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Page 1: Using Writer's Dice in Writing and Games by Daniel Solis

7/28/2019 Using Writer's Dice in Writing and Games by Daniel Solis

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Writer’s

Dice

Using

inWriting and Games

Daniel Solis

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PAGE 2

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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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CHAPTER 2: USING WRITER’S DICE IN GAMING

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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CHAPTER 2: USING WRITER’S DICE IN GAMING

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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CHAPTER 2: USING WRITER’S DICE IN GAMING

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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CHAPTER 2: USING WRITER’S DICE IN GAMING

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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CHAPTER 2: USING WRITER’S DICE IN GAMING

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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PAGE 28

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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PAGE 29

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 

Jeremy Tidwell

B. R. Willis

Craig Wayling

Thomas Trinh

Eric Brenders

TERRENCE P J

MICHEAU

Dorian Gray 

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Hanna Tolander

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Zakharov Sawyer

Jack 

rezonate

Gerald Yeo

Leading Edge

bjondc

Al Beale

Richard Thurston

Alan Twigg

Kelly Van Campen

Kevin G. Nunn

Marguerite Kenner

Ben Barnett

John Rogers

Kate D

Jason Ramboz

Michael Litzenberger

Fletcher

ayvalentine

A. Lohmeyer

Alexander Kawamura

Owlglass

NOVELISTS ($50+)

STORYTELLERS ($20+)

Ryan Macklin

Jennifer Brozek 

Russ Pitts

Jack Gulick James Dillane

Jaclyn Mika

WildElf 

Brian Lavelle

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Jennifer Wong

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Ira Ham

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Josh Renschanonymous

DisOrd3r

Wim Van Acker

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darkliquid

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Jeremy SouthardTim Jensen

Christopher Simmons

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Donald Wheeler

Duane Jeffers

Michael WightChris Tulach

Sean Riedinger

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PAGE 39

THANKS AND ACKNOWLEDGEMENTS

Amaquieria

Leo Lalande

Matthew C H Winder

Wayne West

Stephen Parkin

Peter Aronson

Wes Price

Anders Smith

Carolyn Koh

David A Wendt

Mick Bradley 

Kurt Loy 

David Jackson

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Popov Square

HPLustcraft

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Kevin

Josh Crowe

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kindar

cheryl ack 

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lauke

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Chad

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Martin

John du Bois

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Melvin

Nikkole palmatier

Caitlin

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pmoore

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Kayote

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Droogy 

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vigilare

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Josh

Jason Slingerland

 jshtww 

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Shauna

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eggdropsoap

Carolyn E. Cooper

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Nordgarden Rødner

Matt Patt

John Rynne

Jode Toews

Michelle Hood

Mark 

Bryan Hansel

Tracy Davis Hurley 

Robert Durand

Eric Miller

Guillermo Martinez

Gerhard Lindeque

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PAGE 41

THANKS AND ACKNOWLEDGEMENTS

Jessica Jobski

wraith808

Benjamin Liska

Christopher Niehoff 

arajski

Jae Walker

Charlie Reece

Fred S

Sara Gordon

Dmitry Omelyanenko

nathan

Andrew Robertson

Andrew Dena

Henri Patricio

Keri Orstad

Joseph Louis

Jeremy Ahouse

AirSports

Jon Michaels

Karin Menendez

msabatier

Morelenmir

StevenM

WRITERS ($10+)

Jeremy Kostiew 

Lillian Cohen-Moore

Rich Miller

Phil Vecchione

Martin

Deanna

Chris Conway 

James Galloway 

Julian Tysoe

Corvus Elrod

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James Thatcher

Vivid Muse

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WorldMaker

Steve Shay 

DivNull Productions

Kari F.

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Jennifer

Kenneth Wieschhoff 

Michelle Larson

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AndreasH

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Roharris

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adam holscher

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PAGE 44

LEGALESE

Using Writer’s Dice in Writing and Games by  Daniel Solis is

licensed under a Creative Commons Attribution-ShareAlike 3.0 

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Writer’s

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THE FIRST OFFICIAL GAME FOR