randomization, but has Good Stuff and Bad Stuff to influence circumstances of chance.[citation needed]
Lords of Olympus is inspired by Amber Diceless. Here, players take roles of Greek pantheon characters.[5]
Mannerism uses a weighted rock, paper, scissors like interaction between a player's description and the GM's intended complication so that expected hazardous outcomes can be avoided. [citation needed]
Microscope and Kingdom use diceless mechanics to create a setting.[citation needed]
Montsegur 1244 is a game about the fall of
Monstsegur Castle, held by the
Cathars. The plot is pre-scripted and leads to the question which of the characters burn for
heresy, and does one of them escape into the night?[citation needed]
Sufficiently Advanced and is a
transhumanist science fiction game that does not use randomization.{{Citation needed|date=December 2020}
Troika Moira uses secrecy to replicate chance for most actions and a double-bluff system for combat, similar to rock, paper, scissors.[citation needed]