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Topic: Bringing fun to RPG's in a new way (maybe).
Started by: Kyle Cates
Started on: 1/22/2009
Board: First Thoughts


On 1/22/2009 at 4:05am, Kyle Cates wrote:
Bringing fun to RPG's in a new way (maybe).

Every RPG'er knows that the rolling of the dice is one of the most prized and cherished actions one can take while playing the game.
It lets us swing our sword with more force. Lets our sniper get that shot right between the eyes. And lets out orators captivate crowds while he subtly sows the seeds of rebellion. However, outside of the game, we are simply picking up a piece of plastic (metal or wood sometimes), shaking it violently, then dropping it. It's all rather simple really.

Some of us get great joy out of it, while others find it mundane.

But it is just a means to an end, to resolve conflict. We roll because we want something, success. If every roll resulted in failure, rolling the dice would be almost like torture. But what if you actually looked forward to rolling a die because it was...

fun.

Is there a way to make the physical rolling of the die more enjoyable? Or make it more than just a means to an end?
Maybe the players have to roll on a target, getting bonuses the closer to the bulls eye.

I guess I just wanted to start this topic to get other people's input and to see if there are thing already out there like what I am describing.

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On 1/22/2009 at 7:59am, Noon wrote:
Re: Bringing fun to RPG's in a new way (maybe).

I have to say, as I know it the dice are supposed to be fun as an association with the activity being fun. Like Pavlov's dog salivating when it hears a bell because the food is good, rolling the dice should make you 'salivate' because the activity is good. I'd wonder if your trying to make dice rolls more fun, because at a bigger picture level, the activities own fun level is...

Hmm, actually that might be something I should think about more in regards to my own play, as well...

But to directly answer your question, I once wrote a small game where you roll d12 and have to hit a little cardboard figure of the enemy, and knock him over with the roll (AND the number tha came up was important too).

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On 1/22/2009 at 6:57pm, Marshall Burns wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

Something I discovered from Super Action Now! is that rolling huge handfuls of dice all at once is strangely satisfying all by itself.

I've also thought about rolling on areas -- like, I was brainstorming this game with a friend of mine (it was his idea, and he called me up for ideas), and he wanted a way to resolve things like hand grenades and machinegun fire without too much work.  I suggested a board with areas marked "hit" "miss" "richochet" and various other things, and that, if you fired five rounds from your gun, throw five smallish dice all at once, and wherever they hit, that's what the effect is, and whatever the number rolled, that's the degree of the effect.  For bigger weapons, use bigger dice -- a hand grenade was a large d20 and a bunch of small d6s for shrapnel.

As far as I know, though, it hasn't been tested.

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On 1/23/2009 at 6:41am, whiteknife wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

I'm going to second that (among other things) one the fun parts of Super Action Now is just rolling like a whole handful of dice. Even though technically by the rules the limit is five...

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On 1/23/2009 at 10:00am, Gurnard wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

I absolutely agree with the previous statements. The tactile element of rolling a handful of dice to reflect just how badass your character is in the situation is far more engaging than rolling a single die and feeling your character's brilliance through the +23 modifier in your head.

In another example, the other day a mate of mine was talking about the idea rolling dice against a vertical board with a horizontal board underneath with sections lined out on it, so the final placement of the die as well as the result would have an effect. It got my mind churning with possibilities but I haven't worked out a mechanic to use it on, so I pass the idea along to you.

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On 1/23/2009 at 11:45am, Patrice wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

My shortest post here ever:

Rolling the dice might be (is?) another game in itself. Think about it as a mini-game in a video game. Some action pops the mini-game up and here we go, we play it until we get back to the main game we're playing (talking then) with new elements to feed it.

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On 1/23/2009 at 7:39pm, Marshall Burns wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

whiteknife wrote:
I'm going to second that (among other things) one the fun parts of Super Action Now is just rolling like a whole handful of dice. Even though technically by the rules the limit is five...


Five per trait!  You can (and are encouraged to) pile up as many traits as you can think of :)

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On 1/23/2009 at 7:50pm, David Artman wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

HERO did "fistful o' dice" gameplay long before SAN. And, yeah, it's fun.
-----
* Stacking is fun, and there's both board (and board-gamer) games around that involve stacking dice.

* I could see something akin to a Jenga-style of minigame, using dice, too: roll them; stack them into staggered, brick-like layers; have the value of the dice you can pull out mean something; extra strategy coming from being able to see one or two sides of a die, maybe. Dunno--just spitballing.

* Dice spinning, with duration of spin somehow modifying the resulting value.

* Build some Pachinko-like, angled board with dowels and bumpers on its face; and whichever of the bottom slots in which the die comes to rest somehow modifies the resulting value.

