In Praise of Dice

I don’t think I need to convince anyone that dice are cool. But for those who feel dice are only useful for looking pretty and making a clattery sound behind a GM’s screen, I disagree.

I don’t think I need to convince anyone that dice are cool. But for those who feel dice are only useful for looking pretty and making a clattery sound behind a GM’s screen, I disagree.

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Picture courtesy of Pixabay.

Fudging Dice Rolls​

Recent years have seen an explosion in all manner of gorgeous artisan dice and special editions. It seems every convention I’ve been to I’ve had to add another set to my already over developed collection, whether it was some rainbow dice during Pride at Origins or a set of cool Eldritch Cthulhu dice the next year.

In such articles, the conversation is about taking control of the story and making sure the results do the best thing for the adventure rather than accept a random result. It makes sense, and in many games I’ll ignore my dice (as a GM that is, for a player that’s called cheating) to work in the best interest of the story to get a more satisfying outcome for the players and the game.

But while I do agree with the odd fudging, I have to also council against it, and suggest your story may be a lot better because of the randomness so often eschewed by ardent story gamers. Quite simply, a random result will not only test your storytelling but also get you out of a rut.

Digging Out of a Rut​

We all fall into storytelling ruts. Many players have a certain type of character they love to play, and GMs do the same thing with favourite types of encounter and NPC. There isn’t especially anything wrong with this if that’s what you enjoy playing. But if you are finding your game seems have become a little samey, you need to go a bit random. Instead of choosing character options, roll them by the book and take whatever you get, no matter how unoptimised or odd. Then take all that randomness and make it fit together. Not only will you get a character you have probably taken a lot more time to think about, but also something you don’t usually play. You might hate it, but if so, you can always create a new character, and at the very least you may have gained few interesting ideas you’ll want to use again.

The same goes for the gamemaster. It doesn’t hurt to let fate take over the driving seat now and again. While it might not always take you down the best route, a random dice roll will take your game somewhere unexpected. When the game slides onto a path even the GM didn’t predict, you are all suddenly on a mystery tour. As a GM I find that exciting, because I want to know what’s going to happen as much as the players do. It may mean a little more improvising but that can be part of the fun. Either way, just like creating a random character you will go somewhere you don’t usually go, and tell a story you don’t usually tell. If it isn’t working you always have the option to pull the adventure back onto more familiar ground by fudging the next dice roll. But give it a chance before you do as sometimes the most jarring paths can take you to a very interesting place if you take just a few more steps down that road.

The Glory of Failure​

It’s at this point I should add a note about one of the best things about dice, failure. Failure is good, and possibly one of the best storytelling devices you will ever find. Sure, it might suck to be the thief who fails to pick a lock or the group who fails to take down the villain. But such events only start new stories. If the lock can’t be picked, the party isn’t going to just go home. They must find a new way to get past the door. If they can’t defeat the villain, they won’t just give up (or shouldn’t if they are true heroes). Instead, they will come back again, and how much more satisfying to overcome a problem that seemed insurmountable the first time.

I even include expert characters in this. While your thief might be a world-renowned locksmith, no one has a 100% change of success every time. Even experts fail now and again. So, don’t get hung up on the idea that it is part of your character that ‘they never fail to pick a lock’. Embrace the fact they are imperfect and can have a bad day and ask yourself how they deal with the fact they have failed.

As it often does, Pendragon offers a model for this with the personality traits. Even the most Chaste or Brave knight might fall victim to the charms of an enchantress or be struck by cowardice before a big battle. They are human, it happens. The question then becomes how do they cope with this failure, and how does it affect their position in the group? Can they make amends, will they overcome the lack of confidence, and what will they feel the next time they are called upon to face a similar test?

So, in short, don’t always take too much control of the story. Let go a little and see what fate brings you. It may take you somewhere you never even dreamed possible, and you get to roll a few more of those gorgeous shiny polyhedrons you spent all that money on.

Your Turn: How important are dice in shaping your game's narrative?
 

