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If, as is sometimes the case, you knew the number you needed to hit before you rolled, then you would be able to immediately proceed, either mechanically (with rolling damage) or descriptively. The GM knows the number you need to hit, and that is revealed to you after the fact. In D&D, you roll a d20 and if you rolled high you probably hit, but you don’t actually know for sure. What makes transparent outcomes different is that there is no element of secret information in the exchange. But before we get to that, let’s step back a bit. At it’s most obvious, success of failure can be read off the dice, but often it’s a bit more nuanced than that.
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Games with transparent outcomes are one where the player can roll the dice, look at them, and know roughly what happened.
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Apocalypse World brought another bit of game design tot he to of my mind, one that I’ve always instinctively liked but never given much though to – transparent outcomes.
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