i am excited by this dialogue! thank you everyone who has chimed in thus far, reaching out to all you was definitely the correct decision.
@unburdenedspiral i like the idea of using numbers and you sparked an idea which i will discuss further down. spending points rubs me in a strange way, which may be my own failing for reasons.
@poliesther i do hope some day you get to enjoy a ttrpg in a good group. i have had such fun with them over the years. the concept you present is fascinating and would be so cool for a collaborative story-telling game. it wouldn't even necessarily require a single character, as people could introduce more characters and situations as they get inspired to do so. this could be such a fun concept and in itself is worth pursuing. the benefits are myriad: you can jump right into a setting and build it together cooperatively as you go. you can still "role play" as the various characters in the story as you present possible outcomes. there is massive potential here and you're very smart.
@everyones-beau goodness the realm of ttrpgs has expanded in wonderful ways since last i seriously delved in. thank you for pointing me in such directions! i was inspired by your ideas in concert with unburdenedspiral's above.
what if we didn't rely on peripherals at all (dice, cards, dominoes) and instead used our hands? i like that they're free and most people have at least one, and in the absence of five easily scrunched fingers, cards numbering 0-5 could easily be constructed.
we have access to six numbers if we use the simplest form of finger counting: (fist = 0, then 1, 2, 3, 4, 5 respectively) so we could use our fingers as our "vote" in how what we think about a proposed outcome.
what do you think of this?: the chair takes us through the story, allowing for as much player agency and input as possible within reason or to the tastes of the players. some groups like more of a challenge than others.
when the time comes for probabilities to come into play, maybe the chair opens it up to suggestions, or proposes an outcome themselves, to be "voted on." players with a vote in the scenario (contextual) have a moment to think on it, perhaps brief discussion, then on the count of 3 players cast their vote by displaying their finger numbers.
a simple scale would make sense with 0 = strongly disagree and 5 = strongly agree, with 2 being completely neutral or equal to an abstention. tallying the numbers is fast, and the sum is compared to a pre-determined chart of outcomes.
at or below a threshold is critical failure, at or below a threshold is inconclusive and someone else propose an outcome. at or above a threshold equals success or critical success.
we could employ special rules. for example, if the sum of votes is odd or even, we put a spin on the outcome. if the mode of the values equals 2, then there was neither majority support nor disapproval, so the outcome is considered void and needs to be renegotiated.
what do you think? please improve or change any of these proposals.