Thebones Usandourdice
Thebones Usandourdice
Thebones Usandourdice
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Also from Gameplaywright Press:
Gameplaywright press
The Bones is © 2010 Gameplaywright LLP.
All essays are © their respective authors, printed or reprinted with kind
permission.
Broadsword attack table and slashing critical hits table reproduced
with the kind permission of Iron Crown Enterprises, the publisher of
Rolemaster.
Screenshot from The X-Files reproduced under fair use.
Cover photograph © Chuck Wendig.
Cover and interior design by Will Hindmarch.
Six-sider typeface design by Fred Hicks.
Special thanks to Hal Mangold of Atomic Overmind Press.
When you come right down to it, few ideas are strong enough to last
countless millennia.
Walking upright. Hunting. Gathering. Dice.
Dice have remained virtually unchanged in both form and function
since the dawn of recorded history. Oh, sure, binary lots have been
replaced by flipping a coin, and knucklebones are now the sparkly four-,
six-, and twenty-siders that gamers covet and coax at the gaming table,
like tiny lovers, both beautiful and unfaithful. But dice are dice, and
nothing’s taken their place in about 12,000 years.
Which came first: gaming or dice? If the jury of anthropology is to
be believed, dice preceded actual gaming (as we know it) by leaps and
bounds. Indeed, it gets worse for the games themselves: it is probably
no coincidence that many of the rules that early dice were used for are
long-forgotten. Yet the dice remain, near-timeless artifacts — reminders
that at our core, we’re not so incredibly different from our gaming
ancestors.
Did the ancient Persians have favorite knucklebones? Were there
Romans who moaned “by JOVE, I always roll a monas! Why do I always
roll a monas when I need a tetras?”
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Foreword
Alas, the answers are lost to history. Yet the fact that neither seems
so far-fetched tells us something — both about dice and about ourselves.
The person who, in 2003, paid nearly $18,000 for a second-century
Roman icosahedron at auction would probably have done well to find
out beforehand if the original owner considered it a lucky d20 or an
unlucky one.
Which is it better to be: lucky, or good? Nobody who has ever
owned a Crown Royal bag chock-full of d4s, d6s, d8s, d12s and d20s
(with the occasional D30 and D100 thrown in… just because) will
hesitate with the question at all. Look how quickly those shiny new
six-siders are relegated to the back of the gaming closet should they
— Shock! Horror! — disappoint their owner during that one critical
round of combat in Warhammer 40,000.
Ask almost any gamer, and he or she will have yarns galore about
the dice: good rolls, bad rolls, disastrous rolls (perhaps making for the
best tales of the lot). Stories of hitting that magical saving throw remain
etched in our memories for decades, and gain near-mythic status.
Board- or miniature-gaming equivalents of the poker player’s “bad
beat” are told with palpable pain in the voice. If you think roleplayers
can go on about their characters, you should hear them yak when it
comes to their beloved polyhedrons.
This is a book about dice — the “bones” of the title — and in it, you’ll
discover that there are probably as many views, stories and thoughts
on dice as there are gamers themselves. Each one of us knows we’re
just one roll of the bones away from glorious victory… or ignominious
defeat.
Cherish this little book. Hold it close to your heart. Love it, and
care for it… almost as much as, say, your dice.
Your sparkly, sparkly dice…
John Kovalic
October 2009
Madison, WI
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Introduction
Will Hindmarch
1
Introduction
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Will Hindmarch
they’d been doing that back when I was a nascent barista — I’d have
geeked what fierce over the combo of coffee and dice.
Look at J.S. Kingfisher’s “musician’s dice:” twelve twelve-siders
etched with the chromatic scale. (When you read the phrase “chromatic
scale,” did you picture the lizard-like hide of D&D-style dragon? Then
welcome home, nerd.) Those dice have the power to inspire music.
Yet I’m sure that some music student somewhere has sat there rolling,
hoping for a note, cursing and re-rolling until those dice, in their
chaotic, cosmic authority, dole out a G#. Sure, he could just write it
down, but that would be cheating.
Our notions of how dice behave seem to be something we have
in common. Our ability to appreciate the little flights of lunacy that
dice inspire certainly is. I believe this is something we have in common
across the breadth of the world and through the depths of time. I take
solace, somehow, on those nights when I can’t roll a coveted number
on any die, in the image of ancient gamers pleading with their dice, in
the torchlight, at the feet of great guardian-bull statues.
I suppose it reminds me that the dice don’t have it in for me. Rather,
at one time or another, they’ve had it in for all of us.
So it’s not that dice make us crazy. I was wrong about that. They
drive us to take action. They provoke things and settle things. They
give us access to a decision-making power outside of ourselves, like tiny
secular oracles.
They inspire us. Read on and see how.
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A Random History of Dice
Kenneth Hite
Because if we don’t start with the Einstein quote, you’ll just be marking
time until we get to the Einstein quote, we’re starting with the Einstein
quote. Which isn’t quite the one you’re thinking of, because he never
said it, or not quite. What Einstein said (or rather, wrote) in 1926,
instead of “God does not play dice with the universe” was: “I, at any
rate, am convinced that He does not throw dice.” The “He” in question
being “the Old One,” which was Einstein’s way of referring to God, or
the Aquinian Prime Mover at any rate, and although my subconscious
itches to remind me that H.P. Lovecraft was writing “Old Ones” into
“The Call of Cthulhu” in 1926, that’s probably a coincidence. What
Einstein was saying was that all this quantum mechanics business was
maybe a nice way to get some pretty math done, but it couldn’t amount
to anything real in an orderly world. Which may not be the Single
Wrongest Thing Ever Said (Or Rather, Wrote) By A Genius, but it will
do until a better example comes along.
Here’s how wrong it was: Ralph Waldo Emerson knew it was wrong.
The great Transcendental windbag, the Deepak Chopra of 19th-century
New England, got it right, and Mr. E-Equals-Emcee-Squared bobbled it.
It’s enough to shake your confidence in an orderly world. Maybe even
enough to make you take up quantum mechanics. Emerson said, in
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Kenneth Hite
1841, “The dice of God are always loaded.” Which, to be fair, he basically
ripped off (without attribution, may I add) from the Greek tragedian
Sophocles, who wrote “The dice of Zeus fall ever luckily,” or in our
own argot, “Zeus rolls behind the DM’s Screen.” Which may explain
how Zeus got Heaven when he “threw lots” with his brothers Poseidon
and Hades to divide up the cosmos. In short, we (or rather Homer) can
almost say that the gods literally did play dice for the universe.
I say “almost” because Homer wasn’t talking about dice, specifically,
but about astragaloi, or “knucklebones,” so called because they don’t
come from the knuckles at all. Properly speaking, the gambler’s
knucklebone is actually a “hucklebone,” meaning a bone from just
above the heel of (usually) a goat or a sheep. (Antelope astragaloi, we are
assured by leading authorities, “were much prized on account of their
superior elegance.”) Per the OED, gamblers’ usage shifted from the
obscure “huckle” to the more familiar “knuckle” around 1750, although
knuckles — and even whole fists — were probably used to resolve dice
games much earlier (and later) than that. For instance, Homer, to bring
him back into this paragraph again, tells us that as a young lad the hero
Patroclus (Achilles’ future life partner) killed someone in a fight over
a game of astragaloi. More important than the astragalus’ relation to
sheep feet, or even heroic homicide, is its relation to dice. Astragaloi
naturally have four faces that can land upright when tossed (and two
rounded edges that don’t), making it nature’s own four-sided die. So in
sum, astragaloi aren’t knucklebones or dice, except that they are.
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A Random History of Dice
Or rather, Plato said that Socrates said it. Plato’s dialogues are full
of references to dice: the Lysias and Phaedrus, for example, as well as the
lines from the Republic quoted above. You get the sense that Plato and
his fellow keen philosophers are sitting at Socrates’ feet asking not just
“Socrates, what is the nature of the Good?” and “Socrates, is human
society capable of justice?” but “Socrates, why can’t I roll a nine to save
my freaking life, here?”
Note that I said “dice,” just then, not “astragaloi.” Well, so did Plato
and Herodotus, or near enough: they used the word kuboi, meaning,
well, “cubes.” So does Apollonius of Rhodes, when he describes the
gods (well, godlings) Eros and Ganymede playing golden dice. (Eros
cheats. Big shocker.) Because at some point between Homer and
Herodotus, which is to say between the 8th and 5th centuries BC, the
Greeks traded up from messy sheep huckles to neat ivory cubes with
spots on them. Which is to say, to dice.
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Kenneth Hite
them — David Livingstone met “dice doctors” along the Zambezi), and
a few scattered clumps of killjoys. But we’ll stick to the Indians for right
now.
The Arapaho, to pick a tribe at random, went astragaloi one better,
carving specialized dice out of bone and painting flashy designs on their
sides. All the better to play ta-u’sttu’tina, a game in which five dice are
tossed in a basket and players bet on the eventual throw. The Cheyenne
version of the same game was monshimout, the Micmac version (invented
by a magical turtle) was woltestomkwon, and the Onondoga version was
called hubbub, which may be the best ever word to come out of dice
games. Over 130 different tribes played some version of hubbub, under
at least 30 different unrelated names. In 1907, the ethnologist Stewart
Culin went into perhaps excessive, but delightfully colorful, detail on
the types of dice used:
Wait till you dump those woodchuck teeth out of your Crown
Royal bag next game day — the GM will definitely let you re-roll crocks.
The Zuni, by the way, identified the four dice with their four war
gods, making Stone Age tribesmen who ate crickets also smarter than
Einstein. If you’re still counting.
The Aztecs had a whole god devoted to dice games, Macuilxochitl,
who was also in charge of hemorrhoids, male prostitutes, and
psychoactive mushrooms. (Insert your own White Wolf Game Studio
joke here.) His big game was patolli, which was similar to Parcheesi, only
with human sacrifice to spice things up a bit. Depending on which
expert you read, his other favorite game totoloque may either have
been yet another hubbub variant or something more similar to jacks.
(Which itself derives from seic seona, an astragaloi game played by the
ancient Gaels. Or so say Victorian historians of gaming, and who am
I to question their stuffy ukase?) According to eyewitness testimony,
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A Random History of Dice
Montezuma and Cortez played totoloque with golden dice while the
Spanish held the Aztec emperor captive. Cortez cheated… but then he
was a god, after all.
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Kenneth Hite
in India. (And before that, there was the five-sided vibhitaka nut.)
Archaeologists have excavated dice from Mohenjo-Daro in the Indus
Valley dating as far back as 2750 BC. A single die about that old shows
up in Tepe Gawra in northern Iraq, and a pair of dice a little older
turn up in the “Burnt City” in Iran between those two sites. And make
no mistake, these are dice: cubes of fired clay, with dots on the sides.
(Dice are a couple of millennia older than numerals, after all.) The
dots aren’t quite our dots, yet. In some early dice (such as the dice in
Tutankhamen’s tomb) the pips go in consecutive order: one opposite
two, three opposite four, etc. But by about 1300 BC, most dice (not
counting a few outliers like Silla Korea and Etruscan Italy) start to look
like ours: ivory cubes whose opposite faces add up to seven.
The first dice may have come from some enterprising gamer filing
down the round sides of his astragaloi, or (as gambling historian John
Scarne guesses) from split sticks tossed for divination. From a split
stick to a rolled stick is no great leap, after all, and four-sided stick-
randomizers appear in the Americas, Africa, and Asia by 6000 BC. Or
it could have gone the other way: the I Ching (traditionally cast by using
split yarrow stalks) postdates dice and conveniently divides everything
out by hexagrams — groups of six results. Like dice outcomes, say.
Dice have been oracles for as long as there have been dice, or even
longer. There are astragaloi in the priestly precincts of the Early Bronze
Age city of Lachish in Palestine; dice have been found in Babylonian
temples and in the Parthenon carved with the names and symbols of
the gods. The Shona in what is now Zimbabwe still use their hakata, or
oracle dice, to keep up with the gods’ will. In the temple of Hercules
in Rome, the priests would throw dice with the god to gain his favor.
(Once, says Plutarch, the god won a mistress — the courtesan Larentia
— in such a holy dice game.) To cast the Seic Seona, or “bone oracle,”
the Druids used five astragaloi — coincidentally, the number of oracular
astragaloi used by Hermes, aka Thoth, when he’s in Egypt inventing
dice. John Lydgate’s 1410 poem “The Chaunce of the Dyse” gives
fortunes for each of the 56 possible rolls on three dice; it was huge at
15th-century slumber parties. And dice remain oracles today: the Magic
8-Ball is actually the Magic 20-Sider floating in that watery window.
