Can we divorce dice rolls from determining good/bad outcomes entirely?
Could dice play a different role on tabletop RPGs?
I've been thinking about that for some time now, and although I still don't have an answer, I think it's worth exploring. 1/
The primary role of a dice roll in RPGs is still conflict resolution. You're faced with a challenge, you roll a die, you get success or a failure.
Although we have moved away from binary results in modern games (e.g "fail forward" and "a miss is not a failure" from PbtAs).. 2/
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...we still pretty much use them to determine "bad news/good news".
And works, it's been working for almost 50 years. It is a game, after all, and we apparently need something to tell us if we get to do the thing we were set to do. 3/
HEADS UP: as pointed out on some of the replies, both services don’t do a good job at diversity. I’m rather disappointed at this limitation, but maybe there will be specific situations in which it’s still useful.
Be aware of the Eurocentric database before using it, though.
Apparently, artbreeder.com is better at diversity. If anyone has better results with it, do let us know!