using writer's dice in writing and games by daniel solis
TRANSCRIPT
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Writer’s
Dice
Using
inWriting and Games
Daniel Solis
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FOREWORD
introducing
Writer’s Dice
T
hese are dice for writers, storytellers and gamers!
Writer’s Dice have six meaningful words: BUT, SO, AND, AS,OR, IF. Use them to plot your next novel! Roll them into your role-
playing games! Gift them to your gaming buddies!
I invented Writer’s Dice after years of advice from the clever
folks in the improv community. Improv folks have a strong
overlapping fanbase with storytelling and role-playing games.
In either eld, you create a story with a group of people in themoment. The improv players advise that when faced with a
challenge or critical decision point in the story, just say “Yes, and...”
Much is written on those two words, and their full breadth is
beyond the scope of this little guide, but sufce it to say that saying
“No” is a non-starter. It sties contributions and contributes
nothing of its own. Even “Yes” alone isn’t enough to keep a story moving, since it just afrms the last contribution, but again
contributes nothing of its own.
“Yes, and...” is where the magic happens. When you bravely
agree to see where the story goes next, armed with the license to
build on past events.
This philosophy is great for the improv community wherea group of people are all active, engaged and ready to weave a
story together. But for writers, whose craft occurs in solitude –
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interacting with not an audience, but a faceless screen – it didn’t
quite seem like enough to build a rich plot. In writing, saying “Yes,
and” to yourself is essentially the same as “then.”
This happens, then this happens, then this happens. That’s
just a series of events without context to each other. Writers need
more options than just “and” or “then,” as they outline their plots.
Writers need more potent words that imply real causation and
relationships between the beats.
“But” for obstacles. “So” for consequences. “If” for negotiations.
“Or” for alternatives. “As” for parallels. And, of course, there is still
need for “and,” for escalation. There are many more words that
could be used, but those six seem particularly useful. It just so
happens there are six sides to dice, so it just seemed natural to
make Writer’s Dice.
I hope you nd them entertaining in writing or gaming. You
might even nd some useful ideas in this guide.
Have fun!
Daniel
January 2012
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CHAPTER 1: USING WRITER’S DICE IN WRITING
AND is the patient Socratic inquisitor, but has no imagination.
AND hits the pause button in your story so you have time to
describe more of what’s happening in this scene. AND always
wants you to say more. Always. AND has a voracious appetite for
description, which is a blessing and a curse. AND lets you add
depth to this beat without the pressure to rush on to the next one.
AND can also mire you in inconsequential minutiae.
Example:
A little girl named Lee lives in a remote mountain village.
AND?
And... A nearby dragon regularly eats Lee’s sheep.
AND?
Lee’s village is too poor and remote to hire a dragonslayer.
Strength: AND helps world-building and establishing scenes.
Weakness: AND keeps you lingering on details.
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CHAPTER 1: USING WRITER’S DICE IN WRITING
AS is sibling to AND. AS is the Ghost of Christmas Present.
AS wants you to say more, too, but about what’s happening on the
other side of town or on the other side of the world, depending
on the scope of your story. AS wants you to create parallel plots
that will converge on each other later in the story. AS can also
help establish some context, showing how beats interact with each
other in real time.
Example:
Lee plays with a spear in the forest, pretending to slay dragons.
AS?
As... A mountain lion looks for breakfast for her newborn cubs.
AS?
As... A great winged shadow approaches the village.
Strength: AS sets up parallel actions and events that can be
resolved later in the story.
Weakness: AS can create so many subplots that it becomes
impossible to resolve them all.
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CHAPTER 1: USING WRITER’S DICE IN WRITING
IF is often seen with THEN. However, IF is the nervous planner.
IF is far less impulsive than any of the other words. IF never jumps
to the next beat blind. IF wants to know all the contingencies
for the next beat and any prerequisites for the current beat.
Accommodating IF’s worrisome nature can help set the stakes for
your beats, showing the consequences of action or inaction.
Example:
A mountain lion spies Lee in a forest clearing.
IF?
If... Lee doesn’t notice the lion, she’ll be ambushed and eaten.
IF?
If... The mountain lion notices the approaching shadow, she’ll be
spooked and abandon her prey.
Strength: IF establishes stakes and keeps your plot easy to
follow.
Weakness: IF can quickly pile on so many conditionals that
your story stagnates.
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CHAPTER 1: USING WRITER’S DICE IN WRITING
OR is the slippery rogue who works best in tight quarters. If
the story leads to a dead end, OR nds a path of escape in a storm
drain or ventilation shaft. OR likes to think quickly, survey the
scene at a glance and nd new directions to take. Even if the path
isn’t what you think is best, OR will happily run down that path as
far as possible, leaving you behind.
