[first published December 15, 2024 on the former Keskin Woods blogspot]
[cover art Discord: The Good and Bad Household by Crispijn de Passe the Elder from Smithsonian Open Access collection]
Truthfully, having played many game systems that hold dice above role playing value I am reticent to make chance a large factor in any game I design. I know there are some people who deign dice to rule the game. I am not one of them.
GM: King Ironhammer looks to you and asks 'why should I send aid to your kingdom?'
Player: I turn to Ironhammer with a stoic look on my face. "Because if our kingdom falls to the siege, yours is next. The siege is moving due east, and the tower we are sitting in will fall within the month if you do nothing."
GM: Roll a persuasion.
Player: That's a 6 plus 3. 9 total.
GM: King Ironhammer laughs on his throne. "We can defend ourselves. Plus, we have no way of knowing their siege will continue eastward. Be gone."
Player turning to the GM, upset: out of game, GM. Why did my logical and impassioned explanation that makes tactical sense get me laughed out of the room? Why was that a roll?
GM, shrugging: That's the game.
I am a talker and a role player. Narrative gameplay and noticeable story changes as a result of role playing are how my players feel agency over the story and the world. I strongly dislike the gameplay style shown above because a bad roll taking away player agency over the story feels bad to my players and feels bad to me.
In the past few years of my OSR and OSR inspired campaigns, I really liked the game design philosophy that encouraged creative problem solving and avoiding combat when able (because characters, like people, can't take bullets like superman). Because this system was created for duet play, I wanted a high chance to succeed but the stakes to feel real.
My player has so many dice and doesn't get to use most of them. Let's use a dice pool and a range for successes so the clickety-clack that the math rocks make when together feels good when solving problems. What die to use though?
My thought process:
D4 gives a very narrow window for success. If I set a range of numbers on the die to mean successes and a set amount of successes to pass the roll, 2-4 is too broad. That would either foster an "I'm nearly guaranteed success" or a "crap! a one" mindset. 3-4 was effectively asking a player to flip a coin, and there are other systems that do that better. 4 only was too challenging.
D6 is overdone. It's the classic die and it suffers from the same problems as a d4. Success range greater than a coin flip is too easy but less than a coin flip is either too hard (with few dice) or overdone with a lot of dice. This may have been vanity, but rolling 6-sided dice feels passé. D6 are boring.
D8 is a strong contender. There is enough variability with 8 possible outcomes per die and setting the success range on dice feels achievable. 6-8? 7-8? Let's keep looking.
D10 is akin to d8. There is good variability without being overwhelming and it is a lesser-used die. Setting a range to label as a success is reasonable. 6-10, 7-10, 8-10. All reasonable.
D12 has too many options. While it is traditionally a very unused die, it rolls a shade too much and is a lot of digits to count if we are rolling many dice at once.
D20 - No.
As a toss up between d8 and d10, I decided to test d10 as the die we will roll a bunch of and see how many come up in the success range. Through testing, I learned a few important things.
- Rolling more dice was fun
- Failing a roll with more dice was more devastating
- I needed a way to offer extra dice in case of critical plot junctions the player really wanted to influence
- d10 are easy to read
- the most powerful thing I could do to enhance player's sense of autonomy and control while designing this game was to offer players choice in how many dice they rolled.
- don't make the player roll if they role play well
- I like d8 better as a concept but d10 works best for my needs
Giving players control over their character's destiny is paramount to players having fun and wanting to come back to my table next session. By allowing a situation to sort itself out via role playing, without dice, the player has more fun. If there is a chance for a situation to turn against the player, they can roll. Setting a number of successes required to pass a check and communicating this to the player before they roll keeps me, the GM accountable and lets the player know if they did well without the opportunity to pull the rug out from under them.\
Example done wrong:
GM: The mob enforcer bursts into your hotel room.
Player: I back up with my hands up. "I don't want any trouble. Can we make a deal?"
GM: The enforcer looks thoughtful for a second. Please roll your influence roll
Player: 3 successes
GM: Aw darn. You needed 4. The enforcer shakes his head and looks from you to the window and back. "Do you wanna go out the window yourself or do you wanna be thrown out?"
Player turning to GM: Bruh. C'mon.
Player in character: "I'll see myself out." I open the window behind me and step onto the fire escape.
Example done right:
GM: The mob enforcer bursts into your hotel room.
Player: I back up with my hands up. "I don't want any trouble. Can we make a deal?"
GM: The enforcer looks thoughtful for a second. Please roll your influence roll for 4
Player: 3 successes
GM: The enforcer shakes his head and looks from you to the window and back. "Do you wanna go out the window yourself or do you wanna be thrown out?"
Player: so close. "I'll see myself out." I open the window behind me and step onto the fire escape.
The player knowing if their roll went well and whether they want to use any bonus dice to try and do better or to accept their fate is the key.