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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.
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]
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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.
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