Example:
Realizing she’s watched by a hungry mountain lion, Lee throws her
spear into the dark thicket.
OR?
Or... She runs for the village, leading the tiger into a snare trap.
OR?
Or... She notices that she’s between the cubs and their mother, and
slowly steps out of the way.
Strength: OR urges you to rapidly nd new paths for the story.
Weakness: OR leaves it up to you to decide which is the best
path to take.
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CHAPTER 1: USING WRITER’S DICE IN WRITING
BUT is the stubborn mentor. BUT adds an obstacle to overcome
before your story can proceed. Just remember, BUT is still on your
side. BUT wants your story to be the best it can be and has taken
on the burden of being the tough-love friend who tests your limits.
When it’s clear things are getting too easy for your story, BUT will
step in the way. BUT gives you the opportunity to show why the
reader should care about your story and its characters.
Example:
Lee drops her spear and quickly grabs a cub, leading the hungry
mountain lion to a snare trap.
BUT?
But... She hears the cries of the mountain lion’s cubs and takes pity on
the mother.
BUT?
But... She sees the great shadow of a dragon above her village.
Strength: BUT adds texture to your plot and gives heroes a
chance to prove their worth in the story.
Weakness: BUT can go overboard sometimes, creating too
many insurmountable obstacles.
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CHAPTER 1: USING WRITER’S DICE IN WRITING
SO is your loyal guide, navigating your plot’s innite paths. SO
knows the other words can leave you with so many choices that it’s
hard to know where to go next. SO is the more mature sibling to
THEN. SO forces you to get on with the plot, but wants to make
sure the next beat has a clear causal relationship with past beats.
SO keeps you and your reader invested in the story with the trust
that past events logically lead to current events, onward to the rest
of your story.
Example:
Lee has a choice to make: Free the mountain lion and risk a quick death
or run to the village and help ght off the dragon.
SO?
So... Lee feeds the cub her rations while letting its mother loose from
the snare trap.
SO?
So... The grateful mountain lion runs alongside Lee, towards the village
to ght off the dragon.
Strength: SO urges you onward, but makes sure the next beat
logically follows the last.Weakness: SO can make things too easy and risks becoming
just another THEN.
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CHAPTER 1: USING WRITER’S DICE IN WRITING
And that’s that. Looking back at the story of the little girl
named Lee, you once thought the story would be about how she
defeated a dragon. Sure, you can still take the story in that direction,
but these six key words helped you esh out the establishing scene
and introduced Lee’s personality. Now, you know that your Lee
is a clever escapist. She has a vivid imagination. She knows her
surroundings. She doesn’t hesitate to take a hostage, but she can
also show mercy. In the end, Lee comes away with a new ally.
THEN you can go on to the epic dragon-slaying.
So, use these six words and the Writer’s Dice to help you
outline a richer plot for your story.
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CHAPTER 2
using writer’s dice in
gaming
You face your wall of board games and role-playing
games. Books and boxes lled with fun, but you’re just
looking for something a little different. A spice to add some variety
to the old standards.
In this chapter, you’ll nd some of your favorite games and
perhaps some games that are new to you. All of these games have
some element of story or narrative as a part of play, often featuring
individualized characters and an ongoing story of their adventures.
Before moving on, it’s important to clear up everything for the
lawyers. All trademarks in this document are the property of their
respective owners and are used solely to identify the products sold
under or by reference to them and no representation is given as to
their use. Writer’s Dice, Daniel Solis and Smart Play Games are not
endorsed by or associated or afliated with those products or their
manufacturers.
Now, in plain language. With a few exceptions, the games
mentioned are standalone products owned and produced by
nice folks besides myself. You should play their games on their
own terms rst, mainly because they’re tons of fun! When you’re
ready to add some new wrinkles to the standard game, here’s how
Writer’s Dice can come into play.
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CHAPTER 2: USING WRITER’S DICE IN GAMING
zookeeper who hasn’t spent much time anywhere else. Let’s go with the
name Terpin. “Terpin is an old zookeeper who takes his daily duties very
seriously.”
The next player rolls another cube. This second symbol
represents something that hero is doing right now. Describe this
action based on what the symbol means to you. Place this cube
next to the rst cube.
Example: You roll a moon. “It’s night time. This is when all the
nocturnal animals need to be fed and cared for by the senior staff, all led by
our hero Terpin.”