From the “lots” cast by Haman to pick the best date for a pogrom (Esther
3:7) to the die roll on the Wandering Monster Table that foretells your
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A Random History of Dice
character’s death, dice continually read futures and plot fates. In at least
one case, the dice were used to determine the past: in 1405, the mother
of what turned out to be the future Prince Anibale I of Bologna settled
his paternity with dice.
To sum up, the universe plays dice with God, too.
3 4
In the year 1020 AD, or another year just as good, King Olaf II “the Fat,
or Maybe Just Big-Boned” Haraldsson of Norway and King Olof III “the
King Who Owes Money” (really!) Eriksson of Sweden got together to
settle something with the dice. Not, as it happens, the proper spelling of
“Olaf,” but the ownership of the island of Hising, which was apparently
an island blessed in all respects save its geographic positioning on the
border between Norway and Sweden. Rather than go to war over the
matter, the two kings decided to dice off. We’ll let Snorri Sturlusson
finish the tale in the Heimskringla, not least because he is pretty much
the sole source for it:
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Kenneth Hite
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A Random History of Dice
Jesus’ arm clean off. Miraculous (and creepy) blood sprayed out, and
the unfortunate dice-chucker lost his marbles and died right on the
spot. And that, my friends, is why you need to keep your rolls on the
damn table.
I can, however, adduce at least one case of a king playing dice for
Jesus: King Henry VIII was playing dice with one Sir Miles Partridge,
and being temporarily short of the ready, wagered the “Jesus Bells” of
St. Paul’s Cathedral against £100. (“Table stakes” is apparently not the
done thing when gambling with kings, then or now.) Henry lost, and
Sir Miles pulled the bells down and melted them for scrap. You will
doubtless be as gratified as the Edwardian historian of gambling John
Ashton was to learn that the bell-ropes “afterward, catched about his
neck, for, in Edward the Sixth’s days, he was hanged for some criminal
offences.” And good riddance.
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Kenneth Hite
His lovable rogues Edgar and Falstaff both dice, the latter “not more
than seven times a week.” In Love’s Labours Lost, Berowne calls “well run
dice” three sweet words, while japing that Boyet is the sort of poser who
“when he plays at tables, chides the dice.” While Hamlet makes “dicer’s
oaths” synonymous with perfidy, Shakespeare shows an alarming
knowledge of cheating at dice in Merry Wives of Windsor. Finally, Richard
III goes out with a dice-rattling Caesarian bang, swearing “I have set my
life upon a cast, and I will stand the hazard of the die!”
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A Random History of Dice
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Kenneth Hite
6 6
As great as craps is, though, it’s not the granddaddy of dice games.
That honor goes to a board game you probably last played with an aunt
who smelled like Aqua Net. Nope, not Parcheesi; that only goes back
to 500 AD or so. That’s plenty long ago — back then, chess still had
dice, and was called chaturaji, but that’s not what we’re talking about
either. No, the godfather of tabletop gaming is good old backgammon.
Backgammon was (believe it or not) a huge fad in the 1960s and in the
1930s, supercharged by the introduction of the doubling cube in 1920.
(J.P. Morgan was a devoted player.) New York’s first gambling clubs were
low backgammon dives; it was the despair of Puritan parsons in New
England. The word “backgammon” is only about 400 years old; before
that, it was called “tables.” Caravaggio painted it into “The Cardsharps,”
and sure enough King Alfonso X butted in with his advice on how to
win. During the Middle Ages, kvatrutaefl was the rage in Iceland (where
magicians would burn ravens’ hearts over the dice to make ‘em lucky)
and sugoroku was big in Japan (where the Emperor Temmu played it so
much that his successor, the Empress Jito, banned it). In Persia, it was
called nard, and they apparently spread it to India and China in the
6th century AD The Persians got it from the Romans, who called it
tabula (meaning “tables”) or alea (meaning “dice”). And the Romans,
ultimately, got it from the Persians again: the oldest backgammon set
in the world — 2800 BC, more or less — comes from the Burnt City in
Iran, along with two dice.
The Egyptian game of senet is even older than that; Egyptologists
have found complete senet boards from 3050 BC, and fragmentary
ones from 4000 BC! But way back then, its randomizers were just
painted sticks that the Arapaho would have sneered at. Eventually —
around 2000 BC, give or take a couple of centuries — senet players
upgraded to astragaloi, setting off the first ever Edition Wars. During
the Middle Kingdom, say 1750 BC, players used senet for necromancy,
to communicate with the dead. (Until their moms found out what they
were up to.) By 1550 BC, senet had become an accepted symbol for the
journey of the dead in the afterlife. Victorious players were considered
blessed by Osiris or Thoth (who did, after all, invent the darn game).
One papyrus of the Book of the Dead even includes “the Book of playing
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A Random History of Dice
Senet” in its subtitles. This, for those scoring at home, is the soul playing
dice with the universe.
The final contender for the title “oldest known tabletop dice
game” is almost certainly more recent than either senet or Burnt City
Backgammon, but it had the best marketing guy ever. Sir Leonard
Woolley dug it up in 1927 in a Sumerian palace and dubbed it “the
Royal Game of Ur.” Sir Leonard’s find dates back to 2600 BC, and
bored Assyrian guards were still carving it into statues and temples
two millennia later. It’s another board and track game, played with
seven markers per side and three “pyramidal dice.” More technically,
tetrahedral dice. That’s right. The lowly d4 is the Royal Die of Ur. Take
that, d20.
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Kenneth Hite
magic. (It’s a good thing that Lou Zocchi wasn’t around in Pythagorean
times, or Greek culture might have gotten sidetracked before it built
the Parthenon.) Be that as it may, around 530 BC Pythagoras invented
the d12, if you ignore the Picts, as indeed, most people were doing
around 530 BC (And still are.) Shortly thereafter, people started using
the d12 for astrological divination: one 12-sider in Geneva marked with
the signs of the zodiac dates back to 400 AD
Evidence for other polyhedral dice is fragmentary. We know from
the Book of Games that Alfonso X invented eight-sided dice — and
seven-sided dice, just to mess with Pythagoras. And archaeologists have
discovered enough d20s in various ancient basements and high school
cafeterias to posit some sort of regular, oracular use for the things.
Possibly gematria, word or number magic: faience and onyx d20s from
Egypt’s Hellenistic era, and the glass Roman d20 sold (for $17,925) at
auction at Christie’s a couple of years back, all have Greek letters on
their sides. Or maybe the Romans had one mother of a complicated
Boggle set somewhere, possibly one my cat got into.
2 4
The Romans didn’t just produce d20s. They also produced the other
great dice quote that everybody knows. When, on January 10, 49 BC,
Julius Caesar crossed the Rubicon river into open rebellion against the
Roman Senate, he said “Alea jacta est,” or “The die is cast.” Rolling to
hit, in other words. Unless he was talking about the dice game alea, in
which case his quote might have meant “Game on!” Plutarch said he
quoted it from the comedian Menander, making it the equivalent of
repeating a movie catch phrase like Reagan’s invocation of “Make my
day.” Plutarch also said Caesar said it in Greek, for what that’s worth.
But “Anneriphtho kubos” doesn’t sound as cool somehow.
The more common Roman word for dice was tesserae, and boy did
they love their tesserae. And their tali, which is Latin for astragaloi.
They adopted the Greek four-tali game as their own, renaming the
lucky throws after their own gods, the “Venus throw” (I, III, IV, VI)
being the best. Archaeologists have found dice and game boards all
across the Roman Empire, especially (and unsurprisingly) at legionary
camps and forts. An inscription on the wall of a tavern in Pompeii
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A Random History of Dice
reads, “If you don’t know how to play, get up and let someone else
roll.” The Romans had a favorite drinking game in which the player
threw the dice and drank a cup of wine for each spot on the result.
This may have been the origin of the Roman law under which a tavern-
keeper could not sue for damages caused by dice-players. Drinking and
dice were so inseparable to the Romans that they were surprised to
learn from Tacitus that the Germani played dice even while sober.
Julius Caesar’s adopted heir Octavian was another ready gambler.
During the Civil Wars, having been trounced badly by the pirate warlord
Sextus Pompeius, he mounted a huge propaganda blitz emphasizing his
good luck at dice. The echoes of his braggadocio show up in Shakespeare’s
Antony and Cleopatra, where Antony says of Octavian that “the very dice
obey him.” But the Roman populace wasn’t fooled: as the popular rhyme
of the time went, “He lost at sea, defeated twice/But tries to win at least
with dice.” Octavian had the last laugh, however, eventually winning the
Civil Wars to become the Emperor Augustus. Augustus used to stake his
friends at dice so that they wouldn’t feel bad losing to him. This makes
an interesting contrast to later emperors like Caligula, who would stop
losing dice games to order the execution of the nearest rich man (and the
confiscation of his estates) so that he could keep playing. The Emperor
Claudius would order dead rich people to play dice with him; when they
didn’t show up, he’d gamble against their estates. Claudius may have
been the biggest dice fan ever to order a political execution: he had a
special traveling chariot rigged with a tabula board on gimbals so he could
dice while on the move. He even wrote a book called How to Win at
Dice, which is sadly lost to us. (One imagines that Rule One is “Be the
Emperor.”) When he died, the playwright Seneca wrote a satire called
The Pumpkinification of Claudius (the joke makes more sense in Greek), in
which the late Emperor is sentenced to an eternity in Hell playing dice
with a bottomless dice box.
4 4
This is the kind of behavior that makes people pass laws against dice-
playing. The Romans, for instance, had very strict laws against dice-
playing, much like Amsterdam’s very strict laws against pot-smoking.
Under Roman law, you could only get away with playing dice if you were
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Kenneth Hite
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A Random History of Dice
I can see it now: “What’s that, your Majesty? Waste ‘em with
your crossbow? You got it.” Other sources say Tolumnius merely said
“Excellent” upon making a spectacular throw, by coincidence just after
the locals had asked him if they should kill the ambassadors. Livy quite
reasonably says that story makes no sense, which is another reason why
we used Steinmetz in the first place.
Probably the worst dice game ever was the Frankenburg Dice
Game in May, 1625. The Duke of Upper Austria, on his uppers after
suppressing a peasant rebellion, assembled its leaders in Frankenburg
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1 5
It’s on occasions like these — or any occasion, really — that you want
to make sure the dice are truly on your side. Occasions like the year
1608, or another year just as good. The sallow, grave dice-player Manuel
Pimentel (called “Pimentello” by authors who can’t tell an Italian from
a Portuguese, although Pimentel was Jewish) is back in Paris, ready to
fleece the noble marks he has been harvesting for years in one last big
score. He has one advantage: the friendship of King Henri IV, who said
to him: “I am the King of France, but you are the King of Gamblers.”
All right, he has another advantage: he’s much smarter than the entire
French aristocracy. Using his profits from previous seasons, and working
with an accomplice — possibly with ten accomplices — Pimentel buys up
a major dice-maker — maybe all the dice-makers — in the city. He then
swaps out their entire run of dice for loaded dice, and drops the price
until his are the dice in every gaming parlor in the city. And then he
moves in, with every set of ivories in Paris playing his tune, and cleans
out every noble purse he can. They say that when the Duc de Sully
approached Henri with word of Pimentel’s grift, the King said that he
found bankrupt nobles much easier to deal with. Pimentel got away
with it, and he got away to the Netherlands. When he died in 1614,
Manuel Pilmentel was buried in a cemetery he had endowed, and left
an estate of 250,000 guilders.
Loaded dice are almost as old as dice, being found wherever dice are
strewn in the archaeological record. Crooked dice show up in Pompeii,
in Egyptian tombs, and in Shakespeare. In The Merry Wives of Windsor,
Pistol references “gourd and fullam holds, and high and low,” being
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A Random History of Dice
hollowed dice, dice slugged with mercury, and dice shaved to roll high or
low, respectively. The word “fullam” derives from the London suburb of
Fulham, where such dice were apparently manufactured, although even
more were made in prisons. Gilbert Walker’s 1552 opus A Manifest
Detection of the Most Vile and Detestable Use of Dice-Play advises the
reader to buy loaded dice in the Marshalsea or King’s Bench lockups;
if you wish to learn to use them, in his 1618 Essays and Characters of
a Prison and Prisoners Geffray Mynshul suggests a spell in stir for your
further education. Little wonder that Mynshul’s cellmate, the London
playwright Thomas Dekker, proclaimed in 1608: “Of all the Laws, the
Highest in place … is the Cheating Law or the art of winning money by
false dice.”
False dice — “bones of function” — came in all kinds of forms, not
just gourds and fulhams and highs and lows. Walker lists fourteen types
of crocked dice: “bars” and “flats” are designed to prevent (or assist)
specific throws, while shaved dice are “langrets.” “Bristle dice” have a
hog’s bristle attached to one face to prevent the die from landing on it;
Walker says that’s too obvious a trick to work, much. “High cuts” were
dice with missing low pips (“tops” in modern dice grifter slang), while
“low cuts” were the opposite. “Dutch dice” were high cuts with sharp
edges to further encourage a correct fall; “graviers” have one light side,
often made of hartshorn instead of ivory; “demies” are only half as
barred (or flattened) as normal.
