Gamers love
dice, especially those used in fantasy roleplaying games, which have from their
inception relied on the intriguingly shaped polyhedral d4, d8, d10, d12, and
d20…and, of course, the mundane d6. Aside from the oddity and allure of the
strangely shaped polyhedral dice, they often receive obsessive attention from
some gamers, whose fascination ranges from collecting interestingly colored
dice and finding just the right dice bag (or other container) all the way to
sequestering “special” dice they believe gives them some advantage in play (despite
their random nature).
Rolling dice
-- whether a single die or a handful -- possesses some enchantment in the
primitive parts of gamers’ minds that hints at magical divination (technically cleromancy,
fortune-telling by casting lots, bones, stones, or other randomizers through
which a divine entity or fate itself reveals its intention). Hovering over the
dice, counting their results with a combination of anxious anticipation and
potential triumph, remains one of the core components of roleplaying games,
particularly those of the “old school” that employ polyhedral dice. For fantasy
roleplaying gamers casting the dice determines the fate of our characters; the
act literally becomes a form of divination that actually manifests aspects of
“reality” within the game for a player’s hero.
I’ve enjoyed
some indie narrative roleplaying games, though they’re not really within the
scope of my design interests. As a gamer steeped in the time-honored tradition
of dice-based roleplaying games -- and one who discovered the hobby through the
venerable Basic Dungeons & Dragons
and its slowly disintegrating soft-plastic polyhedral dice -- I’m reluctant to
completely abandon dice in games (despite my inclination toward more rules
light systems than heavy complexity mechanics). Dice remain an integral part of
roleplaying games constantly seeking balance with the equally essential
storytelling elements.
Polyhedral Pantheon or Six-Siders?
In
developing a fantasy roleplaying game with an original system -- something combining
elements of the old-school retro-clones with a framework to more easily
introduce a younger generation to gaming -- I’m facing a dice dilemma: do I try
incorporating the old-school inclination toward the full range of polyhedral
dice or do I focus on six-sided dice for their familiarity to newcomers and
their greater availability?
In exploring
this question I balance my fondness for enthralling polyhedral dice against the
realities of familiarity and accessibility. Few kids exploring gaming on their own
-- without the tutelage of a gamer-geek parent who, presumably, owns hordes of
dice -- know what a d8 or d20 is or looks like, nor would they know where to
find them. Other newcomers face the same “dice literacy” challenge. Most have
six-sided dice around the house somewhere in now-archaic analog board games,
though as technology relentlessly marches forward such relics may soon become
lost as digital die-rolling applications become more widespread for personal
computers and smart phones.
So I’m
moving forward with development of a core rules mechanic based on the most
mundane of all the polyhedral dice. A single d6 won’t satisfy the depth of play
I’m seeking; I’m looking at using multiple dice to reflect the character’s
experience (“level” for those of you who recall I’m integrating old-school
elements into my project). With this choice I face a new challenge of re-invigorate
the boring old d6 with some of the fascination associated with the “casting the
bones” aspect of dice in roleplaying games.
Sum or Successes?
“Reading”
the dice and interpreting the results often boils down to two methods. Do
gamers roll the dice and add the resulting values numerically, or do the
numbers translate to successes and failures (or some other effect)? The first
one seems more intuitive -- dice have numbers, so when rolling one or several
the player naturally want to add them all up -- yet the latter method allows
for some interpretation within the scope of the game.
My first
involvement with a success system was with West End Games’ Hercules & Xena Roleplaying Game and with HeroQuest, produced jointly by Milton Bradley and Games Workshop.
The core mechanic of each game required a multiple-dice roll in which one
tallied the number of successes showing on the dice faces. In Hercules & Xena’s Legend System D6 variant four die faces
showed successes (chakrams) and two failures (hydra heads). Each die pool roll
also included a “wild die” with a critical hit (a lightning bolt of Zeus…an
exploding success) and a critical failure (the eye of Hera) much like the “wild
die” mechanic introduced in the second edition of West End’s Star Wars Roleplaying Game; rolling an
exceptional success allowed that die to count one success and then was rolled
again, with the critical failure either negating one success or causing a
catastrophic failure.
In HeroQuest the die results depended on
the action: three faces showed skulls representing hits, two displayed shields
for hero defense, and one sported a monster-faced shield for creature defense.
Additional supplements for the game added dice with different faces for various
other rolls, but the core mechanic worked well for most situations in the basic
game, primarily combat.
Both games
provided special dice with theme-appropriate faces, though one could easily
assign results to numerical die faces on regular six-sided dice (an alternative
clearly provided in the Hercules &
Xena Roleplaying Game).
In both
cases players rolled dice and then examined the results not for a sum of
die-face values but for a tally of certain results -- each weighted by its
frequency on the die faces -- with the presence of more than one favorable
result determining base success and in some cases the degree of success. This
preserves some mystique of “reading” the dice, even if they’re still only
six-sided; rolling a handful of dice to represent skill (the more skill, the
more dice rolled) enables a broader spectrum of results and offers room for
growth through experience.
Interpreting the Dice
To add to
the allure of the dice in the game I’m developing each hero gains a few special
abilities, some of which allow them to interpret the dice results differently. The
inspiration for this comes from my limited exposure to and understanding of
Cheapass Games’ Button Men game, in
which players use various dice and their rolled values for different combat
effects; in the mechanics of Button Men,
players roll a pool of polyhedral dice unique to their character and use the
resulting values to eliminate the opponent’s dice and thus win fights.
In the
system I’m developing for the retro-clone, newcomer-appropriate fantasy
roleplaying game I’m toying with the idea of having one die pool roll determine
both attack success as well as defense. This reflects one reality that a
high-scoring attack limits the amount of defense one can offer opponents, and
the more one tries to defend, the less effective his attack becomes. One die
face would provide a “wild” result heroes can interpret differently depending
on certain special abilities they choose during character creation. For
instance, the heavy weapons specialty
would allow a hero using such a weapon to count any “wild” results as “hits.” Some
abilities allow players to use defend results as hits or convert hits in combat
into defend results.
In examining
the allure dice have for gamers, I’ve managed to resolve several issues
surrounding the core resolution mechanic for my roleplaying game project. All I
need now is some time to hammer that out into some kind of viable playtest
material to see how it works in actual play. Stay tuned for further
developments….
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