There, now you have an establishing scene for your story. You
established the basic outlines of what your protagonist is and what
he or she is doing at this moment. That is the status quo.From now on, each player rolls a Writer’s Die and a cube. The
Writer’s Die begins this next part of the story. (See the previous
chapter for descriptions of each word on the Writer’s Dice and how
they direct a story.) By creating causal or branching relationships
between each of the cubes, you add that dash of narrative that
gives you the constraints to allow creativity to ourish.Example: You roll a SO and a BEE. This next beat has a direct cause-
and-effect relationship with the previous one. The last beat described Terpin
tending to the nocturnal animals, so we can get a little more specic about
which animals. Let’s do bats, since they’re so obviously tied to the night.
Terpin is feeding the bats.
But how to incorporate the BEE? Perhaps these bats like to eat bees?
Nah, that’s not right. They’ll usually eat crickets and grubs. Close enough
to a bee for our purposes! Now we have the next beat. Feel free to stretch it
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CHAPTER 2: USING WRITER’S DICE IN GAMING
out to t more than one sentence. As long as it takes to learn something new
in the story.
“Terpin scoops live crickets and grubs carefully around the bat exhibit.
The bats wake up to the familiar sound of breakfast. They take special care
not to poop on Terpin in their excitement.”
Now we know Terpin is a gentle caretaker loved by the animals. Well,
the bats anyway. Of course, bats have an unusual way of showing their
affection. What will happen next? It’s up to you to decide!
DIXIT
FROM ASMODEE
You can use the same method described above to tell a story
with your Dixit cards. Instead of nine individual dice rolls, you
simply draw nine cards randomly from the deck. Look at the
scenery, characters and actions depicted on the card’s artwork,
then interpret those images into the story one at a time using the
Writer’s Dice to ll in the relationships between each image.
If you want to use Writer’s Dice in the actual game of Dixit ,
try this challenging variant. When you are the storyteller, roll three
Writer’s Dice. As you describe your sentence, you may use one or
more of the dice results in its wording. If you use one die, then the
value of correctly choosing your card is increased by one point. If
you use two dice, then the value is increased by two points. If you
use three dice, then the value is increased by three points.
Example: You are the Storyteller. You are joined by Alex, Babs and
Chris. You roll three Writer’s Dice resulting in an AND, BUT, and IF. You
decide to use the rst two results as you state your sentence.
“The hero AND the villain battled each other for years, BUT only love
could win a day.”
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You and the other players then choose, shufe and array cards as in the
normal course of gameplay. Now, the voting begins. Alex and Babs correctly
choose your card, but Chris incorrectly chooses Babs’ card. According to
normal scoring, you, Alex, Babs would each get three points. Babs would
also get an extra point because Chris chose her card.
Now using this variant, you, Alex and Babs each get some additional
points because you incorporated the results of two Writer’s Dice into your
original sentence. Two Writer’s Dice mean two additional points for you,
Alex, and Babs. That puts the grand total for this turn at ve points for you,ve points for Alex, six points for Babs and zero points for Chris.
MORE WAYS TO P LAY
Beat Challenge
You’re going to tell a story with the Story Cubes and Writer’s
Dice, broken up into a series of simple plot beats. Roll two Writer’s
Dice. The rst Writer’s Die tells you how the next beat starts. Look
at the number of pips on the second Writer’s Die. You have to
incorporate that many Story Cube rolls into this beat.
Parallel Universes
Choose a historical event with many possible outcomes, like
a key battle of a historical conict, a massive migration of people
across continents, or the building of an ancient monument.
Roll a Writer’s Die and a Story Cube. (Or roll a Writer’s Die and
draw a Dixit card.) Each new combination of dice roll and image
represents another outcome of that historical event. Perhaps now
you can tell the story of characters who travel between those
universes. How would they react to the differences? How would
people of those universes react to the characters?
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CHAPTER 2: USING WRITER’S DICE IN GAMING
The Epic Cycle
Alternate rolling cubes and Writer’s Dice one at a time. Set
aside each cube as you roll them and make sure you keep their
results visible. As you roll cubes and dice, tell the epic tale of a
hero’s rise and fall. The rst roll describes their origin, the second,
third and fourth are the labors this hero overcomes.
The fth roll is a temptation that leads to the hero’s reversal
and eventual fall. The sixth, seventh and eighth rolls are betrayals
of the virtues the hero stood for in the previous second, third and
fourth rolls.
Finally, the ninth roll is the fallen hero’s legacy, which directly
leads to a new hero’s rise. The new hero’s journey continues
following the same roll results as before. So, each new hero follows
a similar rise and fall, eventually paving the way for a new epic.
USING WRITER’S DICE IN
ADVENTURE RPGs
Adventure is the most popular of all role-playing game(RPG) genres. While each RPG has its own particular avor of
adventure—sweeping tales of magic and might, righteous caped
heroes ying to the rescue, or neon-hued cyberpunk heist yarns—
the typical rules are usually built on the same set of assumptions
about how the story will proceed.