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But the best cheating method in dice turns out to use no special
equipment, no hogs’ bristles or mercury bubbles or hartshorn. It’s a
method mastered by one man, Girolamo Cardano, aka Jerome Cardan.
Cardano’s system? Probability theory. He invented it. In an era when
you could get 200-to-1 odds on a 1-in-216 result (three sixes), knowing
probability theory could make you rich. Cardano spent 25 years playing
dice, stopping only after his other academic works (in medicine, law,
ethics, astrology, mathematics, cryptography, and mechanics) gained
him a well-paid position at the University of Pavia. He wrote Liber de
Ludo Alea or The Book on Games of Dice in 1560, but never published
it. In it, he lays out the general law of probability: stakes (and hence
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Kenneth Hite
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A Random History of Dice
4 1
Allow me, if you will, one last dice quote to sum up our random walk
around the boneyard. It seems somehow apropos, and even oddly joyful,
or at least pugnacious, in the spirit of Palamedes or Pimentel or Pepys.
It’s Charles Bukowski in 1969: “We have wasted History like a bunch of
drunks shooting dice back in the men’s crapper of the local bar.” That,
I believe we have. And what better way to waste it? Someone’s playing
dice with History, with time and space, with the universe. It might as
well be us.
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dork tower:
a Brief history of gaming
john kovalic
The following few pages are torn from the comic book, Dork Tower,
by famed cartoonist and game designer John Kovalic, featuring his own
take on the history of gaming.
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My Astragal!
An Interview
with Dr. Irving Finkel
Will Hindmarch
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Will Hindmarch
but countless other improvised game boards are scratched into ancient
objects throughout the world, carved by players of the game thousands
of years ago.
Dr. Finkel’s fascination with games and expertise with ancient
languages combined to help him to recognize and decipher the ancient
instructions for play, after all three key ingredients — the game, the
rules, and Finkel — were finally together at the British Museum.
The Royal Game of Ur, also known as the Game of Twenty Squares,
is a dice-driven racing game, a little like backgammon, in which pawns
are moved along a board according to values given by the dice. Roll a
three, move a pawn three spaces. You could use four-sided dice, four
two-sided dice (like cowrie shells or coins), or your favorite other means
of generating a result from one to four. The goal was to get your seven
pawns into play and then safely away before your opponent achieved
the same for hers. In this game, your fate was largely subject to the
whims of the dice.
For more information on The Royal Game of Ur, Dr. Finkel directs
us to two articles in his Ancient Board Games in Perspective (London, 2008,
ISBN: 978-0714111537). For more on dice, he recommends Ricky Jay’s
Dice: Deception, Fate & Rotten Luck (New York, 2003, ISBN: 0-9714548-
1-7) and Leo van der Heijdt’s Face to Face with Dice: 5,000 Years of Dice
and Dicing (Groningen, 2002, ISBN: 90-76953-88-0)
Will Hindmarch: You have a dice collection of your own, is that right?
How did you start collecting? What are some of your prized dice?
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My Astragal! Irving Finkel
Dice have a long history. We’ve been playing games with dice for as long
as we’ve had them on hand to throw, but they haven’t always been toys. How
has our relationship with dice changed over the centuries? How has it stayed the
same?
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Will Hindmarch
and none of these will usually survive for archaeologists, and if they do
no-one would know that they had been used as dice. Knucklebones are
extremely hardy and their prevalence on digs, rarely covered with teeth-
marks, suggest that they were for play, although they also functioned
as jacks (for tossing games) as well as dice. In addition, articles and
publications about the dice of the world are scattered everywhere
throughout books and journals and it is really a complex question to
know about all this stuff and to control it.
No one individual could ever write a full history of dice. And there
is a not a good deal of good literature readily available.
One of the oldest games we know of is the Royal Game of Ur, and you’re the
one who sussed out how to play it. How did you reverse engineer the gameplay
from the object itself?
The game was played from around the middle of the third millennium
BC in what is now Iraq, Iran and Pakistan, in other words, across many
countries. Archaeologically we can see that in time it was played at both
ends of the social spectrum; the first boards are all rich fancy goods from
graves, but we soon find graffiti boards and cheap scratched boards on
bricks and so on. The game died out after well over two and a half
thousand years of popularity, and I think this was due to the rise of the
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My Astragal! Irving Finkel
Dice have long been divinatory objects as well as pastimes. How did the
spiritual factor inherent in the dice affect the play of games like the Game of
Twenty Squares? Were these divination objects as well as games?
On my last visit to the British Museum, I saw a Royal Game of Ur board
that had been carved into the base of a huge guardian bull statue. It’s easy to
imagine ancient sentries playing a game there by torchlight, to pass the long
hours of a nighttime watch. Do you imagine the Royal Game was a widespread
pastime? How was the etched-in board discovered? Has it affected your notions
of the game’s role in ancient life?
Game boards scratched in suitable places occur all over the world;
by a wall, on theatre steps, at thresholds, in gateways, often where there
is shade. The scratched example on the plinth of the 9th-century bull
from Khorsabad came to light for the first time in the 1990s, when my
colleague Dominique Collon went down to measure the carved feet of
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Will Hindmarch
I only collect them and study them, never play with them. As for
storing, it is more than superstition that recommends the removal of
celluloid dice from the collection.1
Do you have a question that you wish museum-goers or game-players would
ask about dice or ancient games? What is it?
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Randomness: Blight or Bane?
Greg Costikyan
Magical Thinking
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Greg Costikyan
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Randomness: Blight or Bane?
The law, at least, divides games into two categories: games of skill and
games of chance. Games of skill are always legal. Games of chance, if
played for money, are generally illegal, because gambling is viewed as
an addictive and destructive vice. Although if that’s true, it’s hard to
reconcile government’s suppression of gambling with the promotion of
government lotteries; a libertarian would say that government suppresses
other forms of gambling because the state doesn’t like competition. But
perhaps a more accurate statement would be that we have, somewhat
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Randomness: Blight or Bane?
conditions, and then pay careful attention to the posted odds. Most
bettors are naïve, and will not have the same expert knowledge as you;
consequently, you will have a better sense of the likelihood of different
outcomes than they, and when a spread opens up between the posted
odds and your actual expectation of outcomes, you can take advantage of
that by betting against the mass of naïve bettors. It’s a form of arbitrage,
in other words.
In truth, the outcome of a horse race very rarely depends on
chance; it depends on the characteristics of the horses involved, and
the condition of the track on which they run, and perhaps more subtle
variables; but, pace quantum mechanics, it takes place in the Newtownian
phenomenological world, and a sufficiently advanced student of the
horses can win consistently, because posted “odds” are not based on
actual odds, but on the pattern of betting.
The only element of chance that intrudes, really, is that unexpected
events can happen in a universe as complicated as ours; thus, a horse can
stumble and fall, say. This isn’t “chance” either, of course, but it’s the
kind of event that no student of the horses can anticipate — it’s the sort
of thing we’d simulate in a game by introducing a chance element.
The common dichotomy between “games of chance” and “games
of skill” therefore is something of a false one; there are pure games
of chance (such as Roulette) and there are pure games of skill (such as
Chess), but almost everything else is some mixture of the two.
Different Aesthetics
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Randomness: Blight or Bane?
rocket jump.
Chess is about as different a game as you can possibly get from
Quake: one is a game of mental domination, and the other a “twitch”
game, a game that depends almost entirely on the mastery of a limited
set of physical skills.
No Chess player ever leapt from a board shouting “Woot! Ph34r
my l33t sk1llz!” and “pwned” is not likely to become synonymous with
“checkmate” anytime soon. Yet Chess players, too, prefer to feel that it is
their “l33t sk1llz” that bring victory, not any random element.
Gamers often divide games into two categories by the type of skill
they require: “player skill” games, like Counter-Strike, depend on physical
mastery, while “character skill” games, like Final Fantasy, depend
primarily on the characters’ stats and the player’s choice of special
actions to determine outcomes. To a serious FPS gamer, character skill
games are obviously inferior; all they take to win is perseverance, while
player-skill games reward those who work to master the gameplay.
And yet, if you look under the hood (that is, at the source code)
you’ll find that weapon damage in FPSes is partly random; typically,
weapons do some set amount of damage (X) plus some additional
amount of damage determined randomly and linearly between 0 and
another factor (Y).
This fact isn’t normally perceptible to players, who may assume that
any variation in damage is a consequence of variation in accuracy or
range; and indeed, in actual play, the randomness of FPS damage has
little impact on ultimate outcomes. Except perhaps in very marginal
circumstances, it’s not enough to let an inferior player beat a superior
one. Nor is it particularly clear why id (Quake’s developer) felt it necessary
to make variable damage part of the game: in the solo-play game, most
monsters are killed with a definable number of shots from particular
weapons, and the randomness isn’t enough to cause any surprises; in
deathmatch play, there’s enough variability in a system of chaotic fire-
play to prevent a non-random system from becoming dull. I suspect the
random element of damage derives not from a conscious design choice,
but from an unconscious and automatic adoption of a game mechanic
— variable weapons damage — that stretches back into the tabletop
roleplaying and miniatures gaming prehistory of the videogame.
But miniatures gaming, certainly, and tabletop roleplaying, to a
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Value in Simulation
No randomness here.
Artillery fire is, however, resolved in a different way. The rules to
the game assume that both players have what Wells describes as “spring
breech-loader guns.” You slide a stick into the cannon, depress the
spring, aim the cannon, then release the stick. If it strikes an opposing
figure, that figure is lost.
It seems clear to me that without this second rule for artillery,
Little Wars would be a very dull game indeed. If melee combat was all it
permitted, you could almost predict before play begins who would win:
The side with the greater strength, of course. Only poor play by the
superior side, or brilliant play by the inferior one, could prevent that
outcome.
Artillery changes the equation, however. It’s still non-random, in
the sense that the effectiveness of your artillery depends on your ability
to aim it, your feel for the power of the cannon’s spring, and of course
your ability to maneuver your troops to leave clear lines of sight from
your cannon to opposing units. But all of these are tricky things, not
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Randomness: Blight or Bane?
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Randomness: Blight or Bane?
Paradoxically, the greater the number of random tests, the less effect
chance has on the outcome. Over time, random systems regress to the
mean.
Consider a single die-roll: there is exactly a 1/6th chance of each
possible result. Now consider a 2d6 roll: There is a 1/6th chance of
rolling a 7, but only a 1/36th chance of rolling a 2 or 12. A single die-
roll produces a flat curve, with all outcomes equally probable; a 2d6
roll produces a bell curve, with numbers toward the center of the curve
more probable, and the extremes less likely. Adding more dice increases
the sharpness of the curve.
In other words, the more random tests, the lower the likelihood
that the outcome will be at one extreme of the bell curve, and the more
likely that it will be near the center.
Suppose that the outcome of a game is based on a single random
test that can go either way — 50/50 odds. In this case, I will win 50% of
the time, and you will win 50% of the time. The outcome of the game
is purely random.
Let us suppose instead that, over the course of the game, we have
100 random, 50/50 tests — but in addition to those tests, there’s an
element of strategy — in a wargame, the element of strategy might
depend on choosing where and how to maneuver, taking advantage of
terrain, deciding where to follow up success and where to retreat, and
so on. Over the course of the game, the likelihood is that I will win
roughly half of those random tests, and you will win roughly half. It’s
possible, though highly unlikely, for me to win every one, and therefore
the game, purely by luck. It’s far likelier that the random tests will give
no player any strong advantage, and that instead, strategy will dominate
— that victory will, as in a purely non-random game, go to the superior
player.
Or to put it another way, if a game contains even a small element
of strategy, then as the number of random tests approaches infinity, the
outcome of the game is more and more likely to be dictated by strategy
than by chance. The point at which strategy begins to dominate over
randomness depends on how much effect strategy has — in a game where
random elements are small and strategy vital, strategy dominates with
even a handful of random tests, while if strategy is a relatively modest
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Randomness: Blight or Bane?
and with sufficient care, strategic elements will still dominate outcomes.
Thus, strategy and not luck will remain the most important factor in
play.
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Greg Costikyan
fold early on a weak hand, and ramp up the betting to win substantially
on a strong one. That’s only “in all likelihood,” however; the superior
player could have a flush (an excellent hand in most versions of Poker),
bet aggressively, and still be beaten out by an inferior player who, this
hand, just had the luck to get a full house. In a single hand, the superior
player has an advantage, but the advantage is modest.
