By diceless I mean randomless. The pseudo-random element comes from the fiction and from choices made in said fiction, and might be more accurately called a “changing” element rather than a random one. The mechanics simulate dice without rolling dice.
The result should be a game easily playable in the car on a road trip, or around a campfire. It may help to have the current state of the “dice” written down on a sheet of paper, but those with good memories ought to have no trouble remembering where the dice are currently at.
I admit to being largely influenced by John Harper’s Blades in the Dark, as well as 13th Age in the creation of this “diceless” system. This is only an embryonic idea, not at all play-tested.