Story Dice for Non-Story Games

At the start of every adventure (or game session, whichever you prefer), each player gets six Story Dice, which are d4s set aside in some sort of suitable receptacle or space so as to not confused with regular d4s. (Did you notice the alliteration?) Whenever a PC performs an action, the player can choose to roll between one to three Story Dice instead of whatever he’d normally roll for action resolution. (If you’re using statements or something similar, consider permitting a bonus die for actions tied to a PC’s statements.)

After the Story Dice are rolled, select the single Story Die with the highest result. Compare that result to the following:

4: You are completely successful. Describe the result of your action.
3: You are mostly successful. Describe the result, but include one negative consequence.
2: You are mostly unsuccessful. Describe the failure, but include one positive consequence.
1: You blew it. The GM describes the result.

Let see some examples.

Example the First

The PCs have to get past well-armed, alert security guards blocking the door to the VIP suite in a neo-disco aboard Station Antares so that they can have a face-to-face with a crime lord who probably has vital information about a missing shipment of vaccines. Fighting their way in isn’t an option. Terry decides his PC, Alexandra Mason, is going to try to talk the guards into letting them in. Terry decides to spend three Story Dice on the attempt, and rolls 3d4. His highest result is a four. Terry gets to describe the results.

“I take a moment to make sure my make-up looks good, put on my best smile, and slink up to the two guards, holding a drink in each hand. As I get closer, I recognize one of the guards as a spacepox survivor by the distinctive scarring on his face. I hand them the drinks, and explain that we’re trying to track down the missing spacepox vaccine, and that hundreds of children could go untreated. The spacepox survivor is outraged that anyone would steal such vital medicine, and he not only let’s us in, but introduces us to his boss.”

Example the Second

The PCs are heading to Daley, a backwater planet whose main settlement, New Chicago, is a dome-covered hive of scum and villainy. Violent electromagnetic storms make traveling on the surface dangerous, and one of the storms hits suddenly as the Thaddeus Knight guides the PCs’ spaceship in for a landing. Christopher decides to roll two Story Dice rather than run the risk of a skill check. His highest result is a three.

“The electromagnetic storm wreaks havoc with the ship’s systems, and we go into a dive. I manage to reroute power to increase shielding against the storm in time to bring the ship in for a landing, but it’s a rough one. The landing gear is damaged and will need to be repaired.”

Example the Third

While being pursued by vaccine thief enforcers, Jack Owen gets separated from the rest of the group and finds himself facing a dead end in one direction and a juiced-up thug in the other. Gary figures Jack can’t win the fight, and so his only hope is to escape over the wall. Unfortunately, Gary only has one Story Die left, but it’s better than nothing. He rolls and gets a two.

“Uh, bummer. How about this? Jack runs at the wall and jumps, just grabbing the top edge and pulling himself up and over. Unfortunately, he loses his balance and falls down the other side, suffering whatever damage is appropriate.”

Example the Fourth

Naiyah Ferobo has just grabbed the satchel of stolen vaccines when she hears the guards coming. Thinking quickly, Naiyah exits through the window and out onto the ledge running around the seventeenth story of the building. Fortunately, Naiyah has a relevant statement: “Agile as a mountain goat.” Naiyah attempts to climb down to the next floor to re-enter the building below the guards. Wes decides to use two Story Dice and gets a bonus Story Die for Naiyah’s statement. Wes rolls and gets nothing but ones. The GM takes over.

“Naiyah loses her footing and falls from the ledge. She drops three stories before she manages to hook a projecting decoration with the strap on the satchel. Naiyah is now dangling a 100-plus feet above the street with a precarious grip on a synthide bag. She’s not sure how much longer she can hold on, especially with that freshly wrenched shoulder.”

June 12th, 2013  in RPG No Comments »

Shenzi Chaser

The Shenzi chaser hunts the veldt of the Shenz Highland. These carnivorous flightless birds stand taller than a man, and a full grown adult male can weigh more than 350 pounds. What makes these predators dangerous isn’t their size, speed, and powerful kicks. Rather, it is the Shenzi chaser’s piercing screech, a sonic attack that the bird uses to disable fleeing prey. This screech has a range of 60 feet and requires an attack roll with a +2 bonus to hit. A living creature struck by the screech takes 2d4+2 points of damage and must make a saving throw or be stunned helpless for 1d6 rounds. If the screech misses by 4 or less, the sonic waves strike the ground near the target, causing an explosion in a 5-foot radius that inflicts 1d6+1 points of damage. Those caught in the blast must make a Dexterity check or be knocked prone.

Swords & Wizardry Stats

Hit Dice: 2+2
Armor Class: 7 [12]
Attacks: 2 kicks (1d4+1)
Saving Throw: 16
Special: screech
Move: 15
Alignment: Neutrality
Challenge Level/XP: 3/60

Stars Without Number Stats

Armor Class: 7
Hit Dice: 2+2
Attack Bonus: +3/+3
Damage: 1d4+1/1d4+1 kicks
No. Appearing: 2d4
Saving Throw: 14
Movement: 45 ft.
Morale: 8

June 10th, 2013  in RPG No Comments »

On-the-Fly Gaming

This past week hasn’t been a good week for getting game stuff done. I was out of town much of the week visiting Ridgeview Classical Schools in Fort Collins, Colorado. Their mission, philosophy, et cetera, are very similar to ours where I teach in Katy, Texas, so my school sent me and two other teachers there to kick down doors and loot ideas.

