Showing posts with label risus. Show all posts
Showing posts with label risus. Show all posts

Monday, 5 November 2012

Games Day: Risus

noisms has already blogged about our game on Saturday, but I thought I would chip in a few thoughts. The three of us (including Patrick) met up having already decided to give Risus a go. We had also decided that TNG-era Star Trek was the way to go. As noisms has described we ran things pretty fast and loose, although the ability to take on or force GM-ship worked very well for a comedy game. I'm sure that we didn't follow the Risus mechanics exactly, but it lead to a fun bit of storytelling.

We decided on rank by rolling a d6 and working from there. I rolled high so we decided on Lieutenant Commander; Patrick got a 1 and noisms got 2, so they were a cadet and ensign respectively. I have no idea how someone who was born on the Neutral Planet got to high rank; we had a bit of a discussion about whether or not a Neutralien was more or less able to follow the Prime Directive. I think we came down on the side of more able...

The game ended with my character poisoning and killing a crystal alien with a heart of pure dilithium, then escaping back to the Enterprise while being pursued by intelligent radioactive feldspar. Patrick's character had a bizarre stress-related life-cycle, and so stormed on to the bridge - swatting Worf out of the way. My Neutralien needed a life-saving hypospray, and was cured from deadly radiation poisoning in two seconds flat. noisms related every role to his character being born on a prison planet. Typical TNG really.

We followed Risus with Settlers of Catan; it was my first time playing the game, and I really enjoyed it. There were a couple of rules that we missed right at the start (only building settlements at the end of roads etc) but we had a good time, and I'm hoping that Santa got my Amazon wishlist in time to pick it up for me...

A fun Saturday afternoon.

Tuesday, 27 March 2012

Random and Biased

Following on from my post "Different Dice" a few days ago, I think there is another important distinction to be made between the ideas of random and biased.

For example, if we roll a fair d6 - i.e., one which is not weighted in favour of any particular result - then whatever it lands on we know that it the result is both random and unbiased, because the die is fair. If we roll 2d6, paying attention to the sum as the result of this event, then while the result itself is still random it is biased. Because of the different ways that you can make a total of 7 from rolling two d6 dice, a 7 is six times more likely than getting a result of 2 or of 12 (both of which have only one way of being achieved).

I'm interested in this kind of bias a lot at the moment; I was tinkering/hacking together a zombie game* based a little on Risus and a little on Apocalypse World. Apocalypse World works well with its main dice mechanic because it is so straight forward: for around 60% of the time on a general (unmodified) roll your action carries - or at least you get some success. For less than 20% of the time the dice give you exactly what you want. This seems like a neat way to do it: the outcome is random, and there is a slight overall bias towards success.

But in the messed up post-apocalypse, maybe those are the kind of odds you need.

*more on that setting/game another time!