When heroes act, players consult a dice roll. Depending onthat roll’s result, the heroes succeed or fail at their act. Sometimes
you have gradients between success and failure, but the central
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binary remains. That’s where Writer’s Dice can step in to create
some nuanced tangents.
Adventure RPGs also usually distinguish one player from the
others. This special player takes on duties of an authority gure
and referee during the game. Their role has a lot of names, but
gamers usually say “GM” as a generic term. As such, we will also
use that term in this section.
SUCCESS AND FAILURE IN GAMES LIKE
DUNGEONS & DRAGONS
FROM WIZARDS OF THE COAST LLC
Many times, you’ll roll dice to determine whether your hero’s
action was a success or failure. When you do so, also roll a Writer’s
Die. Consult the list of outcomes below. If successful, you earn
rights to describe the additional consequences of your hero’s
actions. If failed, the GM describes those consequences.
Example: Bunk the Barbarian, Mist the Magician and Tuck the Thief
are on a quest that takes them to the depths of a necromancer’s subterranean
lair. The adventurers come upon a dead-end corridor. Too late, they realize
the only exit is blocked by a shambling horde of bloodthirsty zombies.
Success, but...
Your hero succeeds! That’s one problem solved, but a new
challenge rises in its place. Describe how your successful action
leads to a different kind of problem. Try to make it a problem thatis best suited to the skills of another adventurer in your party.
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Example: With a running charge, Bunk the Barbarian sweeps her sword
across the zombies’ heads. [Bunk’s player rolls SUCCESS, BUT.] Bunk’s
blade pushes back the horde and slices off their heads with ease. [Bunk’s
player has some ideas for a new challenge that would be perfect for a broad
attack by the magician of the group.]
But now the party’s troubles have doubled. The zombies’ bodies
continue approaching the adventurers with arms that are still strong enough
to break bones. The heads also continue rolling toward the adventurers,
gnashing at their ankles with deadly jaws.
Success, and...
Your action has an immediate additional benecial effect,
like pushing opponents back into a dangerous zone, healing some
malady, or changing the environment so that you get a modestbonus to your rolls. Whatever the benet, it is only momentary
and does not last beyond your next roll.
Example: Mist the Magician decides the approaching headless bodies
are the most important threat at the moment. She casts a spell that creates
an oil slick across the oor. [Mist’s player rolls SUCCESS, AND.] The bodies
all ail about on the oor, unable to get up and continue their approach.
And the rolling zombie heads are batted around by the ailing zombies’
limbs, clearing a path for the adventurers to escape and continue their quest.
Success, so...
Your action has a long-term additional benecial effect, like
setting in motion a long series of coincidences that turn in your
favor later in the game. You can describe this benet now or hold
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CHAPTER 2: USING WRITER’S DICE IN GAMING
it in reserve until a critical moment. The longer you hold it in
reserve, the greater the dramatic effect.
Example: Bunk the Barbarian charges forward, eager to bring the battle
to the Necromancer’s home. In her haste, she steps on a trap door in the
oor and just manages to catch the edge with her ngertips. Tuck the Thief
studies the trap’s mechanisms. [Tuck’s player rolls SUCCESS, SO. Tuck’s
player wants to keep any benecial effect saved up for later.] Tuck recognizes
their design and can more easily spot traps in the rest of the lair.
So Tuck also knows how to trigger the traps on her command, which
can turn them to the adventurers’ advantage later.
Success, or...
This outcome has some different shades depending on the
nature of your action. Generally, it’s about choices.If your action was purely mechanical, like an attack, then
roll for this action twice and take the outcome you prefer. This is
particularly helpful if you need to do a certain amount of damage.
If your action had more narrative consequences, like convincing
a guard to let you past, the GM proposes two consequences to you.
You decide which comes true.
Example: Bunk the Barbarian drops down on the pair of guards from
above, grappling them both to the ground. [Bunk’s player rolls SUCCESS,
OR. The GM describes this ambiguous outcome as follows.] Bunk certainly
knocked out one of the guards, but his partner is still staggering on his feet.
[BUNK’s player rolls for this attack again and gets a much more decisive
combat victory.] Bunk taps the second guard on his forehead and the poor
guy collapses straight away. Both guards are now unconscious and detained.
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Mist the Magician casts a spell to examine their recent memories.
She tries to nd which of the branching paths ahead will lead to the
Necromancer’s laboratory. [Mist’s player rolls SUCCESS, OR. The GM
proposes Mist’s options as a literal fork in the road that the whole party
must decide upon.]
There are two possible paths to the laboratory. One path will be very
deadly, but can be overcome quickly. OR the other path will take longer
to travel, but it is safer. Not one to shy away from danger, Mist suggests
the group take the rst path. And so they carry on, deeper into the moreforbidding areas of the lair.
