Random fates

From: Xavier SPINAT (spinat@poly.polytechnique.fr)
Date: Tue 04 Aug 1998 - 17:25:25 EEST


Well, on th subject of Luck/Fate, there would be too many of the=
 recent mails to quote, so I'll try to express my views without actually=
 replying to one or another.

*What is luck? Does it exist in Glorantha?

Well, first, there's obviously two meaning in this word.=20
The first of all, on which I think everyone agrees, is randomness.
It does exists in Glorantha. A good proof of this existence is the=
 fact that most of the known game-system use dices... :) (sorry about=
 that, I know some just don't use dices)
Of course a lot of things (in any world) has to be considered as=
 random.=20
But, depending on how you think the world works, you can say randomness=
 is part of the nature of the way things go OR you can say randomness=
 results from the imperfect knowledge we have of the situation.=20
When you throw a dice, you can think that the result is intrinsically=
 random or you can think that, if you somehow had a way to compute=
 all the little parameters that will in some way have an influence=
 on the result, then you would be able to determine exacty the outcome,=
 but since such a computation is impossible, it's more practical=
 to consider the outcome as random.
I think that the difference between those points of view is not what=
 we have to discuss here. Whether probabilities are the TRUE model=
 or just the best we can achieve is not a very easy debate.

Let's rather talk about luck's other aspect: good/bad luck.
It's somehow the negation of randomness in fact. If you consider=
 that luck (as the outcome of random events) is somehow sentient,=
 then you negate the meaning of true randomness, since everything=
 becomes the outcome of some will.
If some people are "lucky" and others "unlucky" forever, then it=
 avails to the same thing as fate, since there's no more randomness=
 in it. Luck, as a control over randomness, is not really the opposite=
 of fate.
I can understand that some people believe in lucky charms (how many=
 players have their "lucky dices"!!). Superstitions about bad luck=
 or good fortune are numerous. But what's the role of all this in=
 Glorantha?
Well, I think superstitions are much more related to spirits than=
 to "just luck". The people call upon gods, or heroes, or just spirits=
 to enhance their odds and somehow to "fight" randomness and luck.=
 People rely much more readily on fate than on luck, since one is=
 liable and faithful while the other is treacherous and fickle.
Luck is not a very popular rune. See how many gods are related to=
 it. Consider that true randomness is somehow related to Chaos and=
 you'll have an idea of how people can think of it.=20
"Luck" has to be blind and impartial or cannot be "Luck". If you've=
 been really lucky once, for no reason, then you somehow feel that=
 you have more chances to be unlucky the next time. Somehow "luck"=
 is something you cannot trust. With "luck", you never know how long=
 good things will last...

*What about Fate?

=46ate is safer. If you're fated to do something, you somehow can=
 rely on it. Well, it's written somewhere, it WILL happen. Fate is=
 the effect of some strange, twisted but yet implacable will. Even=
 if this will is not explainable or rationnal, it is something which=
 allows you do do some serious and long-term planning.
Death is a good example of this. Everyone knows you have to die.=
 It's common knowledge. It's a sure fact on which you can base your=
 life, because, well, it's not gonna change just for you: that's=
 the way things are.
=46ate is something you have to accept once and for all. That's it.
Well, as you might have guessed, IMO Fate is very depressing.

=46ate/Luck are opposed and both necessary in Glorantha.
With Luck comes the possibility of freedom and hope that things can=
 somehow get better.
With Fate comes the possibility of safety and hope that things WILL=
 get better.

You cannot live with either pure randomness or complete pre-determinism.

*Well, what's the point of all this for my players? What's all this=
 debate got to do with my campaign?