Poker is almost never played for a single hand. It’s typically played for
many hands in succession. The superior player’s edge in a single hand
is modest, but over time, that modest edge means that, all things being
equal, the pile of chips in front of him will grow, while the piles in front
of the other players will shrink.
Random tests regress to the mean. The superior player can be beaten
by luck over a small number of plays, but over a lifetime of play, he will
dominate.
As with the horses, there are people who make their living playing
Poker, and as with the horses, doing so requires work and commitment,
and either the ability to calculate odds quickly on the fly, or a strong
gut feel for odds learned by long-time play. In this regard, Poker players
and racetrack bettors rely on something very similar: for the horses,
the arbitrage opportunities opened up by naïve bettors in a parimutuel
system; for Poker, the opportunities created by the inferior strategies of
more naïve players.
Is Poker a game of skill or chance? If Roulette is the measure, it is
unquestionably a game of skill. Yet even in, say, a typical Texas Hold
’Em tournament, with a single buy-in and a relatively limited number
of hands, a perfect player can still be defeated by the luck of the draw.
Poker is a mix, but over the long term, strategy beats luck.
And, please note: the strategy of Poker is based on its randomness.
Without random card allocation, it would be an entirely different, and
inferior game. The strategy of Poker lies in understanding the statistical
nature of the game, and managing statistical outcomes. That’s true,
to a lesser degree, of many other games that rely on random factors;
in a board wargame, for example, you always know the probabilities
of different outcomes before you commit to an attack. But Poker is
almost unique in its pure reliance on probability as the creator of real
strategic depth. Poker in particular belies the abstract strategy gamer’s
idea that randomness is in opposition to strategy: in Poker, strategy is an
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Randomness: Blight or Bane?
epiphenomenon of randomness.
Chess and Go, the abstract strategy games par excellence, are almost
perfectly symmetrical: both players have equal forces, with equal
positions and equal capabilities. The only element of asymmetry is their
turn-based nature, which gives one player a turn-order advantage — in
both of these games, the first player has a slight advantage, but in some
other games, the last player, or some other player in the order, may have
some advantage.
Symmetry, at least in terms of starting position, is common, though
not universal, in virtually all games that involve two or more players. In
multiplayer games, players prefer to feel that they begin on a level playing-
field, and the easiest way to ensure that they do is to start them off equally.
Symmetry is also a real danger in any game design. Symmetry can
lead to a host of ills. Symmetry works in Chess and Go because these are
games of enormous strategic depth, and symmetry is quickly broken by
the moves or placements of the players.
Contrast this with John Nash’s Hex or Alex Randolph’s Twixt
(which, despite minor variations in tessellation and play, are extremely
similar games). The object of both games is to build a connected line
from your side of the board to your opponent’s, with the opponent
trying to do the reverse, with neither player able to play through the
other player’s line.
At first, this may appear interesting, but in actuality, the game has
an optimum strategy — a fact mathematically proven up to 9x9 Hex
grids. Given optimum play, the first mover wins. The problem with Hex
is that it has nothing like the strategic depth of Chess or Go; symmetry
never gets broken.
Games in which all players pursue the same strategy result in a win
by the player who makes the fewest mistakes — or, if none, by the player
who has the player-order advantage.
This is dull.
To make a symmetrical game interesting, you need to break the
symmetry as quickly as possible. You need to put the players into
somewhat different positions, so that they have different concerns to
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Greg Costikyan
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Randomness: Blight or Bane?
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Greg Costikyan
Wild Cards
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Randomness: Blight or Bane?
game, it is a little more than a series of tables on which the player (it’s a
single-player game) rolls dice. Dice are rolled to determine the player’s
mission, what opposition in terms of German fighters, flak, and so on
the crew faces during the mission, the effects of combat with enemy
fighters, how successful the aircraft is in damaging its targets during
bombing runs, which crew members get killed or injured, and how
badly, and so on. There are almost no decisions to be made, just dice to
be rolled. It sold relatively well during its lifetime (by board wargaming
standards).
Part of the reason for that was undoubtedly that there are very
few solitaire board wargames (a mainly two-player genre); but part
of it was that B-17 was, in its own weird way, fun to play. There was
some enjoyment to be gained by rolling the dice and seeing what came
next.
Interestingly, I don’t think a digital adaptation would be remotely
popular; you’d just click “next” and see the next event. The process of
operating the game system, of physically rolling the dice and looking up
the results, felt something like gameplay, even though it wasn’t, really.
The mechanization of resolution that digital games provide would make
the underlying dullness of the game obvious.
B-17 is an example of randomly generated algorithmic content.
What made it (mildly) interesting was that interesting stuff happened
in the game — even though your ability to respond to or manage that
stuff was, well, essentially non-existent.
I’m not holding it out as an example of good game design; it’s
not. But it is a good demonstration of another utility of randomness:
providing variety of encounter, a mechanism for letting “interesting
stuff happen.”
As an example of digital games with something of the same dynamic,
consider Rogue-likes. Rogue-like games are single-character, hack-and-
slash, dungeon-crawling RPGs in which almost everything is randomly
generated. Each level of the dungeon is laid out according to algorithms
that rely on a random seed; the level is populated with monsters and
treasure generated by tables referred to with a random index. Almost
nothing is “level-designed,” in the sense of most digital games, though
some Rogue-likes, such as NetHack, intersperse a handful of levels with
designed elements among the randomly generated ones.
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Greg Costikyan
Rogue-likes are highly luck dependent; you are often faced with
hordes of monsters, or other problems that you cannot overcome, and
can contrariwise (though not often) gain some key magic items that let
you advance quickly. But they are far from devoid of strategy; they’re
turn-based, and every turn you typically have a choice of a wide variety
of actions — not just the usual movement and attack, but things like
using spells or potions, praying to your god, locking doors behind
you, and so on. There are a host of tactical tricks to learn, counters to
special monster abilities, and so on. If the mark of the superior strategy
game is that it makes you stop and think about your next move, then
Rogue-likes qualify — even though they are so heavily luck-dependent.
In exchange for accepting an almost perverse level of chance, Rogue-
likes offer an almost unparalleled level of variety. Because they are
randomly generated, no two play sessions are identical. They typically
have dozens or hundreds of different monsters, magic items, and other
capabilities, and quite often dozens of “verbs,” actions the player may
trigger. Some of the more involved Rogue-likes, such as NetHack, contain
so much rococo detail, handle so many unlikely possibilities, that even
after years of play you may discover new features. As an example, in
NetHack, if you toss a ring down the sink, the sound the sink makes in
response may give you a clue as to what that kind of ring does — one of
NetHack’s innumerable coders (it’s a long-standing open-source project)
having a bit of fun, there.
Obviously, you cannot play a Rogue-like with the kind of seriousness
that a Chess master brings to that game; no matter how experienced a
player, the next corner may bring you face to face with instant death. It
requires a sort of cheerful resignation, a willingness to enjoy the often
humorous ways in which you die (“gnawed to death by rats on level 17
while paralyzed”).
Despite the randomness of the game, the sheer variability it offers
means that it is infinitely replayable. Games like Diablo — a commercial,
graphical dungeon-crawler, similar in many ways, but with designed
levels — is hardly worth playing more than once. You might try it a
second time with a different sort of character, but the challenges and
story elements will be the same. By contrast, NetHack is one of only two
games that has been on the hard drive of every computer I’ve owned
since I first encountered it. (The other is Civilization.)
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Randomness: Blight or Bane?
Conclusion
66
A Hobbit’s Chances:
An Interview
with Cardell Kerr
Will Hindmarch
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A Hobbit’s Chances: Cardell Kerr
to expressing them as higher and higher abstract scores — why was that? What
sort of scale are these numbers on and how do they interact with the game to
determine the chance of success?
Cardell Kerr: When we launched the game, we felt it was very
important to ensure that loot was something that people really felt. At
the time, we believed we had a very good handle on exactly what our
growth rate was, and how much content we as a team could realistically
maintain. We were resoundingly wrong on both counts, further
cementing [the fact] that no matter how many MMOs you make or
play, you can’t predict the future.
In Mines of Moria (and even more so in Siege of Mirkwood) we began
migrating to a system that allowed us to give players more moments
of progression; percents only really allow 100 areas of advancement.
And realistically, once you get to 90, those last 10 don’t matter as
much, so you have even less. We moved to a system that allowed us to
really showcase the difference in stats, in addition to making our game
more level relative (thus allowing those relative scores to become more
meaningful). At the end of the math/road, these numbers are used
to derive the same percentage; we just didn’t want people getting too
focused on that number.
What role does randomness play in LOTRO? When is the computer
randomly generating results during play?
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A Hobbit’s Chances: Cardell Kerr
Sometimes players devise explanations for random events in the game, such
as believing that dealing too much damage to a boar in a single hit will ruin
the vital pelt needed for the quest, thereby keeping it from dropping as treasure.
What are some suppositions or theories you’ve seen emerge from play that just
aren’t true?
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Wow. There are a ton, actually! I think it’s important to note that
the majority of disconnects I see are often based on a hint of truth. In
DDO, players thought that if you used your Diplomacy skill against
treasure chests, you’d get better loot. Another good example is how,
shortly after a patch, a person [might] miss four 70% chances to crit in a
row, then post an angry message stating that we, Turbine, have changed
something.
Do you find yourself getting superstitious when you play MMOs, even
though you’ve been behind the curtain?
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A Hobbit’s Chances: Cardell Kerr
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Will Hindmarch
The character is the big thing in any MMO. So long as the player
doesn’t see their character as a random assortment of interchangeable
pieces, we are okay. Part of the creative tension that we constantly play
with is the ability to deliver a directed experience that has leaf nodes into
more extreme versions of gameplay. This is actually our new approach to
our Epic story; we’re trying to ensure that it is a soloable experience that
everyone can partake in, delivering a compelling narrative. From there,
we have many types of gameplay that allow fans of the more random/
hardcore/esoteric systems to pursue the experience they enjoy. As usual,
making an MMO is complex; explaining one is even more so.
Thanks for taking the time to talk with me, Cardell. I appreciate it.
No problem! Randomness is an important part of RPG design, so
it’s always a pleasure to talk about it.
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One Point Three Million:
An Interview
with Scott Nesin, Inventor
of the dice-o-matic
Jeff Tidball
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Jeff Tidball
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One Point Three Million: Scott Nesin
2 3
Jeff Tidball: First things first: Is there any statistical difference in the
results when you analyze, say, a million computer-generated die rolls and a
million die rolls from the Dice-O-Matic II?
Scott Nesin: Honestly, I do not know. I have not done any statistical
analysis on the results for the Dice-O-Matic, not even a histogram. I have
had many requests and offers for bulk data analysis, from cryptologists
to casino operators to publications to hobby statisticians. I have turned
them all down.
Statistically, I do not think the rolls from my machine are much
different — better or worse — than the many services out there. I think
the pseudo-random number generators built into computers are just
fine for games. The other services that use atmospheric noise, lava
lamps, radioactive decay, and the like are also just as good.
Do you have a sense of why the people who play games on your site complain
about computer-generated die rolls and not the Dice-O-Matic’s results?
I do not think it is because the rolls are necessarily any better, only
that there is less to argue about. I think they find it harder to call the
process biased or unfair when they know real dice were involved.
Does the fact that the Lego Dice-O-Matic and Dice-O-Matic II are Rube
Goldberg devices that capture the imagination have anything to do with peoples’
response?
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When I send them a link, it catches them off guard and charms them.
The responses are overwhelmingly positive after seeing the video of the
machine in action. Only a very few have still been angry, but they are
simply people you can do nothing for.
The Dice-O-Matic shows the level of effort I have been willing to
put in to solve the “problem,” and make it apparent that I have not
shrugged off their concerns. I can honestly say “I have done all I can
possibly do,” and just about everyone agrees.
And we understand that you’re willing to go one step further for those who
still aren’t satisfied with their rolls.
Yes, I promise that if you have donated to the site and are still
unhappy enough about the rolls to let me know, then I will pull a die
out of the machine, melt it flat, and mail it to you, as an object lesson
to the other dice. I offer tangible revenge, suitable for mounting.
Why do you think game players accept the randomness of physical die rolls
more readily than they accept the randomness of computer-generated numbers?
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One Point Three Million: Scott Nesin
Can you talk about why you’ve decided to turn down requests from outside
researchers to statistically analyze the Dice-O-Matic II’s results?
Does your knowledge of statistics and randomness affect the way you
personally play games?
Yes. It is amazing how often “bad luck” will rear its head. I play fairly
conservatively, because no matter how low I feel the odds of the dice
turning to bite me are, I know they will. I count on “bad luck.”
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I have three kids now, so most of the tabletop games I play revolve
round them. I find the spinners in those games every bit as cruel as dice
are. I also have shelves full of games I have programmed or would like
to program. Viktory II is my favorite of the the global-domination genre,
and I am working on getting that on the site as well.