* Side betting on results, as part of the game's core mechanics. So while I'm rolling, say, to hit, you can make a side bet with other players as to (say) whether it will be odd or even (or any number of other craps-like bets) for a later in-game modifier. That makes it fun for the OTHER participants, too, not just the current roller.
-----
I could go all day... but I'll let some other folks brainstorm for a bit. ;)

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On 1/23/2009 at 8:14pm, Marshall Burns wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

David wrote:
* Side betting on results, as part of the game's core mechanics. So while I'm rolling, say, to hit, you can make a side bet with other players as to (say) whether it will be odd or even (or any number of other craps-like bets) for a later in-game modifier. That makes it fun for the OTHER participants, too, not just the current roller.


Oh, hey, I postulated a mechanic like that but never did anything with it.  Lemme see if I can find the thread; maybe Kyle will be able to make some use of it.

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On 1/23/2009 at 8:25pm, Marshall Burns wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

Forge Reference Links:
Topic 26201

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On 1/23/2009 at 9:42pm, Paul Czege wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

The back of Hackmaster 2nd edition has an elaborate appendix of dice rituals recommended for keeping your dice working well and free of cursed energy and whatnot.

Paul

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On 1/25/2009 at 11:26am, Lynne H wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

I remember a session of Shadowrun when, despite the fact there were five gamers in the room, we still barely had enough dice for one roll. I couldn't actually pick up all of the dice I needed at once (dinky hands).

In terms of making actually rolling the dice more entertaining, there are educational companies that sell dice with little cages round them that make them bouncy. I'm just looking for an excuse to get the College to buy me some...

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On 1/26/2009 at 2:25am, JoyWriter wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

My brother built a race mechanic that I have in my head turned into the outline for a proper system:

Players roll dice into a little trough made out of a cardboard box lid with one short side off, bouncing their dice off the backboard. It's distance from you after bouncing is your progress.
Now the trick is that you roll any number of dice and must get one over the difficulty class of the track, and if any succeeds the closest dice counts for distance.

We haven't tested this strategically, but the non-linearity in the box lid and dice, it should get pretty randomised! Plus it is dynamic enough to feel like a real race.

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On 1/26/2009 at 1:22pm, btrc wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

It goes with the whole random chance/sense of anticipation thing. Some of our oldest games are dice games. I can think of a few games that have added to the "handful of dice" idea:

Hero System: For damage rolls, 1's did 0 Body damage, 6's did 2 Body damage, so you had to keep track
Shadowrun: Used a threshold system, so you had to count how many dice were of a certain number or higher
EABA(mine): Uses the best three dice, so you have to pick through the dice and find the highest rollers
Dragon Dice: The entire game is based on specialized dice

I'm sure that for any given genre you could throw in special effects based different color dice. Off the top of my head I can see using an off-color dice to represent specialized skills that have a chance of a particular game effect (aha! two 6's on my "disarm" dice!), or which represent different aspects of a skill (two red dice for my Strength plus 2 black dice for my brawling skill).

The "lots o'dice" is something we generally respond to. You just need to think of how you want to try and elaborate or improve on it.

Greg Porter
BTRC

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On 1/27/2009 at 12:59am, whiteknife wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

Marshall wrote:

Five per trait!  You can (and are encouraged to) pile up as many traits as you can think of :)


Really?! Well that sure makes things more fun. I can't believe I hadn't been doing that! Now I really have to get another game going...

Anyways, I think all this talk of http://www.angelfire.com/indie/btw/SUPER_ACTION_NOW_3.htm is sidetracking things, so I'll add another comment to the thread to feel productive:

My opinion on multi-color dice is that depsite the fact that I happen to have tons and tons of dice, I can never find enough of the particular color, and then I feel like I'm losing out on something. Plus, it can get confusing when you're supposed to roll 4 green and 2 black dice and I have 2 green dice, a purple dice, a speckled red dice, and 2 wooden dice...

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On 1/27/2009 at 6:00pm, Adam Dray wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

One of my design choices for Verge was to figure out a way to roll a giant pile of dice without it bogging down play. It's fun. My method lets you roll like 10d6 or more, do no math, and quickly figure out what the result is. Whee!

I also want to design a d20 for D&D that makes a triumphant sound whenever you roll a 20. That would rock. This idea originated when a player in my D&D game rolled a natch 20 right as his cell phone rang (and played a ringtone that was this triumphant trumpet flare). We couldn't believe he hadn't planned it that way. It was a moment made of sweet victory.

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On 1/27/2009 at 11:18pm, Noon wrote:
Re: that trumpet die idea

If you had a chip (like the ones you find in greeting cards) that plays music, and that sound file has a short pause at the start, then the only other thing you'd need is perhaps a reed switch or just a small metal weight that when a twenty is at the top, the metal weight drops to a metal surface below. This connects the circuit and makes the sound file play (the sound being a trumpet). The small pause is for the short periods that the twenty is at or near the top whilst in mid roll, because since it's a breif time, the music will play, but if there's a pause before the trumpet, you wont hear anything. Not until the die sits properly on a twenty. I imagine it'd be easy to drill out the twenty (or the one) and insert it, then replace the number.