It depends, of course, on how you play, but I often make the Luck/Fate=
 issue the center of my campaign.
I'm often surprised by the way players react to this.
Give some hints of prophecies. Somehow, your characters are fated=
 to win. Is that really encouraging? Of course not, because it just=
 means that Fate (the GM) is going to manipulate everybody to make=
 sure this happens. It's not fun for the players and it's certainly=
 no good news to the characters: they have no choice.
In the other hand, if it is clear that Luck only will decide the=
 outcome of a battle, whatever the odds, it's not satisfactory for=
 the PCs either: what's their role in all this...

I enjoy giving my PCs a lot of false omens or of self-enforcing predictions.=
 Sometimes they feel awfully manipulated, yet they managed to break=
 free of the GM's planning...=20
sometimes they feel that they where very lucky (rolling an unexpected=
 high number of criticals, for example) but discover that the outcome=
 was exactly what the GM had planned...

I think the Luck/Fate has a lot to do with the game, with the "destiny"=
 of adventurers.

So, IMO, to think there's no luck in Glorantha is a weird POV.
With no luck, no game session will ever really make sense. What's=
 the point for the players to play if everything is planned: they'd=
 rather just co-write a novel (which can be fine too). Luck/randomness=
 is a way to ensure that not everything, not every event is the result=
 of a will...=20

*What's the relationship between magic and Luck/Fate? between heroquest=
 and Luck/Fate? between the gods and Luck/Fate?

Th usual spirit magic is definitively not some "luck" spell IMO:=
 it's a "real" physical help and not some "probabilistic" manipulation.
The way I play it, some Luck/Fate magic exist.
The first Luck magic I invented was the usual: you get to re-roll=
 some dices.
But I disliked this, because it's exactly the opposite of randomness.
All this "dice-controlling" magic is now rather Fate magic to me.

I then tried to have some measure of the player's luck: the way I=
 did it was, when you want, you can reroll a dice until you got a=
 satisfactory result. This gave you some kind of "bad luck" pool,=
 which the GM could use whenever he thought it appropriate, forcing=
 you to re-roll again, but this time keeping the worst result. This=
 thing had some kind of "averaging" property that felt more "random".
But I'm not completely satisfied with this solution.
What I do know is that I make "luck-oriented" people roll for many=
 things, making they subject to many random outcomes. Like bad/good=
 surprise-encounters, bod/good reaction of people to their outfit,=
 name, voice,... I just highly increased the number of "unlikely=
 events", good AND bad, happening to (and around) them.
=46or the "fate-oriented" characters, I both enable them to have=
 some control over the randomness of rolls. The control is always=
 stronger if they committ themselves in advance (usually, at the=
 beginning of the session, I asked them what they think they WILL=
 do today... big fight, good encounter, exceptionnal bargain,...=
 and if the situation arises, they get "one better success-level"=
 -failure becomes success, success becomes special,...). To balance=
 this, I also predict them some "dark" events in which they "shall"=
 fail (or in which their opponents "shall" win). Somehow, those characters=
 develop some sense of doom...

I somehow encourage also a "mastery-oriented" tendency, which I feel=
 more rewarding for the characters. (I like the triple opposition=
 of Luck/Fate/Mastery)
I somehow think that good heroquesting is usually a good re-enactement=
 of well-established myths (which sounds awfully like Fate to me)=
 and sometimes the discovery of "a new way" (which is either Mastery=
 if it was intended and certainly Luck otherwise)... I don't mean=
 to describe heroquesting so crudely, of course, but some connections=
 are obvious. Just the name "Masters of Luck and Death", for example,=
 sound very much like the three powers in one quest to me.

Gods, well, they are rather cautious about Luck/Fate. They prefer=
 much more to rely on the Mastery rune, obviously, since much more=
 gods are related to it than to the two others. I would say that=
 gods are more on the side of Fate than Luck, but I'm not sure that=
 means a lot...

Sorry about that way-too-long mail, but as you can guess, this issue=
 is certainly the one I like to study the most.

------------------------------


This archive was generated by hypermail 2.1.7 : Fri 13 Jun 2003 - 17:15:44 EEST