My wife and I occasionally play backgammon on weekend
mornings, on a board I made for her as a birthday gift, with the loser
having to manage breakfast for the family. My oldest child designed
a checkerboard table when he was four years old, so I have a huge
sentimental attachment to that one.
Do you have any dice rituals you use when you play? Do you blow on them,
shake them a certain way, punish dice that roll poorly or praise dice that roll
well?
I know the dice like to be cruel, so I try not to give them the
satisfaction of begging. I used to shake them pretty well each time I
rolled, but I tend to whisk through my list of turns when playing online,
and that habit has pushed its way into my physical games. Now my
throws are generally hitting the board as soon as my opponent’s fingers
have left their pieces. Sometimes I shamefully plead with the dice toward
the end of a close game if making breakfast is on the line. And then I
have to go warm up the skillet.
After building and running the site for the last 11 years and trying to
keep the players happy, just about all enchantment with dice is gone for
me. They have been my enemy for so long that it is hard to disassociate
the physical from the computer dice. Most of my interaction with
physical dice now is trying to keep hundreds of them flowing smoothly
through the machine, and they fight me there too.
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One Point Three Million: Scott Nesin
Do you think that other people think their dice, or dice in general, are
magical?
Only in that for every person who is unhappy with the dice, there
ought to be an opponent who thinks they are magical. But I never hear
from the latter group, so their existence is purely theoretical.
You’ve built a machine that rolls millions of dice every day and digitizes the
results. Is that crazy?
Certifiably. But realize that dealing with all the complaints was
driving me insane. Question any game site operator about the dice,
and you will strike a raw nerve. It might have taken a fit of insanity to
conceive and build the machine, but it was also the perfect cure. Having
the Dice-O-Matic has restored my sanity. Did I go overboard? Perhaps.
However I accomplished my goal, learned a lot, and have a pretty cool
machine to show for it.
1 4
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Jeff Tidball
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A Glossary for Gamers
Will hindmarch
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You may already have your own terms for some of the ideas in here,
in which case I ask not only, “Where were you when I was compiling
this list?” but also “What is your jargon?” What peculiar notions do the
dice conjure in your head? What odd behaviors have you undertaken,
as a player and thrower of dice? What are you thinking when you’re
playing with dice?
6 5
action: n. the manner in which a die rolls — the solidity of its tumble,
the pleasure of its rattle, the sound of its impact; a measure of a die’s
quality as rolled. Check out the action on these metal six-siders.
astragalophobia: n. fear of dice, or of a particular type of die. E.g.,
“I won’t play a Rogue because six-siders hate me,” or “I don’t like that
game because eight-siders are mean.” (From the Greek astragaloi for
dice.)
audition: v. test a die out, typically before purchase, to see if
it generates pleasing numbers, has good hand-feel (q.v.), and makes a
satisfying sound. n. an instance of auditioning. Can I open this set to
audition these dice for my new Shadowrunner?
banish: v. to send a die away, especially to some other function. E.g.,
to banish a six-sided die from GURPS play into the Monopoly box. Or:
This thing rolls so bad, I’m banishing it to a roll-under game.
bench: v. temporarily relieve a die from play, especially for the
purposes of refreshing or recharging it. Perhaps, for example, all of that
die’s natural 20s have been used up. Bench the thing and rotate in a new
die until that one’s recovered.
capture: v. take possession of a die that is rolling mysteriously well
(or poorly), on suspicion of cheating. (Whether the player or the die is
the suspected cheat is irrelevant.) E.g., a Dungeon Master might capture
a d20 that rolls three natural 20s in a row on charges that the die is “too
good.” No way that thing rolls that well, give it here.
casting: v. giving a die its own role to play; e.g., giving a specific die
the role of a particular weapon. Some players dread dice associated with
a particular purpose — thus dice meant for goblins cannot be rolled
for gnomes, etc. White Wolf Game Studio dice arguably come pre-
cast in their roles, such that Vampire dice should not be rolled for the
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antics of werewolves. This d4 is the dagger my Halfling got from the King of
Orksylvania.
chuck: v. throw a die far away, usually because it has failed to perform
satisfactorily. This isn’t simply putting a die in the trash; chucking
requires a good, strong throw. Great chucks involve bodies of water,
impenetrable underbrush, or the yawning night. One more 1 out of you,
stupid die, and I’m going to chuck you.
cold: adj. rolling poorly, especially over a limited time, and for
nebulous or potentially mystical reasons. A die may go cold for no
reason at all or as the result of misuse or disrespect — cold dice are a
common side effect of neglect. Behaviors such as stabling and training
(q.v.) are meant to keep dice from going cold, but individual dice may
have peculiar, individual triggers that cool them off. Cold dice share
certain traits in common with stale dice (q.v.). This d8 went cold as soon
as you touched it, Douglas.
dead: adj. no longer capable of generating sufficient satisfactory rolls;
depleted, spent. A die may be dead from the moment of manufacture
or purchase, but the term is especially apt for dice that were once live or
even hot or lucky (q.v.). Dice seldom come back from the dead. Instead,
they are sometimes retired or executed (q.v.). (See also: the well.) I think this
d10 may be dead.
deploy: v. bring a die out of its stable (q.v.) or dice bag for use. Some
players deploy dice once at the beginning of play, while others deploy
and stable their dice from roll to roll, perhaps as a way to keep them fresh:
Shoot, I need to deploy more six-siders if I’m going to use this daily power.
dressed: adj. (of dice) colored, painted, or made of materials
especially suited for the current game or campaign. That tube of dice is
dressed just right for Ravenloft!
errant: adj. a die that has gone outside the bounds of a fair roll. An
errant result is often also a wasted roll (q.v.), depending on the house’s
(q.v.) definition of a fair roll. It’s errant, but can I keep that roll?
execute: v. ritually destroy or throw away a die, typically for poor
performance. Execution generally involves permanence, as opposed to
exile (q.v.), which may be temporary. I am this close to executing this damned
12-sider.
exercise: v. roll a die between plays or legal rolls, especially as a means
of checking its current freshness (see fresh) or taking its temperature (see
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Will Hindmarch
cold and hot). Exercise may keep a die in shape or healthily random.
Exercise that thing to get some of the fours out of it.
exile: v. reject or “fire” a die from play, typically for poor performance.
Sometimes the die is merely returned to the stable (q.v.), in the hopes that
it will regain some worth, though sometimes an exiled die is banished,
chucked, or executed (q.v.): I just exiled my last 12-sider.
fair roll: n. the circumstances in which a roll’s validity is recognized.
E.g., at some game tables, a die roll is only valid if the die stays on the
table. Some houses accept any visible dice rolls, regardless of where a
die ends up. Some houses insist that the randomness of a die roll must
be honored, no matter where the die goes, so rollers are sent crawling
under tables and behind the credenza on expeditions to find errant (q.v.)
dice and discover what sacred number they’ve delivered. It went off the
table, but it’s still a fair roll because the floor’s not less random than the table.
faith-based roll: n. a roll in which the caster averts her eyes during
the actual rolling, as if the weight of her gaze will press down on the
die with her fears or nervousness, thereby influencing the outcome.
You know he’s going to make a faith-based roll when he finally faces the Ninja
King.
formation: n. an arrangement of dice in a geometric pattern,
military formation, or other strange array, usually done between rolls
to train, refresh, or simply organize them. Dice so arranged may be said
to be “in formation.” One friend of the author’s went so far as to stand
one six-sider in formation, on its corner, in the pip of another six-sider.
She’s deployed her dice in that diamond formation again, watch out.
fresh: adj. random, especially when randomness can be considered
as a transient quality. (Players may find their dice not yielding a
satisfactorily wide range of results after a period of use or disuse, for
example.) Fresh dice are “more random” than stale dice (q.v.); that is,
they are capable of generating more unpredictable results over time.
Dice may be thought to be freshened through stabling behaviors (q.v.).
That’s the ninth 2 I’ve rolled tonight; I need a fresh die.
hand-feel: n. the quality and pleasure found in holding a particular
die or type of die. Broadly speaking, it may include everything from
weight and texture to the quality of its rattle and the satisfactory clunk
the die makes in actual use. (See also: action.) This die can’t roll for a damn
but it’s got great hand-feel.
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A Glossary for Gamers
hot: adj. rolling well, especially for a limited time, and for nebulous
or potentially mystical reasons. Hot dice may stay hot for a number of
rolls or a span of time — perhaps predetermined at the beginning of the
hot streak — or until some unlucky act interferes with their fortunate
run; no one knows for sure. Dice that are “on a roll” are hot. A hot die is
sometimes traded between players, as a means of getting the maximum
number of legal rolls out of it before it “goes cold.” Compare to lucky
(q.v.) dice, which are considered to be luckier in the long term, but can
also enjoy hot streaks. Let me try that die, it looks hot.
house: n. the governing individual or body that adjudicates and
adjudges the rules of play; i.e., the house in “house rules.” It is typically
the Gamemaster or the result of player consensus, but in matters of
determining dice rolls to be legal or illegal, the host (whether a player
or not) sometimes takes on the role. Consider the situation in which
multiple games are going on in a single room, for example. The house
says we don’t chase after errant dice until the end of the night, so we don’t go
crawling under other games’ tables.
live: adj. in active use, capable of generating satisfactory rolls. Any
die seeing regular use in play, or even sitting unused but available in a
stable (q.v.) or dice bag, can be said to be live. This bag is for live dice only.
lucky: adj. rolling well, especially over a longer period of time. Lucky
dice generate pleasing results with greater frequency, either due to some
inherent harmonics with their owner (“They’re only lucky for me”) or
to some mystic favoritism. Compare with hot dice (q.v.), which are lucky
in the short term or when “on a roll.” Lucky dice may be good for a
particular purpose (e.g., rolling high or low) or lucky in general. This is
my lucky d10; it usually rolls a 7 or better.
molecular-settling method: n. a means of training (q.v.) dice whereby
desired numbers are placed face-up so that the die’s molecules settle
onto the opposite face, rendering it heavier and thereby more likely to
land with that face down and the desired face up. Under this school
of thought, live dice (q.v.) are mostly platonic not-quite-solids, with
molecules stirring and settling with every toss of the die, until such
time as the die calcifies and becomes dead (q.v.). Shawn trains all his dice
to peak numbers using the molecular-settling method.
natural: adj. an unmodified number as it appears on the face of a
die. E.g., when a d20 returns a result of 20, said result may be described
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A Glossary for Gamers
90
Wonderbones
Wil Wheaton
I have this dream, that one day I’ll be out walking in a large, flat field that
hasn’t been plowed in so long, there isn’t much more than the suggestion of rows
beneath the bright green grass and moss-covered stones. Just over a low stone
wall, a shallow creek bubbles toward the sea.
There is a single tree in this field, a tree so ancient, one could be forgiven for
letting one’s imagination find the face of an Ent in its trunk. In my dream, as
I cross the field, a bolt of lightning forks out of the sky and hits the tree, which
naturally explodes. I collect a few chunks of heartwood, and using only a tool
made from the jawbone of some long-dead animal, I work those chunks of wood
into a matched set of seven perfectly weighted dice.
I take them with me to a con, quietly enjoying the jealous gazes of my fellow
gamers when they tumble out of my dice bag onto the table. When I roll my first
twenty, the DM says, “That is a critical success,” but I correct him.
“I believe you mean it’s a Natural,” I say, as a light bulb above our heads
explodes into a shimmering shower of sparks.
5 6
While I’m sure that dream seems a little silly to people who think
“dice” begin and end with those little white cubes you use when playing
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Wil Wheaton
used a d20 that he’d owned since junior high school. The die was so
worn it was practically round, and it required an FBI forensic team to
see the numbers once it stopped rolling across the table.
While facing the Big Bad Boss Guy Who Was Going To Kill Us,
Jerry rolled back-to-back 1s on that d20, blowing his daily power twice.
It was statistically improbable, but there it was: two critical failures in a
row, and it looked like the DM was going to score a TPK.
Jerry was stunned, and Mike (aka Penny Arcade’s Gabe, who at the
time hadn’t played much D&D) told Jerry that he was the worst D&D
player, ever.
Jerry looked across the table at me, and said something about how
he was going to have to not use that d20 any more, and I could tell that
he was more upset by this realization — that the d20 he’d had for his
entire life as a D&D player hadn’t just betrayed him, but was Out To
Get Him — than he was with the fact that two blown rolls mere seconds
apart had put our entire party (and the entire adventure) teetering on
the brink of failure.
Of course we all knew intellectually that he just got phenomenally,
incredibly, unbelievably unlucky... but it was a lot more fun to embrace
the feeling that his beloved d20, pale blue with once-black numbers,
had plotted for 25 years, waiting for that precise moment to unleash its
revenge.