You might even be able to get a flashing LED under the twenty - how bling would that be! LOL

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On 1/28/2009 at 8:11pm, David Artman wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

I can never find enough of the particular color, and then I feel like I'm losing out on something. Plus, it can get confusing when you're supposed to roll 4 green and 2 black dice and I have 2 green dice, a purple dice, a speckled red dice, and 2 wooden dice...

One easy solution is to roll them into different places: roll your "greens" into a small box lid (Carcassone-expansion-sized) and roll the "blacks" outside of it. More colors just means more boxes. You could also use transparent card boxes, I suppose.

That said, a brick of 36 12mm d6s is, what, $8? Frex, Mechaton takes five colors of dice, some colors of which sit on the playing field for a whole turn. And yet I got all I'd ever need for even unreasonably-sized armies for less than $35. Talk to your FLGS--they can do bulk deals, sometimes. And on that note: go to a con, find the Chessex booth, and do the Pitcher Full O' Dice. Their "blems" are usually just bad color mixes, not actual broken dice, and I think a random beer pitcher full of them goes for $12 or $15. I figure at least 200 dice in such a scoop, and they're happy to let you mound them. Believe it or not, you'll get a LOT of matching dice--I did just a coffee mug for Dread TFBOP d12s, and hand-picked, and I got about five matching sets of six for (IIRC) $5. Took me and a cute girl also hand-picking (she wanted blank transparents, for gems in LARP or cosplay) maybe thirty minutes, though.
</offtopic>

I also want to design a d20 for D&D that makes a triumphant sound whenever you roll a 20.

That's gonna take some real engineering, to keep the die balanced, provide a means to change batteries, and not have it give false positives (which I think Callan's idea would do, as numbers around the 20 would likely let the ball drop).

My little notion involved a rather largish d20 that had the battery door built into the 1-side, with a VERY small pressure switch in that face. No false positives, if you try to sense that the 1-side is bearing weight (albeit very little weight) than if you try to sense that the 20-side is fully upright, I should think.

The whole idea isn't impossible, but it would take a Chessex or Koplow to afford the R&D. Or a Hasbro. ;)
------
More brainstorm, since folks are sidetracking a bit it seems:
* I'm into LARP, boffer in particular... and I know they sell foam dice. Hehe... To Hit THROWS, with the hit location being where you beaned your buddy, and the die face when it comes to rest on the floor or table shows the damage. Should be safe enough, I reckon.

* Dice juggling to reduce incoming damage--juggle a number of tosses equal to the Skill level of the attacker (i.e. if he's got a 5, then I have to toss every die over five times, for a total of fifteen tosses). The total die result when you drop one or more (or all!) is the damage you take (so different dice could be used, for different weapon types or whatever). AND you can handicap actual jugglers--either make them do four or five or six dice... or you could even let the attacker try to snatch one out of the air from his arm's length away: he grabs it, it's a "crit" on the juggler/defender (max die value); he drops it, he takes counter-attack damage equal to the die result when it comes to rest on the ground or table.
-----
C'mon, folks--I know there's some creative types on this site! STRETCH the boundaries a bit; gamers gone wild, here! That's what brainstorming is all about: fifty wonky ideas to get one gem....

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On 1/29/2009 at 12:39am, whiteknife wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

David wrote:
And on that note: go to a con, find the Chessex booth, and do the Pitcher Full O' Dice. Their "blems" are usually just bad color mixes, not actual broken dice, and I think a random beer pitcher full of them goes for $12 or $15. I figure at least 200 dice in such a scoop, and they're happy to let you mound them.


I've done that before, about three times. It doesn't always give you matching dice, although that may be because I didn't pay extra to hand pick them.

The idea of rolling in different loactions is a good one, but it's still kind of annoying.

I'll have to look into the chessex dice bricks though, that sounds like a pretty good deal.

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On 2/4/2009 at 8:26pm, davidberg wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

When die color means something, it could be fun to precede rolls with blind grabs into a bag holding dice of various colors.

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On 2/5/2009 at 6:33pm, David Artman wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

David wrote: When die color means something, it could be fun to precede rolls with blind grabs into a bag holding dice of various colors.

Good idea--maybe the dice colors indicate the way one must narrate one actions before rolling success:
Red = violence
Blue = sadness
Green = manipulation
etc...

Might be cool for a game which explores impulsiveness, or which is about folks with multiple personalities?

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On 3/5/2009 at 3:11am, JoyWriter wrote:
RE: Re: Bringing fun to RPG's in a new way (maybe).

If you do go with the scrabble bag idea, why keep all the dice with the same faces? You could add some old games workshop "sustained fire dice". If I remember correctly they have 1-3 and an explosion as their faces. I'm sure there are other dice you could chuck in.

Maybe that's randomisation to the extreme, but it could be cool to pick out 4 random dice and have to narrate based on their various scores. Say like the PIE system.

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