Hi! I'm a
spoken word role-playing game designer and I've been asked to pop in with a comment or two.
Thing is? You guys are all correct. The fetish of rolling dice for a role-playing game is just that. There is a long tradition going back to the original release of Dungeons & Dragons for this and many people are totally acculturated to it. So they have their fun and you have yours. (Frankly, I've seen a certain amount of fetishization with things like computer mouses and console game controls, but that's a whole different issue.)
As a game designer, I've had to take a close look at the possible uses for dice in tabletop role-playing games. While most people consider them a way to resolve conflicts, they rarely actually get used for that. There are two other uses that are far more common; creation of detail and the creation of suspense (and often not exactly the way you might think).
The most common use for dice in these games is to create detail. The prime example is trying to affect an inanimate object. In many games, either you do or you don't; in some it gives
how much. So-called 'faliure' is actually detail which indicates there are more complicated actions necessary. Success results in the accumulation of detail before moving on. For example, a thief tries to pick a lock; the main detail altered is if the door is open or not. I call this a detail because of its place in the overall game. Failure means they have to come up with some other way in; that complicates things for them, doesn't it? Success means they go through the door, a trivial detail in the whole of the game.
The second most common use for dice is the expression of suspense. Now you might think that's a 'did he do it' or 'did he fail' kind of suspense. That's how it looks at the time, but in the longer run, it builds or removes complication from the flow of the game. A buddy of mine once said:
"Suspense doesn't come from uncertain outcomes; it comes from putting off the inevitable." -- Vincent Baker
The goals of the players are quite simply inevitable. Suspense as Vincent puts it is in how many complications will the players overcome before reaching their goal? The dice cater to this.
The third way that dice act upon role-playing game play is in resolving conflicts. The reason this is rare is because of how infrequently most games have your roll dice against another
person also rolling dice. (This also varies from one game to another.) Rolling dice against another character's defenses is not conflict; it's you versus the target. You certainly wouldn't call shooting a target in archery a conflict, would you? When your archery is measured against that of another
person then it is a conflict. (Indirectly if each contestant rates their own score first.)
Many different play-by-not-face-to-face systems incorporate differing ways of resolving conflicts and therefore don't see any need for dice. That's a good thing! While it is completely possible to rely upon good gamesmanship for the results of different rolls, this still introduces an element of mistrust. You'll notice a lot of play-by-chat games have a robot to make die rolls. Some for conflict, some not.
An alternative people haven't really considered (in my experience) is using dice on your end of the game alone. One form of gaming often overlooked is solitaire play. When you make up a character for tabletop role-playing games, you are playing with only yourself. There are many examples where character generation is somewhat or totally random, depending on the game system. That's you playing with dice by yourself.
What most people don't realize is that when you prepare your entry for non-spoken word gaming, you are actively playing by yourself. If you wanted, you could take any game system you liked and use that to 'play' out what you are going to submit.¹ You'd roll for the success and failures and simply write them into your entry. No one would really know that this was how you did it (unless the dice wreck the quality of your story, I suppose).
So that's the different way that dice are used in role-playing games. How important they are varies from one group to another. Or rather from one group's sense of fairness to another's. This is really one of those discussions where nobody has a wrong answer.
Fang Langford
Designer of
The Scattershot Role-Playing Game¹ You'll have to forgive my ignorance here. I'm just beginning to learn how to play RolePlayGateway style.