dice tell the story
In the group Chance or skill.
Idea from Dhruv Jani.
A roll of the dice is looked up on a table that says what happens next, such as who you meet on the road. The dice write part of the story, as they do in Dungeons & Dragons.
In the group Chance or skill.
Idea from Dhruv Jani.
A roll of the dice is looked up on a table that says what happens next, such as who you meet on the road. The dice write part of the story, as they do in Dungeons & Dragons.
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Rolls on tables decide what characters meet, and players act out the result.
A roll decides which feat comes next in the story.
Rolls on tables decide what players find, and they draw it on the map.
Rolls on tables add new events, so the story keeps going.
Rolls on tables tell a story that always ends in loss for the characters.
The game master rolls on tables and describes what the dice bring.
Passers-by roll on a table chalked on the ground to see what happens to them in a story.
You roll to move, and a second roll on a table says what happens where you land.
A roll on a table decides which cards appear in the row for players to pick.
A roll decides what goes up for auction next.
Players keep rolling on a table for more of the story, but some results end their turn.
Rolls decide events in each area, such as a storm or a festival.
A roll on a table decides what each action space offers this round.
Rolls decide what pieces players receive to build their pattern.
Rolls add story cards to players' hands, and players choose when to play them.
A roll before each hand decides an event that changes how tricks work.
Rolls bring events, and players negotiate how to respond.
Rolls on a table decide what items players find for their sets.
Rolls decide what each new tile holds, and players place it.
A roll sets up a moment, and players answer it with their own lines.
Rolls decide what happens, and players react without speaking.
Some results on the table change the rules of the game.
Rolls on a table bring events that help or hinder each racer.
Rolls on tables bring events that give or take points.
Rolls bring dangers that knock players out until one remains.
Rolls on tables bring dangers the group faces together.
Rolls bring events on the way to a shared goal.
Rolls bring events that each player reads in light of their secret aim.
Rolls on tables build a story until it reaches its end.
Players roll on tables and enjoy the story that comes out, with no winner.
Each player decides what they want from the story the dice tell.
Rolls bring trouble until one player is caught by it.
Each player rolls their own story beside the others.
Rolls decide the outcome of clashes between players.
Rolls change the shared world, affecting all players.
The group faces whatever the dice bring together.
Rolls bring events the group faces, with each player gaining differently.
Rolls bring events to each team in turn.
Rolls bring events, and a traitor uses them to hide their actions.
Players roll and write each other the result as the next part of a story.
Rolls stand in for an absent character's choices.
All tables and results are open, so everyone sees what could happen.
Players keep some results secret until they choose to reveal them.
Rolls bring events that hint at who is hiding a role.
Rolls reveal clues to a mystery a little at a time.
Players roll in secret and claim what the table said.
Players learn what each table result means by seeing what happens.
One player sees the table results and can only hint at what they mean.
Rolls decide what each newly explored area holds.
Rolls stand for the chance events of a real system, such as a monsoon's strength.
Rolls bring events, and each role responds as they would.
Rolls decide how much of a shared resource returns each round.
Rolls now decide events that arrive later.
Players try a new table to see what kind of stories it makes.
After the story, players talk about which events mattered and why.
Results on the tables are crossed off once used, so the story never repeats.
One roll a day adds to a story that runs for weeks.
What is on the tables makes a point, such as which events are common for whom.
Some results carry into real life, such as a forfeit to perform.
Rolls decide points that stand for something real, and players notice how chance shapes what counts.
Rolls bring events in a world that does not exist yet, and players practise responding.
Each player rolls in turn and the dice add the next part of the story.
Everyone rolls at once and the dice tell several stories side by side.
Players roll whenever they like and the story grows in bursts.
Each roll's story has to be told quickly.
The dice tell a slow story, each roll given its moment.
The story speeds up with each roll.
dice tell the story neither supports nor works against the feeling excited.
dice tell the story neither supports nor works against the feeling clever.
dice tell the story neither supports nor works against the feeling silly.
dice tell the story neither supports nor works against the feeling tense.
dice tell the story neither supports nor works against the feeling together.
dice tell the story neither supports nor works against the feeling sneaky.
dice tell the story supports the feeling lucky.
dice tell the story works against the feeling in charge.
dice tell the story supports the feeling surprised.
dice tell the story neither supports nor works against the feeling thoughtful.
dice tell the story neither supports nor works against the feeling fast.
dice tell the story supports the feeling unfair in a fun way.
dice tell the story neither supports nor works against the feeling careful.
dice tell the story neither supports nor works against the feeling daring.
dice tell the story neither supports nor works against the feeling friendly.