It should come as no surprise that I’m quite fond of fudge dice, and I’ve put a lot of thought into the different things that can be done with their three outcomes. I’ve shifted things on several different axes, and I’ve failed as often as I’ve succeeded, but it’s a fun area to play in.
One idea that I’m quite fond of is less about altering the dice or how they’re rolled and more about what that mean. Specifically, you can get a lot of mileage out of separating the dice from the outcome.
To illustrate what that means, consider that on a normal df roll, you are judging an outcome, generally based on die roll plus whatever skill is in use as well as any other bonuses or penalties. The final outcome is expressed as a number or an adjective (or both) and that’s what’s used as a basis for narration.
Now, as gamers we have always implicitly understood that there can be some separation between the dice and the outcome, specifically in situations where the dice roll badly but the roll is a success or vice versa. What I propose here is to make the distinction a little bit more explicit, and make the roll itself as important to the narration as the outcome.
To do this requires a little thought about what the die roll means. Most often, we think of it as representing the role of luck in an activity, but that doesn’t hold up under any real scrutiny. Luck maybe part of our lives, but it’s usually something we consider as part of what happens to us, less about what we do. If we miss a target, it’s because we need to get _better_, not luckier.
So instead, consider the dice to represent all the other factors that the system hasn’t already accounted for. Distractions, coincidences, a good nights sleep and anything else. Think of all the reasons you succeed and fail and – unless you’re a terrible egoist – those external factors will become obvious.
With that in mind, the dice represent the “swing” of the world at large. For narrow results (-1 to +1) nothing of any real note happened. You tried, you succeeded or failed, that’s just the way things go.
For slightly broader results (-2 or +2) something went right or wrong. Someone gave you directions. The wind was at your back. The wind _wasn’t_ at your back. The lighting was off. THere’s something you can point to and say “That helped” or “Man, that got in my way”.
Rarer results (-3 or +3) represent rare strokes of luck or bad luck. Coincidence falls for or against you. The librarian just happens to be and expert on the topic in question. The supplies you need were destroyed in a freak fire. Your opponent slipped on a patch of oil. You take a nail in one of your tires.
By this thinking, critical results (-4 or +4) are just a logical extension of this model. They’re the truly preposterous strokes of luck, good and bad, that turn a situation around.
With this in mind, you can combine this information with the outcome (which won’t be changed) to be able to describe action in terms of “success because” or even “success in spite of” to get a better picture of how a given even transpired.
This combines interestingly with aspects. If you do a dice-flipping bonus (that is, invoke to turn a die to a +) then you need to describe how the aspect is changing the situation, maybe turning a drawback into an advantage. That’s very colorful, but also makes using aspects more work.
If you just go with the +2 bonus, this has the nice effect of making your efforts look more heroic. When you spend to get a +7, it’s awesome, but bland. It’s cooler to my mind if you also take into account that you had to do it while the floor is shaking (rolled a -2).
Either way, if you use an invocation for a reroll, this makes the story of the reroll much clearer, since it has now translated into a problem which has been overcome or worked around.
This also has some interesting interaction with bonuses, penalties and uncertainty. In this model, you can legitimately have someone roll fewer dice to simulate “lab conditions”. In fact, if you think of that as pre-setting those dice to zero, then you could actually just fold penalties right into the dice.
Now, be aware this only really works if you take a light hand with bonuses and penalties, but doing so makes them much more concrete and makes them feel more toothy while actually making them a bit more normalizing. Consider – if you’re rolling with a -2 penalty, you could generate anything from -6 to +2. If two of the dice a pre-flipped to -2, then the roll will be somewhere from -4 to 0. Now, some people might miss the more extreme outcomes, but I’d wager that the latter case will _feel_ more like the penalty mattered – both narratively as well as mechanically.
(as a bonus, you might allow aspect rerolls to “clear” a penalty, if you can come up with a justification for it, since a reroll represents a change of situation)
I really like presetting the die to represent bonuses and penalties.
Especially if you don’t forget that you could also preset a die to “[blank]” to represent those situations that are particularly ordinary/mundane and where an extreme result wouldn’t be particularly appropriate.
I’m also wondering on the effectiveness of a rich dice approach, getting people to roll four differently-coloured dice and interpreting the result. Although I’d much more likely to go with a Dragon Age style “Dragon Dice” approach and use one specific colour as important in this situation (the first amongst equals, so to speak), to set the overall tone. So dealing with a violent situation means the red die sets the tone, whilst the occult might use the black die.
While this final thought is vague at the moment (as to whether it would work), I do like it’s applicability in setting the bonus/penalty system. “Set the Violence (Red) to ‘+’ and roll!”
Using the multi-colored to mean different issues would allow different types of stunts:
Peacemaker: All violence (red) dice used against you in social settings are automatically set to “-“.
@Arashi: Might also apply to tagging aspects as well. A full tag would set your appropriate die to “+” and your opponent’s to “-“, but it might also allow partial tags (which I’d allow for free based on the situation*), where one or the other gets involved depending upon the descriptor invoked.
For example My Father’s Sword might give you a “+” bonus on violence/action as a free partial tag. Pay a Fate Point for a full tag and the crowd recognises My Father’s Sword with an appropriate bon mott and sets their social/resolve die to “-“. It doesn’t make you any better, but the crowd is now hesitant to go up against someone who bears such a famous and remarkable weapon.
Alternatively, because you a guaranteeing not getting a “-” result on the die, setting the die to “+” might be the functional equivalent of a full invoke (well statistically it’s actually worth about half of that “missing” second point, so this would be a good assumption to make).
Now the interesting question is what would be a good name/colours for the four dice. Assuming a standard set of Red, Blue, Black, White Fate Dice might be best). Or would this be world/campaign specific?
[* Disclaimer: I don’t use the standard Fate Point system anyway when it comes to invoking and compels. However my approach would sink nicely with this system, especially the paying the plot point to affect other people. YMMV]
Gut reaction, with little to back it up:
Red – Violent Conflict (Hitting); White – Non-Violent Conflict (Talking); Blue – Emotional Conflict (What I feel); Black – Intellectual Conflict (What I think).
Thinking about it though, dice are the fates and the thousand things we can’t predict:
Red Fate – the fates affect your chances with abrupt violent help
White Fate – the fates affect your chances through calming means.
Blue Fate – Not sure what, I almost want to call it mystical/connective, but that doesn’t seem appropriate.
Black Fate – the fates are occasionally just random.
I want caution around too much dice control. Setting too many dice too fast is dangerous, it presets the conflict.
I like the idea of dice setting new penalties. Gives a Paranoia Pereversity feel, but in a good way. I also think each die should be able to be a single penalty or bonus. So if you roll +–+ you have 0, because two things went wrong, but too things went right.
I am thinking also that perhaps prep time should be used to flatten dice on most skills that allow that (doing research in a lab works, hitting someone doesn’t).