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sixofone

And A Half-Dozen of The Other


By Calvin Johns (@anthroposgames)
Designed for Stage 1 of the
#RefractionTTRPGJam.
All rights of use as defined in the jam.

What? A storytelling dice pool mechanic of interrogating binaries, built around a partial set of
polyhedral dice: d4, d6, d8, d10, and d12.

Why? This mechanic was inspired by us story-gamers, who use d6 or d10 pools all the time but likely
have other-sized pieces of sparkle floating around unused.

1. def ining Aspects


Each Character is defined by six aspects that represent possible moods and outcomes of risky actions they will undertake in the
world and story of your game. Each aspect fills a single slot, tied to a number 1 through 6. Aspects come in at least two types:

Affect: A state or condition of the body; a disposition; the mode or tone in which something is done.
[Effect]: An outcome or result.

What other categories might exist? What other binary aspects might make a story tick?

- Character Samples
1 - [Success] 1 - [Something bad happens]
2 - Bravado 2 - [A twist, complication]
3 - Finesse 3 - Aggression
4 - [Obtain something] 4 - Manipulation
5 - [Learn/detect something new] 5 - [Take a Wound]
6 - Guile 6 - [Something good happens]

How do Characters generate their six aspects?


Do Classes or Archetypes inform the ordering or define categories?

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Aspects that emerge from or reflect part of the current Environment are defined by six additional slots, tied to the numbers 7
through 12. These represent the affects and effects of the conflicts, struggles, troubles, enemies, and traps of the world and story of
your game.

- Environment Samples
7 - [An enemy arrives] 7 - Wonder
8 - [Failure] 8 - [Uncover a clue]
9 - Hunger 9 - [Warm up an NPC]
10 - [It gets darker] 10 - [Lose credit with an NPC]
11 - [Take a Wound] 11 - Retreat
12 - Horror 12 - [Roll an extra d4 next turn]

What defines the Environment? How do conflicts enter and exit the scene?
What outcomes does your story need as options? When/How does the Environment change?

2. Taking Turns
Whenever a Character attempts a risky action, the player takes a d8 and begins to form a pool of dice. Contextual elements of the
story such as advantage, momentum, or equipment modify the potential outcomes and so add dice of other sizes to your pool. You
will roll up to five dice, up to one of each size.

- Modif ier Samples


D4: Character uninjured D4: You got what you wanted already
D6: Just the right tool for the job D6: There is a risk of physical harm
D10: Trying something nobody has tried D10: There is a risk of emotional harm
before D12: More than one PC is suffering two
D12: Enemy has advantage Wounds or more
Roll the dice! Each result will reflect one aspect of either the Character (1-6) or the Environment (7-12). Tell the story by
“consulting the bones” and narrating details, twists, and turns for each die rolled.

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