Success, as...
While your action is successful, something else is happening
elsewhere that will eventually intersect with the main story. This
is your chance to set up the characters and places that your heroeswill soon encounter or to show how your hero’s actions t in the
context of a larger world. What you describe now probably won’t
be immediately relevant, but it’ll come in to play in the next session
or two.
Example: While exploring a large library of the Necromancer’s
artifacts, Tuck the Thief comes across a small black orb resting on a clawed
pedestal. Hoping for a nice payday after this sojourn, Tuck presses a dagger
point below the orb to pry it from the pedestal’s grip. [Tuck’s player rolls
SUCCESS, AS. He would like to see what the Necromancer is up to while the
adventurers are busy looting the poor guy’s home.] With a sharp twist, the
orb falls into Tuck’s satchel.
As the Necromancer meditates in his chambers, a disturbance in the
nearby magical eld alerts him to a theft. The Necromancer peers into his
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CHAPTER 2: USING WRITER’S DICE IN GAMING
scrying orb to spot the intruders and notices the corresponding orb in the
library sees nothing but blackness.
Success, if...
While still successful, the GM proposes a negative consequence
of your hero’s act. If you accept this proposal, then your hero’s act
succeeds and the proposed consequence also comes to pass. If you
do not accept, then your act is a failure. In the case of a failure, roll
your dice again until they come up as a failure.
Example: Shadows spread across the library and the torchlight ickers
into dull ember. Caught in the library’s open foyer without any nearby
shelter, the adventurers get into a well-practiced formation. They turn their
backs to each other with their weapons at the ready.
Just then, an inky black tentacle whips violently from the shadows
and will strike the whole group. Bunk the Barbarian raises her broad blade
against the approaching horror, not knowing if her cold steel will have any
effect. [Bunk’s player rolls SUCCESS...IF!]
[The GM proposes that the tentacle will be susceptible to Bunk’s
mundane weapons if Tuck becomes the sole target of the attack. Bunk and
Tuck’s players discuss their options and agree to the proposal.]
The tentacle halts its rapid approach and hovers mid-air in front of
Bunk, twitching in an unnatural fashion as if to test the group’s inching
reexes. It splits into four slender arms, arcs past Bunk’s quick sword and
lifts Tuck the Thief by her satchel high in the air.
Failure, but...
Alas, the specic act that your hero attempted did not succeed.
However, this disappointment is mitigated by some benet that
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The tentacle seems to draw energy from the dagger’s enchantments,
allowing it to bifurcate again, and again. Now, the swarming black knot of
arms turn their attention towards the remaining adventurers.
Failure, so...
Your action has some long-term additional negative effect,
which is up to the GM’s discretion, but usually involves a long-
term plot against the heroes. The GM can describe this now or
hold it in reserve until a critical moment. The longer the GM holds
it in reserve, the greater the dramatic effect.
Example: Bunk the Barbarian spots the homunculus casting the
shadow puppets against her allies. She barrels forward, eyes barely adjusting
to the ickering turquoise light of the magical lantern. She sweeps her
sword against the lantern’s light in order to sever the homunculus’ tether to
the tentacles. [Bunk’s player rolls FAILURE, SO. The GM decides this rash
action will lead to a persistent injury in the party.] The homunculus strobes
the lantern at the last moment, momentarily blinding Bunk.
SO the tentacles dissipate, dropping Tuck on the library’s stone oor.
Tuck’s ankle is now sprained, slowing the group’s advance.
Failure, or...
This outcome depends on the nature of your hero’s action.
If your action was purely mechanical, then roll for this action
twice. The GM chooses the outcome he or she prefers. The GM
should usually choose the least benecial of the two options.
If your action was more narrative in nature, propose two
consequences to the GM. The GM decides which will come true.
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CHAPTER 2: USING WRITER’S DICE IN GAMING
Example: Mist the Magician comes to Tuck’s rescue, casting a mending
spell on his ankle so it will heal quickly and painlessly. [Mist’s player rolls
FAILURE, OR. She proposes two options to the GM. Either the spell will
work slowly and painlessly or quickly and painfully. The GM chooses the
former.] Mist’s crackling magic infuses a warm glow against Tuck’s ankle,
but Mist knows the spell did not work to its full effect. It will still be some
time before Tuck can march at full capacity.
Meanwhile, Tuck remembers the black orb in his satchel. Believing
that it is drawing the homunculus’ ire, Tuck asks Bunk to smash the orbagainst the oor. Bunk obliges. [Bunk’s player rolls FAILURE, OR. Bunk’s
player proposes two options to the GM. First, the orb cracks, emitting a
light bright enough for the group to nd an escape but also drawing more
monsters. Second, the orb does not break, but its revelation does distract the
shadow-tentacles, ignoring the homunculus’ commands. The GM chooses
the latter.]
