[quote=@VATROU] [@Dinh AaronMk] What if there isn't much pre-planning and the RPers can't decide upon a fixed outcome? We all want to be the winners but we all can't win. Then say a ruleset for war might be able to break the tie? [/quote] Then might as well try to make it interesting. Either way you will have fighting one way or the other. But when a third party arbitrator has to be involved to calculate and announce the results of certain moves then every action becomes a long and tedious test of patience. And like [@ethanjory] said, it's a good idea to not have something as black-and-white to determine outcomes. If you can't learn or don't develop the skills to mediate between one's self and another then you're not going to be a very warm individual. This sort of technique encourages and promotes that behavior. In the real world even you have to know where to work with others. There's not going to be a checklist and dice-roll that determines everything. So I stick by my standing: from a narrative standpoint stats are too big a handicap and best left for virtual simulation (Civilization series, Age of Empire, Crusader Kings, Europa Universalis) where there's a known neutral party and so these things can be calculated in real time or for board "games" where "game" is emphasized, since that's what it is. But for organic, narrative, and character writing: it's not helpful.