What wasn’t imagined, what was as real as the four of us sitting
around that table together, holding our breath while wondering what
devilry the DM was about to unleash, was how genuinely sad Jerry was
when he put that d20 back into his dice bag.
That sadness, that real, tangible sadness that can be attached to
something as seemingly insignificant as a few ounces of cast resin, is
why I have my dream, and why I wander into every field I can find and
hope for a thunderstorm to appear. Because if I can ever make my own
set of wonderboy dice, I don’t think I’ll keep them for myself. I think
I’ll give them as a gift, to a fellow gamer who I know will take good care
of them.
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The x Factor
mike Selinker
This is a story about why my life is better than yours. Sorry. I’m sure
I can come up with a story about why your life is better than mine,
like that night the drummer from Iron Maiden had you in a headlock,
though the photo in Kerrang! magazine’s all blurry, and really, you’re
having trouble recalling how he got you kicked out of the Playboy
Mansion anyhow. That was pretty sweet. But this isn’t that story.
This story is about an FBI agent, and things moved from the Midwest
to the Pacific Northwest, and a big blue bag of dice.
2 3
It’s April, 1997. I’m in Renton, Washington, tapping out some no-
doubt-brilliant innovation in game theory. My phone rings. It’s Brian
Lewis, Wizards of the Coast’s chief legal counsel. Though Brian is a
lovely fellow, I don’t always look forward to his calls. When he wants
to see me, someone’s jammed a wrench into the works of the game
industry. Sometimes Brian needs me to remove it, sometimes he needs
me to jam it in tighter.
This time, I’ll hazard that the problem involves Dungeons & Dragons.
Wizards, through the machinations of president Peter Adkison and
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Mike Selinker
new vice president Ryan Dancey, is pulling off the coup of a lifetime,
buying the venerable TSR, Inc. for the big-business equivalent of a jelly
donut. TSR has produced the D&D roleplaying game for two decades,
but it has fallen upon hard times, born of player-base fragmentation
and fear of innovation. On April Fools Day, Peter came riding in like
a paladin on a charger, promising hope and market supremacy to the
downtrodden of Lake Geneva, Wisconsin.
However, there’s the small matter of moving the desired elements of
TSR two thousand miles across the country to Wizards’ headquarters
here in Renton. This is a long and cumbersome process, and on this
very day, TSR is still squarely in Lake Geneva, being dusted off and
sorted out by bookkeepers and product managers. In Renton, there are
just a few people who know anything about the behemoth we have just
acquired.
I am one of those few. From the mid-1980s to the mid-1990s, I hung
close to TSR, writing the occasional adventure or magazine article for
D&D. I put myself through college that way. I know the game like the
back of my hand. Truth be told, though, I don’t like it as much as I
used to. The collectible card game is the new hotness, and board games
are rising phoenix-like in Europe. Who has time to roll polyhedral dice
these days?
Brian is of a like mind. But today, he needs me to be a D&D expert.
Doubtless it involves sorting out the royalty payments on a Gord of
Greyhawk novel, or figuring out which Ral Partha miniatures fall under
our copyrights, or some other mind-numbing task.
“What is it, Brian?” I ask, teeth firmly gritted.
“Mike,” he says. “Can you write a scene for The X-Files?”
I’ve never seen the show.
“Absolutely,” I say.
1 1
It’s January, 1993. It’s morning in America, with a bright new presidential
administration heading into office. I am drinking heavily.
I am in a bar in Milwaukee. This is no ordinary bar. This bar is
called the Safe House, and it is a spy-themed bar. You need a password
to get in. There are secret doors and trick mirrors and chairs that rise up
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The X Factor
4 4
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Mike Selinker
5 2
It’s September, 1980. I’m in Seattle, opening a blue box with a dragon
on the cover. This is the Dungeons & Dragons basic set, the first release
where the game is codified into a mass-market form. It is en route to
selling a million copies, one of them to my mom’s boyfriend, for me.
He thinks I’ll like it.
I do. I get inspired by the adventure strangely numbered B1, “In
Search of the Unknown.” The adventure lets the Dungeon Master
— that’s me, for the first time a master of anything — choose the
monsters and treasure for all the rooms. I trap orcish raiding parties
in rooms behind gelatinous cubes, blissfully unaware of the ecological
consequences of my decisions. From my airplane-chair DM seat, I run
my wide-eyed 13-year-old friends through my creations. I am king of the
world.
I get fascinated by the oddly shaped dice. They’re cheap plastic, and
I have to use a grease pencil to make the numbers legible. The 4-sider
has razor-sharp points. The 20-sider has two sets of 0-9; the tens column
hasn’t been invented yet. Neither has the d10. It’s platonic or bust.
And I notice an odd behavior among my friends. They bring their
own dice, and they call certain ones “lucky.” They blow on them for
good fortune; they conduct elaborate shaking rituals; they ignore
cocked results and rolls that land on the floor. They are mythologizing
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The X Factor
5 5
It’s August, 1995. Evon and I are newly married, holding our wedding
reception in the Safe House, the spy-themed bar in which we shared our
first kiss. Gamer bliss is ours.
We’re back in Chicago, packing up the apartment for a drive across
the country. Attention turns to our separate game collections, now
heading for the fateful amalgamation into one über-collection. We
overlap primarily on the Dungeons & Dragons material. Duplicate runs
of Dragon magazine and Monstrous Compendia get folded in upon each
other, threatening to break the backs of the movers.
It is now, two and a half years into our relationship, that I first notice
her dice bag. It’s made of lustrous blue velvet and tied with glistening
silver cords. It contains dozens of complete sets of ornate dice, some
pink, some glittery, some that change color at the touch. It’s even got
the original grease-penciled 20-siders from the blue box, even though
she would have been nine when that box came out. Evon’s a cute chick
that plays D&D, so guys from coast to coast have gifted her dice from
the heart. The bag is a riot of color, and it makes a satisfying clackity-
clack whenever it moves. It’s a dice bag’s dice bag.
“Neat dice bag,” I say. “Where’d you buy it?”
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6 6
It’s June, 1997. The X-Files people are calling back. “We’re shooting
here in Vancouver,” the prop lady says. “Langly needs books for his
D&D game. They need to be from 1989. Can you provide those?”
“Absolutely,” I say. “I got you covered.”
1989… 1989… This is a time when things are in flux. In early 1989,
TSR releases the 2nd Edition Player’s Handbook, a landmark tome that
signaled a massive shift in the world of D&D. Gone are the demons,
the devils, the assassins, the naked harpies, the tables on how to mix
poisons. D&D gets scrubbed clean.
This is greeted with alarm by many fans. In the spring of 1989, players
turn up at conventions with buttons reading “Ye Revision Sucketh.” A
crazy hybrid of old and new editions develops, where players use the
sanitized Player’s Handbook while their diehard DMs use the original
Dungeon Master’s Guide and Monster Manual from a decade earlier.
Langly, I decide, will be in one of these conflicted games. This
means he needs a brand new 2nd Edition Player’s Handbook from 1989.
We can’t use mine, because mine’s a review copy with a giant hole
punched through the entire book so that it can’t be sold. I search
around Wizards and find, in Peter’s office, a near-mint 2E PHB, with
his name written in the corner of the first page. I butter him up with
tales of how he’s the bestest company president ever, and he parts with
it.
The 1st Edition Dungeon Master’s Guide is a different story. That
needs to be beaten to hell. This I can provide. My 1E DMG’s spine
is so ruined from teenage use, it’s been sewed up with electrical tape.
My 1E Monster Manual isn’t much better. Et voilà. I bundle those with
Peter’s PHB and a DM screen, and call the producers for a Vancouver
address.
“But what about the dice?” the prop lady asks.
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The X Factor
What about the dice, I wonder. With the FedEx deadline ticking
down, I scour my house for my dice bag. My meager little dice bag. The
kind that no self-respecting D&D player would be seen with on TV.
What am I to do?
“Take mine,” Evon says.
“There’s no guarantee that any of this is coming back,” I say.
“You’ll get it back,” she assures me.
Hollywood. There’s no way she’s getting her handmade dice bag
back. But I send it off anyhow. The producers are once again ecstatic. I
am once again less so.
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5 6
It’s May, 2009. I’ve downloaded “Unusual Suspects” from iTunes. I’m
going back over these events for the first time in years. And looking
back at them, I realize why my life is better than yours.
Oh, it’s not because I got to write a signature line of the coolest
TV series on the planet. That could have happened to anyone. Think
of all the requirements that made me that guy: The X-Files had to write
it into the mythology. The writer of the episode had to need help with
the scene. Wizards had to buy TSR that very month. All the people who
worked at TSR had to still be in Lake Geneva. And I had to be in the
Wizards office that day. That’s just too much randomness, too lucky a
die roll. It could easily have been you instead.
When we opened the box that came back from the set, Evon’s
dice bag was inside. But she couldn’t have known it would be there. I
married a woman who made her own dice bag, and was willing to lend
it to me to help me out, with no certainty she would ever see it again.
That’s why my life is better than yours.
But hey, at least you got that Playboy Mansion thing.
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Daryl Hannah’s Dice
Saved My Marriage
Matt forbeck
Once upon a time, way back in early 1992 — about the time of the
dawn of the World Wide Web — I took a job selling dice for Koplow
Games. Jim Koplow’s business was growing, and a lot of that had to do
with how much time he spent at conventions, hand-selling his dice and
building his company’s reputation as the leading producer of quality
dice in America. Success came with its own challenges, though, and
Jim thought that if he could find someone to take over for him on the
convention circuit he could then spend more time back in the office
running the company. All he needed was the right person.
At the recommendation of Will Niebling — one of his sales reps and
a longtime friend of mine — Jim hired me. At the time, I was young and
engaged to a beautiful woman named Ann, whom I was going to marry
that summer. I was making a name for myself as an up-and-coming
game designer, but that wasn’t quite enough to pay my bills. Jim offered
what seemed to a hungry young writer like me an absurd amount of
money to work something around two conventions a month for him,
and I said yes without really understanding what that would mean.
Even at that point, dice and I had been friends for a long time. I’d
grown up playing Farkle, a push-your-luck game that uses six standard
six-sided dice. My great-grandmother Eleanor Pulaski taught it to me as
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Matt Forbeck
Tysiąc (we mangled the pronunciation as TI-shuns), the Polish word for
a thousand, and the whole family played it for quarters every time we
got together.
Later, I discovered Dungeons & Dragons, the game that introduced
all sorts of funky polyhedral dice to the world. When I first played the
game, though, we couldn’t find any of those dice in my hometown of
Beloit, Wisconsin. We had to close our eyes and pull numbered chits
(tiny bits of cardboard) from a cup instead.
When I finally got my hands on an actual set of polyhedral dice, I
was thrilled. It was like moving up from riding a bike to driving a car.
All the random numbers you wanted at lightning speed, just as long as
you kept those bones on the table.
Jim sold (still sells, actually) more dice than I’d even known existed.
These ran from tiny six-siders that were five millimeters on a side all the
way up to handcrafted, six-inch ceramic dice sold as genuine pieces of
fine art. There were literally thousands of different styles in between.
I started out tagging along with Jim as he ran the shows, watching
him work and learning as I went. The idea was that I’d eventually do the
shows myself, leaving him that much-needed office time he coveted.
Some of the shows, like the New York Toy Fair, were fantastic.
Others, like the Atlanta Gift Show, were horrible disasters. (We were
perched in a new section of the skyscraper in which they held the
convention. I think I saw three buyers the whole weekend.) Rarely did
they fall in between.
Since Ann and I were planning our wedding for that summer, I
called home a lot. Cell phones were bulky and expensive in those days,
and calling from hotels cost even more. Without knowing what I was
doing, I ran up huge bills that sucked up a good chunk of the change I
earned from every show. Always a generous guy, Jim covered me the first
time, but warned me about ever doing it again.
Worse, though, Ann and I missed each other terribly. Only seeing
each other every other week or so wasn’t working for us. Not even half a
year into the job, I was trying to figure out how I could gently back out
of it without ticking Jim off too much.
Then he called me up and fired me.
Ann and I celebrated that night, but I later got to wondering exactly
why Jim had let me go. Honestly, I wasn’t a model employee. While I
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Daryl Hannah’s Dice Saved My Marriage
loved both dice and traveling, my heart wasn’t in either when I was away
from Ann that much.
Still, there were some specifics. Jim told me the straw that broke
that particular camel’s back was watching me leave an exhibit hall
before everyone else was gone. I’d asked him if we should go. He
gave me a shrug that I took to mean “Sure,” but apparently meant
something like, “Make up your own mind and right or wrong I’ll
watch to see what you do.”
