Carrot #1b

Enabled per-comment hyperlinks, which should make things easier to follow. And to put them to good use…

Josh says:

“It’s an RPG, but the dice rolls themselves are arbitrary. On the middle of the table is a large target of concentric circles, and your performance is based on how near to the bullseye you get with your massive handfull of dice. Somehow managing to get all twenty of you d20 into the centre of the target (the size of a large coin, say) would probably destroy evil, all of it, with no saving throw.”

Kevan says:

“It’s marbles played with polyhedral dice - each player has a set of dice in their own colour, and they throw them into a circle to either knock opponents’ dice out, knock them onto different faces, or simply roll high scores in safe places. Whoever has the highest total values at the end is the winner.

Possibly some strategic dice-selection elements at the beginning, where lower-scoring D4s are more stable than D20s, but also less good at knocking other dice out. (Perhaps players start with 30 sides-worth of dice, of their choice.)”

Like I said in that thread, I think these are worth combining, under the mental tag of “tactile objects first, random numbers second.”

Here’s my pitch: Everybody brings his or her own set of dice; these dice must be all the same color, and that color must be unique in the group. When you roll, you have multiple objectives:

  • Get a decent number.
  • Knock a competing player’s high-scoring dice onto lower-scoring faces.
  • Land your die in a more central ring, which means a higher multiplier or bonus.
  • Knock a competing player’s dice out of those rings (or, alternately, help move a collaborating player’s dice further in).

I’m thinking maybe your effectiveness in the current situation, whatever that might be, is determined by your current-highest die / multiplier / bonus combination (rather than the sum of all your dice). This could help sharpen a players’ goals (”I regain control if I just knock out that one 8 in the second ring…”).

Advantages: Dice are fun to throw! Moreover, this would balance the old “randomness is king” RPG trope (and board game trope, for that matter) by making player skill a factor. The situation could be in constant flux as players pay [resource] to withdraw dice from the table, gamble more dice in an attempt to disable an opponent, et cetera.

Problem 1: As Kevan pointed out, the d4 would be a midget muscleman here–not a high scorer, but almost impossible to change faces. The d6 would have a similar advantage; you’d need something more unbalanced like the d8, d10 and d20 to get interesting rerolls. I’m inclined to suggest that this be played with the tubes of 10d10 that people buy for White Wolf games.

Problem 2: Anybody got a theme? Kevan’s “er, magically summoning demons into a chalk circle” is good, but why are we summoning demons? What are the consequences of failing your summoning (do they just poof, or escape and eat your pets)? Do the demons get to roll?

PS Will, I promise I am not skipping over your stuff. That’s next.

Hey, any way works fine for me.

In terms of theme for this dice game - I think the demons and the occult work fine with this (because it invigorates what is otherwise marbles, but with dice. And as we all know, everyone loves magical stuff!), but to solidify it, it would be cool if your dice rolls had definite reactions to the game in terms of the summoning/casting spells.

I see this as having certain number totals or combinations of dice in the centre circle - or first two rings, to make it easier (or maybe, having them in lower rings has less severe effects?) - causing things to happen. For instance, if player 1 accidentally gets three sixes in the centre ring, then x number of random dice under their control get turned to a lower number. But then, perhaps turning that die in the third ring to a 1 creates some kind of run in that ring (e.g 1-2-3-4-5-6, or 1-1-2-3-5-8) between the dice of player 1 and his teammate’s dice? Then both of them would recieve some kind of benefit, potentially tipping the game in their favour.

This would also be an incentive to try and knock out your opponents dice, or help your team-mates (placing a slightly higher emphasis on skill): You’d be actively trying to reduce your opponents ‘magic’ benefits while maximising your own, at the same time as trying to get the highest score.

Or maybe you make it so specific dice have a certain effect, like a d10 that adds a bonus to all allied dice in the same ring, or a d6 that is immune to being modified (both positively and negatively).

These interventions would keep the game entertaining (although less straightforward - maybe they could be advanced rules?), as well as adding a strategic element, if you give power over the ‘demonic dice changing’ to the other players - do I change that die and put my opponent out of the lead, or do I change that one and stop him from potentially getting a benefit next turn?

P.S: To combat the first problem, with the differences in dice, you could assign a cost value to each die type (like with the warhammer tabletop games). Your cheapest die would be the d10 or d20, with the more well-balanced dice having a higher cost. This also allows for variability of game complication - if you’re only playing a 200 point game, things will be simpler than with a 400 point game.

Either that, or you only allow a certain number of each type of die per game. That way, everyone is on an even playing field in terms of equipment, putting the emphasis on skill.

Having recently played through planescape Torment again, I feel compelled to suggest some sort of dimension-hopping theme. Perhaps one where the players are competing rather than collaborating, and must thus knock each other into unfavorable dimensions while assuring their own safe passage and progress. Maybe with a sci-fi leaning, like Stargate, or a fantasy leaning, like Quantum Leap.

If you’re able to turn dice as well as just rolling them, as Will suggests, the extra stability of the d4s and d6s probably doesn’t matter so much (that’s if you’re even thinking of that as a problem - as Kevan implies in the quoted comment, it seems quite nice for the lower-scoring dice to have the compensation of greater stability; easier spells to summon demons that are less powerful but also less likely to turn on you horribly, or whatever).

Hm, if higher-valued dice were generally more powerful, perhaps they could be moved from one ring to another as well, at a travelling cost of X faces. (Move one across the border between the outermost ring and the next one in at a cost of reducing its visible face from, say, 5 to 4; towards the centre of the circles, it would cost a lot more to move around). Feels (along with Will’s 1-2-3-4-5-6 or 1-1-2-3-5-8 patterns) a bit terrifyingly likely to lead to “and, er, yes, go away for two hours and come back and I might have worked out what to do next”, mind, particularly if you were allowed to do more than one roll/move/whatever-other-action per turn. But slightly reminiscent of Rithmomachia (making various number patterns to, in that case, capture other counters or win the game), which fits a bit with the demon-summoning theme in a vague “well, er, Rithmomachia is… medieval? And… it happened in universities. Like demon-summoning does. Um.” sort of way.

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