Bunk pulls the orb from Tuck’s satchel and readies her mighty sword.
As she drops the heavy steel, she nds her target suddenly snatched away
by a writhing mass of tentacles. The homunculus shouts vile curses at its
disobedient thrall, but the shadows ignore their master. Instead, they hug
the black orb, wrapping themselves around the sphere many times before
falling dormant.
Failure, as...
While your action fails, something else is happening elsewhere
that will eventually intersect with the main story. The current
action and that distant scene may still be connected! The GM
may set up the characters and places that your heroes will soon
encounter or show how your hero’s unfortunate luck affects others
elsewhere in the world, usually to the hero’s detriment. What the
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CHAPTER 2: USING WRITER’S DICE IN GAMING
GM describes now might not be immediately relevant, but can
come into play later in the story.
Example: Deeper in the Necromancer’s cavernous lair, our heroes come
upon an immense wrought-iron wall rmly embedded into the surrounding
rock. Bunk, being Bunk, decides the best course of action is to smash the wall
to smithereens. She heaves a nearby boulder against the door. [Bunk’s player
rolls FAILURE, AS. This means that Bunk did not succeed, but it did cause
something else to happen. The GM decides that tossing a boulder against a
solid iron wall won’t smash the wall, but it smashes the boulder. This reveals
some new information that will become important later.]
With a great noise, the boulder cracks in half against the solid iron
wall. Mist and Tuck examine the fragments and discover that this was no
ordinary rock. It was a dormant dragon egg. Not just any dragon egg, but
a blue dragon egg. Blue dragon mothers maintain a psychic bond with their
entire clutch. Wherever mama is, she knows someone just smashed one of
her babies. Bunk is in serious trouble.
Failure, if...
You propose a positive consequence of your hero’s act. If
the GM accepts this proposal, then your hero’s act fails and the
proposed consequence also comes to pass. If the GM does not
accept, then your act is a success. If the exact numerical dice result
matters, then roll your dice again until they come up as a success
and accept those results.
Example: The Necromancer laid a trap for our heroes, luring them
to a subterranean lava lake to act as surrogates in an elaborate ritual.
Indeed, all the collateral damage of the heroes’ sojourn was orchestrated
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CHAPTER 2: USING WRITER’S DICE IN GAMING
for the Necromancer’s sole mission: Revive the volcano and lay waste to
the surrounding countryside. The heroes now nd themselves on a raised
circular platform perched above the molten lake.
In the distance, Tuck spots the Necromancer reading from an enormous
scroll, chanting in an ancient profane tongue. As the Necromancer speaks
his strange words, a ring of symbols begin to glow at the heroes’ feet. Mist
recognizes the ritual. The symbols will form a descending spiral and when
they reach the center, the volcano will erupt. Mist also spots a series of
wrought-iron beams keeping the roof from collapsing on the whole lake.Mist has a plan. Bunk is delighted to learn it involves smashing.
Mist summons every ounce of magical might in her heart to blast
the beams above the Necromancer. Bunk pounds a heel into the edge of
their platform, cracking chunks of solid rock to throw at the Necromancer
directly. Tuck stabs daggers into the oor at key points to block the magical
symbols from continuing their path and delay the ritual’s effects.
[Mist, Bunk and Tuck’s players all roll for their respective actions. They
all roll FAILURE, IF. Ouch. The GM awaits a proposal. In time, the players
decide they’re willing to sacrice themselves if it means they can collapse the
whole dungeon and all its horrors, including the Necromancer himself. The
GM accepts this offer, as it makes for a very epic ending to the adventure.]
Mist’s sts glow with bright blue light as the arcane energy of her
mentor, and her mentor’s mentor, and all the great teachers of her school
now ood into her mortal frame. All at once, that power unfurls against
the roof-supports, beginning a cascading collapse starting from this room
and continuing to the entire underground tunnel system. Mist herself also
collapses from the exertion, then fades into a cloud of vapor.
Bunk’s hail of rock against the Necromancer bounces harmlessly against
his invisible force eld. Just then, Bunk recognizes a clutch of boulders nearthe Necromancer. As she learned the hard way earlier in the adventure, these
“boulders” are actually blue dragon eggs. Bunk redirects her barrage against
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CHAPTER 2: USING WRITER’S DICE IN GAMING
the eggs, cracking open them open. With a mighty roar, the blue dragon
mother slithers up from the lava to nd her children smashed to pieces and
the Necromancer apparently responsible. In one swipe, the dragon whips an
enormous claw against the Necromancer, bouncing him and his precious
forceeld into the boiling lava. The dragon’s rage then turns to Bunk. With
barely a care, the dragon icks Bunk across the room against a distant ledge,
where she lands with a heavy thud.