My suspicion, though, is that it all started at the New York Toy
Fair earlier that year. That was the first time I’d ever been to that show,
and I was just stunned. It packed the entire Javits Center, jamming
1.8 million square feet of downtown Manhattan with toy and game
makers peddling their wares to stores from around the world. It was like
stuffing the entire world of family entertainment into a single building
so you could see it all in a day.
Koplow Games had six hundred of those square feet, packed high
with dice of all varieties. I met loads of intriguing people that weekend,
like Frank Miller’s math teacher, who’d come up with a way to teach
math with dice. I had a late-night visit to a gambling equipment store
with a steel, roll-up gate. Inside, the owner showed me how he’d mixed
the paint on particular sides of a set of craps dice with iron filings.
By pressing a switch with his foot, he could activate an electromagnet
built into the craps table that could skew every roll. That put me off
gambling for life.
A couple days into the show, I spotted a woman wearing a big
sweater, black plastic-rimmed glasses, and a black baseball cap with the
letters “XL” embroidered on the front in white thread. Spike Lee’s film
Malcolm X had started production that year, and all sorts of people were
running around with caps like that but with just a single X on the front.
I got the joke instantly and walked over to tell the woman and her sister
how funny I thought it was.
As I chatted with the two ladies, I noticed that the woman in the hat
held her program book against her chest, blocking her badge. Her sister,
though, wasn’t so concerned about her own privacy, and she’d left her
badge exposed. Her last name was Hannah.
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I looked back at the woman with the hat and realized she was Daryl
Hannah, who’d been in some of my favorite films at the time, including
Roxanne and Blade Runner. “I know who you are,” I said.
She gave me a pained look and kindly asked me to keep quiet about
it. She and her sister wanted to be able to walk around the show like
normal folks and not deal with the hassles of celebrity the whole time.
I, of course, agreed.
Then she asked me for some dice.
At trade shows like the Toy Fair, it seems like everyone’s giving out
something, either as samples or flat-out advertising. We got requests like
this all the time, and Jim was sometimes happy to hand out a few dice
to those who asked nicely. In fact, he and Will Niebling kept a handful
of tiny (those 5 mm) dice in their pockets at all times, just to give out as
“business cards.” They worked too. People always remembered the guys
who gave them those little dice.
So when Daryl Hannah asked me for some dice, I said, “What
would you like?”
She pointed at a tube of silver polyhedrals. That’s right: gamer dice.
A d4, d6, d10, d12, and d20, all coated in a chrome-silver polish and
stacked in a clear plastic tube.
That sounded harmless enough. It wasn’t like she wanted the wildly
expensive art dice. I figured at the worst I’d just pay Jim for the dice out
of my own pocket. I handed them to her with a grin.
“Thanks,” she said. Even under her slapdash disguise, she had a
dazzling smile. Then she and her sister walked off into the show and
out of my life.
After they were safely out of sight, I spun around and turned myself
in. I told Jim and all the other helpers in the booth who I’d just met and
what I’d done. They were all smiles too. Well, except for Jim.
“Which dice did you give her again?” Jim asked.
I pointed to the display of silver dice, now shy a single tube.
“Those are prototypes,” he said. As in “not yet in production” and
“needed for showing to prospective buyers.”
Whoops.
I apologized up and down, and Jim forgave me for it right away.
Still, though, my money’s on that being the first step down the slippery
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stairs that led to me losing that job — a job that I didn’t want anyhow
because it was hurting my relationship with my fiancée.
So, here’s to a pretty girl and the dice I let her wheedle out of me.
That momentary lapse of responsibility she inspired may have cost me
a job, but if so, it saved my marriage.
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Jess Hartley
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that I might have normally not pondered — among them, the role
of dice in games that involve an alternate reality, and why including
their randomization is important when attempting to create a fictional
environment that mimics real life in any way.
Sure, some roleplaying games don’t use any randomizers. No dice,
no cards, nothing to resolve challenges save for a comparison of static
ratings between the parties involved and the universe at large. But that
doesn’t effectively mirror the way things work in real life and most game
systems recognize that.
In most RPGs, as in life, there’s only so much you can do to control
the game. You can build your character well, utilizing all the min-maxing
tricks and rules tweaks available, so that you begin the game from a place
of power. You can play frequently, garnering as many experience points
as possible during the course of the game. You can spend your points
carefully, shoring up any starting weaknesses and strengthening those
statistics on your sheet that you feel will be the most useful in the future.
You can play thoughtfully, using your own personal logic and tactics to
choose the best paths forward for your character and supplementing
on-the-sheet attributes with your own skill. But ultimately, in most
games, there’s a certain amount that’s left to fate. The dice roll and no
matter how big your dice pool, or what kind of bonuses you’ve finagled,
sometimes they reveal failure. Sometimes, despite your skill, the wrench
slips, the wind shifts, you step on a branch, or you blink at just the
wrong moment, and all your preparations are for naught.
Life’s like that.
You can study hard, exercise, eat right, pay your car insurance and
your taxes, go to work every day, treat others in a fair and forthright
way, but there’s no guarantee that things will go as you planned them.
Illness strikes, accidents happen, things break, jobs are lost despite our
best efforts. In fact, every action you take, every choice you make is
affected by outside influences and attributes, either subtly or blatantly.
Nothing we do is wholly a result of our own “character sheet” — our
own quantifiable skills. The often-unknowable outside world always has
its role (or its roll) in the outcome.
In some cases, this is the game equivalent of rolling a 1. Critical
Failure. Fumble. Dramatic Loss. Rocks Fall, Everyone Dies. It sucks,
but it’s a part of life. We don’t get to control everything. We can’t.
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No matter what we do, some things just remain out of our control.
But that’s what makes life truly worth living, isn’t it?
I still have my “wedding” die the groom gifted me with that day. In
superstitious gamer fashion, I held onto it throughout the wedding trip
and long beyond. It’s now kept in a corner of my writing desk drawer,
its silver-engraved face turned to a permanent “10.” In part, this is my
own little gamer-charm for the happy couple. It’s a tangible form of my
hope for “explosive” success on their behalf, for them to always have as
much happiness, success, and whatever positive random factors I can
wish for in their lives. Every time I see it, I think of my friends, and send
a little happy thought their direction. I don’t know if I really think or
believe that this will help them out, or have any effect whatsoever, in
truth, but it can’t hurt.
But that little “success” die serves another purpose as well. It
reminds me that the randomness of life — in play or in reality — is part of
what makes it precious. Every effort has a slim chance of unpredictable
failure — but also of exceptional triumph. Each roll of the proverbial
or literal die brings, along with the risk, the possibility of unforeseen
opportunity and a slim, but ever present chance of seemingly impossible
and explosive success.
Those, my friends, are odds I’m willing to take.
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The Dice They Carried
Russ Pitts
I hadn’t used my dice in years. Wasn’t sure I still had them, even.
I used to carry them in a small, brown leather bag. It was rough, like
coarse suede, and drew closed with simple strings. My father bought it
for me one summer at a gift shop in Albuquerque.
That was 15 years and three states ago. I took the bag home with
me to Texas, and it may have traveled with me to California, but I’m
damn sure it didn’t make it to Massachusetts, where I lived in the fall
of 2003. Then, as I scoured my rented apartment outside of Boston for
the dice I’d been carrying, unused, for so many years, I was fairly certain
they were now tucked into a velvety bag a bottle of whiskey came in.
The suede sack having been discarded long ago. A sign of something,
perhaps.
I was wrong in any case. I must have stashed something else in my
whiskey container. The dice I found stashed in the closet of a guest
room, tucked into a red velvet bag that had once contained an academic
achievement medal. I still have the medal, in a case with all the rest, but
the bag must have, at some point, been reallocated for the purpose of
holding dice. I must have found the dice once before, cradled them,
thought about them and put them into a new bag. I must have dreamt
about using them again, rolling them as I set off on new adventures.
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It must have been recent, the bag change, but I didn’t remember it.
Maybe I did it in my sleep. Seems to me now I did a lot of things in my
sleep back then, like I lived in my sleep. Once again my thoughts turned
to the ubiquitous whiskey bags. So many of them. All empty.
Dice found, I prepared myself. It had been a long, long time since
I’d played a roleplaying game, and now I was off to play with a group of
people I hadn’t even met. It felt a little bit like the first day of school. I
was nervous, and in spite of the fact I’d been playing since I was ten, I
didn’t know what in the hell to expect. I was, to be completely honest,
a little scared.
I must have used the bathroom ten times before convincing myself
to leave the house. I had a drink to steady my nerves and screw up some
courage — a bravery potion — and even after another it was questionable
whether I’d actually go through with it.
3 4
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Neil and his game group owned swords. Multiple swords. They
talked about them, held them and wore them. Took them to Renaissance
faires. Yes, they also attended Renaissance faires. I’m pretty sure they
didn’t actually use the swords, perhaps didn’t even know how, but they
liked to pretend. I’m not sure where the line exists between roleplaying
with swords and doing so without, but there was one, and I was on the
other side of it. Call me a roleplaying conservative.
Neil greeted me at the door, wearing his sword — and a full costume.
Yes, they also had costumes. Cole, Neil’s friend, sewed costumes.
Professionally. He was a professional male costume sewer. My head was
on the verge of exploding when I met him. We’d later work together,
he sewing costumes, I building sets, but I never got over the idea that
this wasn’t a thing a man was supposed to do. Like wearing shorts or
carrying a purse. Not a straight man, anyway.
I made my introductions and took a chair at the table. Neil sat
next to his wife, who was dressed like a princess, complete with tiara.
Her dice were pink. Cole’s wife was also there, along with his child.
And they each had a set of dice, although the kid didn’t play. She
just watched cartoons and drank juice. The wife wore a Japanese-style
schoolgirl outfit, complete with striped stockings, and her dice were a
rainbow of colors in myriad sizes, as if she couldn’t decide which she
liked best. Cole wore strange, large, round goggles and a T-shirt printed
with Japanese characters. His dice were jet-black, and he fondled them
as if they were alive. He was the Dungeon Master. He giggled a lot, like
Mozart. The kid seemed the most normal of the bunch.
Cole introduced me to my character, a druid. I’d never played a
druid, but I’d always wanted to, so I was thrilled. The other characters
were tailored to the players’ tastes, I learned. This was, apparently, Cole’s
M.O. Neil always played a large, boisterous fighter. His wife, a magic-
using princess; Cole’s wife, a coquettish thief. Cole played the parts of
all the non-player characters, introducing each with a flourish, creating
strained, squeaky voices for each. He fidgeted constantly, reaching out
and touching people when he talked to them. I started the game sitting
in a jail cell, accompanied only by my animal companion, a stark white,
large-eyed, cat-like character, played by Cole, that could turn invisible at
will and only said one thing: “Miyew?”
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What I remember most of that night is Cole, his goggled face turned
sideways, peering up at me in a way I can only describe as “kittenish”
and saying “Miyew?” his warm, slightly damp palm resting on my arm.
I’d ask a question, he’d answer “Miyew?” I’d make a statement, he’d
answer “Miyew?” I’d swear at him to, no really, just tell me what to do,
and he’d respond “Miyew?” I’d known Cole for less than 20 minutes
before deciding we’d never be friends. He was as alien to me as if he
were actually from Japan, not simply an otaku.
Adding to my confusion were the changes to the game itself. When
I’d last played D&D it was called Advanced Dungeons & Dragons. In fact,
some of the battered, plain dice in my little red bag had come from
that original boxed set. I’d read the books on lazy Saturday afternoons,
doodling new dungeons on spare paper and preparing for the next play
session. I studied AD&D the way rocket scientists study calculus and
most kids my age studied porno mags. I knew that game backward and
forward. And then they changed it.
Cole and company were playing something called Version 3.0. I
knew nothing about it. Gone was the THAC0, the foundation of all
combat encounters. Now there were extra races, extra classes and they’d
even screwed with armor class. It was almost too much to bear. But the
rolling of dice was the same, and a 20 was still a 20.
The differences slowly resolved themselves in my mind, with the
game and the people, and I eventually started having fun. My druid
was taciturn, foreign and distrustful. Cole had, in a stroke of genius,
tailored a character to someone he’d never met. I admired him for that,
and threw myself into the character, using my animal familiar to solve
seemingly unsolvable puzzles, and the druid’s abilities to get the party
out of jams they’d have otherwise had to fight their way through.
I don’t remember much about the adventure itself. I’d come into
the game in the middle, and the details of the plot escaped me. But I
remember having fun. I remember, after long absence, allowing myself
to leave myself. To inhabit the persona of another person entirely, in
another time and in another place. Something I’d done repeatedly in
real life, but without the distance and fantasy the game allows. The
key components of making the transition fun. Most of all, I remember
letting go of my inhibitions, my reservations, my cultural bias, and my
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How Dicelessness
Made Me Love The Dice
Fred Hicks
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Gott Wuerfelt Nicht...
