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"Sandalphon, I guess diceless sessions works best in character driven systems like Cthulu. How much prep did it take, or was it all ad hoc? Like most 'lithers, time seems to be a major problem. "
Certainly diceless is better for the less combat heavy games, but by no means does this mean you can't do combat. You can either go for completely diceless/non-random combat (act stuff out a bit, GM decides who's likely to win on the basis of raw ability plus cunningness of plan) or you can flip a coin / play RPS / throw a single die to resolve things.
For a while we were using a system where whenever anyone wanted to do something that would need a die roll, they just grabbed some dice and rolled. Didn't matter which ones - things would be worked out on the basis of how good that roll was, full stop.
So, getting an 18 on a D20 was pretty good, while a 3 on a D6 would be about average. That was then applied by the GM to the situation as appropriate.
I tend to run things in an low preparation fashion - I'll jot down 10-12 key points and run with stuff from there. If things massively diverge from the plot, so be it. Most people spend a little more time on preparation.
On the other hand, when I was running Deadlands, I was doing a little more prep work, but using the system a lot. Mainly because I find that the Deadlands system enhances combat (it's very deadly - which means people don't fight much, unless they like dying).
But I've also run diceless hardcore D&D dungeon bashes in my time - and plotless games too, for that matter. |
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