This leaves Tuck the Thief alone with a puny dagger against a collapsing
cave and an angry dragon. Tuck imagines all the adventurers this dragon haseaten in its time. All those swords, armors... and treasures. Precious, rare
treasures not seen by mortal eyes in many centuries. Tuck casts a greedy
stare at the rearing dragon.
The dragon approaches at lightning-speed with a wide open mouth.
Tuck the Thief dives directly into the dragon’s grossly widening jaws, ready
to plunder whatever treasures may rest in the belly of the beast.
MORE WAYS TO P LAY
Flipped Narrative
As you might have noticed, the success/failure consequences
mirrored each other quite a bit, with the primary difference being
the player and GM exchanging narrative authority. You can ip
these outcomes so that you have more authority to describe the
failures while the GM has more authority to describe the successes.
Magical Artifact
If you don’t want the Writer’s Dice involved throughout the
game, then you can tie its effects to a rare technology or magical
item. When bearer of this artifact does any action, bring in the
Writer’s Dice. The rest of the game operates as normal.
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CHAPTER 2: USING WRITER’S DICE IN GAMING
Delayed Effect
At the beginning of the game, roll a Writer’s Die and leave it
in the middle of the table. At any time, during any player’s turn,
they can accept that result as a part of their dice roll and take the
consequences. Once done, re-roll the Writer’s Die and place it
again in the middle of the table. In this way, the die doesn’t come
into play as often, but you also don’t need the contrivance of a
magical artifact in the story.
USING WRITER’S DICE WITH
STORYTELL ING
GAMES
Storytelling games are a small but growing genre of games. It
is such a new eld that it’s hard to nd a common set of attributes
among them.
The styles of play range from loosely structured competitive
boasting to deliberately paced children’s tales. Some are meant for
kids while others are best suited for the bawdy company of grown-
ups. They all share one key trait: In playing the game, players also
create stories.
This section will shine a spotlight on three games in particular:
The Adventures of Baron Munchausen, in which players each tell
self-aggrandizing tall tales; Happy Birthday, Robot! , in which
players aged 8 and up tell the story of a robot’s birthday a few
words at a time; and Do: Pilgrims of the Flying Temple, in which
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CHAPTER 2: USING WRITER’S DICE IN GAMING
players tell the story of well-meaning travelers causing trouble in
a fantasy universe.
THE EXTRAORDINARY ADVENTURES
OF BARON MUNCHAUSEN
BY JAMES WALLIS
Iron Baron
This variant of regular Munchausen is enjoyed by the savants
of northern Finland during the long winter months when the sun
hibernates in a large cave. After the rst sentence of a player’s story,
he or she must roll a Writer’s Die and continue the story from that
word. Thereafter, each new sentence must begin with another die
roll. The turn continues as normal.
Quick-Draw Baron
Gather at least three Writer’s Dice. Roll all the dice and set
them in the middle of the table where all players can reach. As
the current player tells their story, other players may interject their
own statements by rst grabbing one of the dice and beginning
their interjection with that word. If two or more wish to interject
at the same time, they may engage in gentlemanly sticuffs to settle
the dispute. That, or simply speak in clockwise order, starting from
the current player. When all the dice are gone, the current player’s
turn is over, as is their story.
Too-Many-Dice Baron
Like all well-cultured scholars, you and your fellow players
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CHAPTER 2: USING WRITER’S DICE IN GAMING
may have a trove of Writer’s Dice available. What to do with such
wealth? Fret not, here is a solution for your dilemma. First, gather
as many Writer’s Dice as you can and roll them in the middle of
the table. Then play as normal. Any time you use one of the words
on any of the remaining dice, grab it and keep it for the rest of
the game. This applies even when you are posing a question or
interjecting. When all the dice are gone, the game ends after the
current player nishes their story.
HAPPY BIRTHDAY, ROB OT!
FROM SMART PLAY GAMES
Called Shot Robot
Use Writer’s Dice instead of Robot dice. Before each turn,
decide on which two words you would like to keep. You also decide
which two words each of your neighbors will keep. When your
word comes up in a dice roll, you keep that die. When a neighbor’s
word comes up in a dice roll, he or she keeps that die. The words
on your and your neighbors’ dice are your free words instead of
just AND or BUT.
Left-Right-Center Robot
On your turn, instead of Robot Dice, roll three Writer’s Dice.
You must rst give a die to the player on your left. Then give a die
to the player on your right. Thereafter, you may roll three more
Writer’s Dice again and again. If a result matches a neighbor’s die,
you must give the new die to that neighbor. You may keep rolling
until you wish to stop or until your neighbors get a total of six dice.