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Andrew Peregrine

Andrew Peregrine

Richards

Legend
My favorite dice are the 12d6 I call my "fireball dice" - they're mottled yellow and orange, but the 1-2-3 sides are predominantly yellow and the 4-5-6 sides are predominantly orange. Thus, when you roll a bunch of them at once (like, say, when casting a fireball spell), you can tell at a glance whether you rolled some hefty damage or some that was not so good.

I picked them up one year at a GenCon. Now my biggest regret is that I didn't pick up a second dozen of them.

Johnathan
 

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Fenris-77

Small God of the Dozens
Supporter
Why even roll? It was an honest question, seems to have touched a nerve. Though it is part of the scientific method, falsifiability.

One thing though, I think that nobody wants a GM that they can not trust, or will not be fair to them.
That's a fair say, but I also think it's maybe a little overblown. A lot of players are fine with hidden rolls when they understand why they're necessary. I don't do it, but I don't play games where I need to either. Trust at the table is about a lot more than fudging rolls or not.
 

el-remmen

Moderator Emeritus
My favorite dice are the 12d6 I call my "fireball dice" - they're mottled yellow and orange, but the 1-2-3 sides are predominantly yellow and the 4-5-6 sides are predominantly orange. Thus, when you roll a bunch of them at once (like, say, when casting a fireball spell), you can tell at a glance whether you rolled some hefty damage or some that was not so good.

I picked them up one year at a GenCon. Now my biggest regret is that I didn't pick up a second dozen of them.

Johnathan

An old DM of mine had tiny little red d6s he kept sealed in a glass jar (old parmesan cheese container?) so that none would be lost but they could still be rolled - he called them his "fireball dice."
 

el-remmen

Moderator Emeritus
Why even roll? It was an honest question,

Because the conditions under which a fudge feels necessary are not that common and the vast majority of times the dice are fine arbiters? That would be my answer, but I think that the answer to that question varies widely from table to table. I just think "no fudging"/"might as well be all fudging" is a false dichotomy.

One thing though, I think that nobody wants a GM that they can not trust, or will not be fair to them.

That we can agree on. When I fudge it is because I want to be fair!
 

"Trust at the table is about a lot more than fudging rolls or not."

Well said. My players trust me* to have their enjoyment - over the long term - foremost, and to choose the appropriate methods to accomplish that.





......
And when they don't, I poison their cheese puffs.
 


dragoner

KosmicRPG.com
Because the conditions under which a fudge feels necessary are not that common and the vast majority of times the dice are fine arbiters? That would be my answer, but I think that the answer to that question varies widely from table to table. I just think "no fudging"/"might as well be all fudging" is a false dichotomy.
Falsifiability, asking "why?" Helps to solidify reasoning behind what one is doing. And for sure, we have at my table decided to unanimously ignore some rolls. On the other hand, I have been thanked for not fudging a roll, and letting a character die, by that character's player. To me at least, everything exists on a spectrum or number line, like with the difference between a NPC and GMPC in the other thread. My advice to a GM just starting though, is to try to retain the integrity of the rolls, and if the players like to win, and hate to lose, they can turn on the GM and accuse them of being unfair, by fudging the rolls against them.
 


el-remmen

Moderator Emeritus
Falsifiability, asking "why?" Helps to solidify reasoning behind what one is doing. And for sure, we have at my table decided to unanimously ignore some rolls. On the other hand, I have been thanked for not fudging a roll, and letting a character die, by that character's player. To me at least, everything exists on a spectrum or number line, like with the difference between a NPC and GMPC in the other thread. My advice to a GM just starting though, is to try to retain the integrity of the rolls, and if the players like to win, and hate to lose, they can turn on the GM and accuse them of being unfair, by fudging the rolls against them.

I think when many people ask "why even roll?" their motives are a sarcastic gotcha more often then they are a good faith attempt to explore the fudging phenomenon - thus my reaction to it. Honestly, I don't think it matters as long as everyone is having fun and the DM is not abusing the trust (whatever form that may take) of the players.
 
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