So, about game stuff: A couple of weeks ago, Man Day Adventures kicked off the first session of our new Stars Without Number campaign, meta-titled Amazing Future Tales. As the GM, I’ve decided to pummel the heck out SWN with rules stolen from other games. You can read about the first session here. You can check out the wacky house rules here.

Assuming you read the first session, you noticed one of the characters issuing assignments to the other characters. I didn’t plan that. The players, especially Terry, made all of that up on the spot. I liked that. It made the story more theirs and less mine. It also keeps me from having do prep work as a GM. I’ve got a bare-bones plot for the adventure. I’m ad-libbing the rest with the help of the players. How can that be a bad thing?

A few weeks ago, I played a session of InSpectres. In that game, players have wide-ranging ability to determine specific plot elements, in effect making up the plot as the game progresses. It was a hoot and a half.

To explain simply, characters have a certain number of dice divided between four broad areas of competence. The characters interact with the game environment, the player rolls the applicable number of dice, and the highest result (most of the time) determines how much of the narrative is controlled by whom. A really great die roll means the player has almost carte blanche to determine the result of the roll. Lesser results impose specific restrictions, and the least results give the GM the carte blanche.

I’m mulling using a modified version of the InSpectres narrative resolution mechanic with Amazing Future Tales. At the moment, I’m not quite sure what that’d look like. My initial instinct is for each player to have a pool of “story dice” that they can use to determine results. The player decides how many “story dice” to use for a given situation. The more dice rolled, the greater the chance the player gets to dictate the results. Once “story dice” are used, they are deducted from the player’s pool.

For example, let’s say that the players have just uncovered something mysterious (such as the man who attacked A.J. in our first session). As the GM, I don’t know who this man is. Wes said he wanted to see how combat worked, so I had his character get ambushed. Maybe one of the players, however, has a good idea about who this man is. Let’s say this player is Gary.

Gary decides to spend a couple of “story dice”. He rolls and gets a good result. Gary can then make his idea about the man’s identity, circumstances, et cetera, an official part of the story.

Gary could say, “Well, after we get him cleaned up, I recognize him as a researcher from a different station closer to the coast. He’s weak and feverish from exposure and sickness, but he could provide important information about what’s really going on the jungle.”

Could I have come up with that on my own? Obviously, since I just did, but that’s not the point. The point is that one of my players gets to help shape the narrative-in-progress to make the story more like what he wants it to be.

Again, how can that be a bad thing?

May 18th, 2013  in Man-Day Adventures 1 Comment »

Arcasparv’s Doomful Gullet

Arcasparv’s Doomful Gullet
Spell Level: Magic-User, 4th Level
Range: 180 feet
Duration: 4 rounds

Arcasparv’s doomful gullet rips open a passage between the spell’s target point and the gullet of a transdimensional demon. The caster selects 2d4 victims within 20 feet of spell’s center. Victims that fail their saving throws are sucked into the gullet, where they are effectively immobilized by the crushing and tearing horror of the infernal esophagus. Victims take 2d6 points of damage per round for the duration of the spell. When the spell ends, victims are disgorged near their original locations.

May 5th, 2013  in RPG 3 Comments »

Amazing Future Tales

Man Day Adventures kicked off our new campaign yesterday. You can read the growing amount of campaign information here. We’re using Stars Without Number with some story-telling roleplaying game tweaks. (Check out my house rules to find examples.)

You may notice that Amazing Future Tales doesn’t have anything to do with my under-development Tiamat’s Throne. My players vetoed science fantasy as a genre, preferring more straightfoward science fiction. That’s cool. It’s not like I can’t use a lot of what’ll get developed for the new campaign in Tiamat’s Throne.

Anyway, the first session was a short one. We were missing two players, and another had to leave early. Even still, we got characters created. Specifically, each player created four 0-level characters. Our first adventure is “The Jungle That Hates”, a character-funnel scenario.

Gary ended up with one of his characters, Jack Owen, being the supervisor at Camp Goodall. I handed him the personnel roster and told him to conduct the morning agenda. Gary got a bit flummoxed by the sudden responsibility of spinning out story elements, so Jack Owen passed the buck to Vanessa Amaro (played by Terry).

Vanessa assigned jobs for the day, dividing up the 16 characters into four teams (except for Wes’s Dave Thomas, who stayed in camp). We then jumped to the first group investigating Mandolarian shag ferns so that we could see how the skill check mechanic works. Wes wanted to see how the combat mechanic works, so we shifted to the second team at the henhouse habitat to have Terry’s A.J. Johnson get jumped by a haggard lunatic.

After that, we had to break for the day. Next session is 18 May. If our missing players make it that day, we’ll add eight more 0-level characters to the character roster, and then unleash the ravening hellbeasts.

Characters that survive the funnel get to advance to first level, and then become the core crew of the campaign’s official focus.

May 5th, 2013  in Man-Day Adventures, RPG No Comments »