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CHAPTER 2: USING WRITER’S DICE IN GAMING
Your neighbors may use their dice results as their free word in their
part of the sentence. For example, your neighbor on your left has
SO and the neighbor on your right has IF. Each time you roll SO,
you must give those dice to the neighbor on your left. Each time
you roll IF, you must give those dice to the neighbor on your right.
Writer’s Dice Pool Robot
Before the game begins, roll a bunch of Writer’s Dice in the
center of the table. Whenever any player uses one of those words,
he or she must collect that die. For the rest of the game, that player
may use this die as a free word just like a coin. However, it is not
considered a coin and cannot be given to another player.
DO: PILGRIMS O F THE FLYING TEMPLE
FROM SMART PLAY GAMES
When the troublemakers come up with a trouble for your
pilgrim, roll as many Writer’s Dice as you have stones. If there are
sets of identical results, choose the largest set. If there are multiple
sets of equal size, you may choose whichever you prefer. The results
of this roll will color your pilgrim’s trouble.
BUT
This is the traditional trouble in Do. Your stated event still
occurs, but leads to a new problem for your pilgrim.
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PAGE 34
CHAPTER 2: USING WRITER’S DICE IN GAMING
AND
Your pilgrim gets herself and other pilgrims in trouble. The
number of pilgrims is equal to the size of this set. A one-die set
causes one extra pilgrim to get in trouble, a two-die set causes two
extra pilgrims to get in trouble, and so on. If the size of the set is
greater than the number of pilgrims, disregard any extra dice. I
mean come on, these pilgrims have enough problems as it is.
SO
Your pilgrim inspires locals to follow her example. Naturally,
chaos ensues. The number of people depends on the size of this
set. For a one-die set, your pilgrim inspires one hapless copycat to
directly repeat whatever your pilgrim just did. A Two-dice set, your
pilgrim inspires a small fan club who will follow her around until
she is out of trouble. A three-dice set inspires a worldwide cult to
act and dress like her. A four-dice set creates a long-lasting culture
of personality entirely centered around your pilgrim. Whatever
the scope, all these people following your pilgrim’s example leads
to problems for your pilgrim.
OR
After the troublemakers propose your pilgrim’s trouble, you
may ask for an alternative. If you do so, the troublemakers must
come up with a new trouble. You may request an alternative once
for every die in this set. With each proposal, you may accept or ask
for another as long as you have more dice in the set. You must accept
the proposal if you run out of dice. So if you have a three-dice set,
you would have to accept the Troublemakers’ third proposal.
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PAGE 35
CHAPTER 2: USING WRITER’S DICE IN GAMING
AS
This is a great outcome for everyone but your pilgrim. Though
your pilgrim now gets into trouble, the other pilgrims make
headway on their mission. Any player whose pilgrim is in trouble
is now out of trouble. Each player must write how your pilgrim
getting into trouble helped them get out of theirs. Any player
whose pilgrim is not in trouble may write a free sentence in which
she helps another person. In each free sentence, the player may use
one goal word.
IF
Your pilgrim gets into trouble, but you can edit the trouble
after the Troublemakers are done writing it. You do so by changing
or adding words to that trouble. You can change or add one word
for every die in your set. So if you had a four-dice set, you could
change or add up to four words in the trouble.
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PAGE 36
CHAPTER 2: USING WRITER’S DICE IN GAMING
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PAGE 37
THANKS AND ACKNOWLEDGEMENTS
THANKS AND
acknowledgmentsFirst and foremost, I thank my wife Megan for putting up with
harebrained ideas like these. Thanks, sweetie!
Many thanks to the Story-Games community to whom I rst
pitched this idea. Their suggestions for which words to use were
very valuable.
Thanks to the ne folks at GameStation, who have been very
prompt and communicative during the dice production.
Also thanks to Trey Parker and Matt Stone, whose writing
lesson at NYU inspired the demo video in the Kickstarter campaign.
And, of course, I want to thank all the Kickstarter backers
for making the Writer’s Dice possible in the rst place. Thanks
for your patience during the initial production delays and your
support throughout the process.
COPY EDITORS
Michele Sabatier
Irven Keppen
Charles Little
Ethan Myerson
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PAGE 38
THANKS AND ACKNOWLEDGEMENTS
Mur Lafferty
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TERRENCE P J
MICHEAU
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rezonate
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PAGE 39
THANKS AND ACKNOWLEDGEMENTS
Amaquieria
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PAGE 41
THANKS AND ACKNOWLEDGEMENTS
Jessica Jobski
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PAGE 44
LEGALESE
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licensed under a Creative Commons Attribution-ShareAlike 3.0
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Writer’s
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