Showing posts with label dice. Show all posts
Showing posts with label dice. Show all posts

Thursday, January 16, 2014

Superstition and Dice

Gamers are by nature a superstitious lot. Especially when it comes to dice. Many players have their favorite set of dice. Some have that one special d20 they roll only when it "really matters". They may have dice they only use during random character generation. Other players roll one color of dice for skill tests and a differing color for damage rolls. We have most likely all seen someone change dice after a series of bad rolls. While playing at my FLGS, I once saw a guy go purchase an entire new set of dice after a string of failed rolls. Most of us own more dice than we could ever really need in a game. Some players would rather give up a kidney then let someone borrow their beloved dice. Some groups have a big ol' bucket of communal dice that players dig through to find the one awesome d8 they once got a critical hit with.

My only dice superstition is that for each new game, I get new dice. Weather I am a player or the GM, every time the group starts a new campaign, changes rules systems, or tries a new setting, I buy a new set of dice.

This habit originally started as a way to discourage myself from changing characters too often.  When playing in a long running game I would get an idea for a new character and want to play it. Our group rule at the time was; all new characters start at beginning level.  I was always behind the power curve. To limit my character hopping, I instituted the personal rule; New character, New dice. At the time we were on a pretty tight budget.  The money aspect was a real deterrent to changing characters too often.  The mind game worked, and I learned the joys of playing a more long term character.

Then I started GMing on a regular basis, and my gamer ADD reared its head once again. I would get excited about a new system, or GURPS would release a shiny new source book, and I was off the the races. Often I would spring the new game on the players without warning and with too little prep. THis bad behavior caused many a game to crash and burn. So, I put the rule back in place. New game, New dice. While I can afford new dice more easily now, the effect has been the same. I take more time to plan and prepare for a new game. I give the players more warning when changing things up. In general it just slows the process down, preventing rash decision making.

There is an up side to this little quirk. Each set of dice is like a little souvenir.  I can look at a set of dice and, in most cases, remember what game or character they were attached to.

Although we are a couple of weeks into the new game, I have just now gotten my new dice set. The delay was accidental. I ordered some dice at my FLGS, but due to back orders and then discovering that they were no longer in production, they never arrived. I purchased a set from my next FLGS, and now I feel as if I am finally, completely, really and truly  ready for tonight's session.

my new dice (and my dollar store dice tray)

Saturday, November 30, 2013

Rolling Dice

In past campaigns I have used a GM screen to hide all of my dice rolls. I fudged the dice. This was done for a lot of different reasons; keeping the party alive, saving a PCs life, ensuring NPCs live long enough to share information, enhancing plot, minimizing poor player choices. Those days have come to an end.

When Spiderweb in the Corner finally gets kicked off next Thursday, the majority of rolls will be made in the open. No more hiding behind the GM screen. No more fudging. This will help keep the old school, adversarial feel that I am going for.

Flipping through GURPS Dungeon Fantasy 2 Dungeons I found only a half a dozen places where rolls are suggested to be made in secret. I'm sure I missed some, but they will will be addressed when they come up.

  • Watches - Here the purpose of rolling in secret is so that the PCs don't know when an attack is coming. I think this roll can be made in the open with little or no difference. If the players start taking crazy actions because they know the result of the roll, then it may need to be made in secret. In my group,  the opportunity to blame another PC for allowing the attack to happen on a failed watch roll, will just add to the fun.
  • Cartography - This one may need to stay in secret. One aspect of this game that I am looking forward to is the player's mapping. I have never gone this route before, always providing at least a stick map of the areas they have been through. With SitC, I am going to make the players map everything on their own.
  • Hidden doors - This roll can be made in the open. If a player declares that he is searching for hidden doors, he will be able to roll for himself. I will not tell the players any of the penalties or bonuses, and my standard response is and has been "You are relatively certain that there are no hidden doors in this room." this gives no indication of whether the gamer failed, or that there really are no hidden doors. If a player rolls a critical failure, I usually say "you are very certain there are no hidden doors in this room." or "You are convinced there is a hidden door somewhere in the room." and encourage the person to role play that fact to the rest of the group.
  • Traps - While DF2 assumes that the party is always looking for traps, I generally do not. If the players do not either add it to the SOP of the group, or state that they are specifically looking for traps, they will go unnoticed until sprung. If the players do state that they are looking, then the situation will be handled in the same way as a hidden door.
  • Danger sense - This one can be rolled in the open. Better to let the player know it was his own fault that he fell in the pit, with spikes, and fire ants. The problem here is that by having the player roll, he has some clue that there is danger about. This has to be handled in character.  If the player starts making crazy changes in the way the character is acting, then I will have to start rolling this in secret.
  • Recognition - Used to identify monsters, etc. in a dungeon. I think this one also can be rolled in the open. With my group, knowing that they are being lied to about the monster won't change their actions. If it starts to make a difference, then I will take this roll back behind the GM screen.
I am looking forward to all of the open rolling. In the past, fudging dice rolls always felt like cheating.  It feels more honest to roll in the open.  As a bonus, I suspect will be feeling less guilt when I kill off characters. (Note I said when, not if)

Prep work update: more monsters are ready, and the random monster encounter chart is about half finished. The big push is to get more rooms done.  I have been stocking them in an order I think the players will go, and all GMs know the PCs never do what you expect them to do.