But the Devil Does
Jesse Scoble
Love and hate, it has been said, are split by a razor’s edge. I confess to
having such a relationship with dem bones. Some days the dice spilling
from the dice bag are filled with infinite potential as they glimmer under
the kitchen lights. On other days they seem nothing more than cheap
chunks of plastic: impotent, lifeless, and cursed.
Erick Wujcik quite enjoyed the quote, usually attributed to Albert
Einstein: “God does not play dice with the universe.” Wujcik was the
madly brilliant designer behind the Amber: Diceless Roleplaying Game,
and a proponent of “story” over “game.” He was all about interesting
scenarios and empowering the players, and believed — for some games
at least, such as Amber — that dice detracted from player choice and
powerful drama. In Roger Zelazny’s “Chronicles of Amber” novels,
characters were the heroes or villains they made themselves out to be.
It was a world/story/game about choices, and karma, and personal
investment — a world where the second best swordsman would not,
could not beat the best… unless, of course, #2 changed the playing field.
It was a world where nothing happened by chance, so it made sense to
cut the random factor down to nothing. It was a world where choice
ruled rather than fate, and Erick designed the game so that less was
much, much more.
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Canadian friends and had them roll up characters. Even then, I was
starting to acknowledge the power of the dice, and how a bad roll could
skew things. Imagine rolling a character (using 3d6) and getting a stat
of 6 or less. Or three stats under 7. Or no 18s. Early rules even stated
rolling the stats in order, so it was nigh-pointless to decide you wanted
to play a hulking barbarian beforehand, if the dice might give you a 12
Strength, 9 Constitution, and 17 Intelligence. From the beginning we
were using house rules to mitigate their potential damage in chipping
away at our collective story: you can roll 4d6 and keep the best three,
put ‘em where you want ‘em; or roll 3d6 and reroll 1s. That’s how you
create heroes! It amuses me when computer gamers still use the term
“roll up a character” as slang for creating a new character, even if there’s
nothing random about it.
That second attempt at Borderlands was a huge success, and ended in
a climatic battle with the fearsome owlbear that dwelled in the depths.
The owlbear is a frightening abomination — the powerful frame of grizzly
bear mated to the head of a giant owl. The air in its caverns was fetid and
rank, a thick miasma of rotting marrow and coppery blood. It attacked
the party in a mad rush, stunning them with its ear-splitting hoot, and
nearly flaying the wizard with a devastating rake of its claws. Several
rounds of chaotic fighting followed, and it looked like the owlbear
would feast on the wizard’s kidneys with its razor-sharp beak when the
paladin landed a natural 20 and took a huge hunk out of the beast with
his greatsword. The owlbear’s head spun almost all the way around as it
searched out the paladin with its baleful gaze. But before it could strike,
the half-elf thief attempted a sneak attack. Everyone was down to less
than 5 hit points — whoever the monster attacked next would almost
certainly die. If the thief missed, it might draw the owlbear’s rage onto
him. The thief rolled and, BAM, 20, plunging his short sword into the
creature’s lung and silencing it forever.
Wujick once told me a Gen Con story from back in the Milwaukee
days, where he and Gary Gygax were feature GMs running some sort
of “dungeon of death” for a full audience hall. The players would come
up, one by one, and see how long their characters could survive. The
audience of other would-be heroes watched each person try, and while
they began at the same starting point, later players had the knowledge
of watching all the others fail before them. Wujick described with
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depth of knowledge than any player can conceivably have, but it often
does, as players fall back on their own immediate know-how, rather
than the centuries of experience built into the character. By Amber’s
rules, if my character has a higher Warfare than Edwin’s, in a straight-
up fight I should win in a sword fight, a chess match, or having my
kidnappers take down his SWAT team. But Edwin has read a lot more
Special Forces books than I have, so his sophisticated descriptions of
the flashbangs, tear gas, and Heckler and Koch 9mm MP5 submachine
guns might influence the GM into letting him win the encounter.
Stronger players tend to dominate the spotlight and commandeer more
airtime, supremely knowledgeable players can bully weak GMs.
Some of my best friends who love diceless board games hate the idea
of diceless roleplaying — they feel too much pressure to be an excellent
actor, an expert on trivia, and lightning quick on their feet. To be fair
and brutally honest, those are the elements that can elevate a roleplaying
game into an art form.
My friend and fellow Torontonian, Robin Laws, has spent a lot of
time thinking about these issues, in particular how rules systems that rely
on dice often don’t work for investigative games. If a dice roll is critical
to advance the plot, and it is blown, the game often leads to dead ends
and needless frustration. His Gumshoe rules address this — although the
game uses dice for certain tasks, the heart of an investigative story is
finding clues and information, and his core mechanic ensures players
will get all the clues they need. They may not always act on them in the
correct way, nor are they guaranteed success on their ancillary roles, but
the game won’t grind to a halt because of a lack of information.
Diceless systems are hard to teach, except by example, and I suspect
my first Amber players still bear the scars. It’s hard to grasp running
them when problem resolution is described with anecdotes rather than
hard rules. There’s little support for the player, and even less for the
GM. Without dice mechanics, there are far fewer crunchy bits to flavor
the game with: no +1 swords or minor Blessings or minor bumps to
skills. As GM you often end up pitting your smarts against the players,
and you can’t simply raise the difficultly level of a task or give yourself
a +10 bonus to enhance the villains in the encounter. If a player tries
something unconventional, or pushes the envelope — and strong players
will do those things every day of the week — there’s little guidance and
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no “you have a 1-in-20 chance, so roll” Hail Mary to fall back on. It
works or it doesn’t, and it’s up to you. If it doesn’t, you damn well
better be able to back it up. And if it does, pray you know what happens
next, or be able to fake it real good.
At the Austin Game Developers Conference 2009, Greg Costikyan
gave a talk entitled “Randomness: Blight or Bane?” It’s worth reading
[See page 44. —Editor], because Costikyan is something of a legend
in the industry, and I suspect it’s a problem he’s spent a lot of time
contemplating. He discusses how the sense of fiero (the feeling of scoring
a terrific goal / overcoming a tough obstacle) is lessened or nullified if
there is no way to master the game. If we lose despite our superior
efforts, because luck was for the weaker player (or the enemy orc, or the
perception roll), we’ll think less of the game.
Costikyan points out serious, hardcore gamers tend to prefer
games where skill trumps randomness. Games like chess and go on
the historical (mental) side, and Counter-Strike or Call of Duty 4: Modern
Warfare on the modern (twitch/skill) side are all about dominating your
opponent through your ability. But in truth there is no way to model
all of the possible randomness in the world: a freak blackout, a brutal
hangover, an undiscovered rules exploit, or a cheating enemy can all
potentially trump a player’s greater skill.
However, diceless gaming can free you from the trappings of the
game, and let you more fully engage in the story. Erik, in addition to
being a fine GM, is one of the best players I’ve ever known. He has played:
a brutal Viking warrior on a holy crusade to conquer the Forgotten
Realms, an orphaned half-orc thief who acted as Jiminy Cricket to a
selfish paladin, and the ignoble Prince William of Amber.
William was a dashing schemer; although he was happy to help his
cousins (the other player characters) against the “Universe-Threatening
Plot” (aka the Demon Army), he was driven by a desire for personal
glory rather than by any Samaritan values.
Prince Caine, an NPC from the novels, is most often seen as the
sinister prince, the most cutthroat of the bunch, willing to do whatever it
takes to ensure the safety of the realm. Caine was beginning a romantic
dalliance with Lady Evelyn, from the rival Courts of Chaos. At the New
Year’s formal banquet, Caine is a no-show, and Lady Evelyn has been
stood up with no explanation. An upstart baron, Lord Talisker, insults
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Lady Evelyn, describing her awkwardness at the palace like a dog playing
the piano: “the dog isn’t any good, but it’s a wonder that she can do
it at all.” Evelyn turns bright red in embarrassment, but has no one to
defend her honor. In steps the gallant Prince William, who calls the
baron out as the bastard offspring of a well-known cuckhold. The baron
draws his sword, but William soundly thrashes him, shredding his pride
and his fancy shirt. Lady Evelyn is very grateful, and William chats her
up all night… and out of her clothes. At first light, he has to take care
of a duty for the king, so he leaves her with a sweet kiss and a promise
to see her again soon. He heads out, but first stops at the holdfast of
Baron Talisker… and praises him for last night’s performance. Caine,
meanwhile, had spent the last three days freezing his balls off at the end
of time learning about the Demon Army, and returns to learn what he
had missed.
What started as a one-night stand and a way to score points off
Caine has started to gain substance. But William suppresses his feelings
of honor and duty whenever a new opportunity presents itself. Some
time later, while running one of the king’s errands, William meets
a young, supremely confident and sexy courtesan. She first acts as
William’s guide to the backwater, seaside holding, and then offers to be
his bedwarmer. He spends a wild night on the beach. Scratched, bitten,
and drained, William leaves her to return to Amber, where he discovers
an elaborate dinner laid out and left to grow ice cold, candles guttered,
and a small present next to his place at the table. He opens the box
to see a handsome ring of heavy gold. And he finds Eveyln has cried
herself to sleep after waiting for him to return all night long. Of course,
he only learned later than Caine had arranged for him to travel to the
backwater, and had paid the courtesan to show him every hospitality.
The feud intensifies.
The king orders a hurt and fuming William to scout out the Demon
Army. Driven by his anger and frustration, William gets in way over his
head. He attempts to pick off a lone outrider, and ends up being chased
by the horsemen of hell. Rather than taking an easy escape route, he tries
an even more foolish stunt, and ends up trapped between the Demon
Army and the Abyss. Standing on the edge of the Abyss, he challenges
the captain of the Demon Army, but he’s outclassed on every level, and
when he tries to grab his Trump cards — which create magical gateways
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across the realms — the captain knocks them out of his hand into the
Abyss. The captain raises his sword for a killing blow, and William leaps
into the Abyss, straining to reach a single Trump card, any card, fingers
fumbling and they finally touch one and he mentally screams HELP!
I’m going to die! Please, HELP! And he is saved. By the hand of Caine.
This kind of experience is hard to capture with dice. It’s not
impossible, but if William had to roll to set up his agent, and then roll to
seduce Evelyn, and at every stage it tends to cut into the story. Similarly,
when confronted with an enemy like the demon captain most players
will hold out for that 1-in-20 chance of success, rather than accept the
possibility that they may have no chance to overcome the encounter
head-on. Of course, I could have made Erik roll for William to grab a
card in the Abyss, but if he failed, what then? Letting him suggest ways
to accomplish his goals or triumph over obstacles was often much more
satisfying to everyone at the table.
Ultimately, I agree with Costikyan when he claims that randomness
is needed in many games to break symmetry (or at least to negate an
optimal winning strategy), and that it creates an essence of fidelity or
verisimilitude as it represents the craziness of the world around us.
It also ensures a more level playing field, and that the master won’t
always beat the student. But he also points out that, “If a game contains
even a small element of strategy, then as the number of random tests
approaches infinity, the outcome of the game is more and more likely
to be dictated by strategy than by chance.”
There are definitely cases where getting the perfect roll gives us a
sense that the universe is working with us for a change, and that we are
favored by the gods. In the end, I hate the dice more often than not,
and try to limit their damage where I can. On the other hand, they are
so pretty, and it feels so good to call a roll and nail it.
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The Die of the People
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Jason L Blair
And it’s about time it took its place as the rightful king of all
Christendom. Or dicedom, at the very least.
When I think of dice, I do so from a design perspective, which is
my default perspective for most games. It takes me a concerted effort to
shift to a more casual perspective. So it goes.
For me, there are six reasons I hold the six-sided die above all others.
When designing games, I take these factors into consideration.
What are those factors? Roll a die and find out.
Let’s start at the beginning. The very beginning. Turn the dial on the
way-back machine all the way to the left because the humble six-sided die
is one ancient randomizer. Back in 2007, while excavating in Southeast
Iran’s “Burnt City,” archaeologists discovered 5,000-year-old doubling
cubes as part of an archaic backgammon set. And what are doubling
cubes? Oddly numbered six-sided dice.
Of course, the history of the six-sided die is not limited to Iran.
Evidence of its use can be found throughout Asia. In fact, it appears on
the Buddha’s lists of games he wouldn’t play. He also refused to play
that game where one person traces invisible numbers in the air and
another person tries to guess what they are. Man, that Buddha. What
a buzzkill.
Outside Asia, the six-sided die appears throughout the world: in
England, Germany, even countries you hear people talk about that
don’t exist anymore and you spend half an hour trying to remember
if Prussia became Poland or Turkey and wonder why someone would
name an empire after a piece of furniture. I could write an entire other
essay on the history of the six-sided die but let’s sum it all up here: As
far as history tells us, of all the dice still in common use, it’s the oldest
and most prevalent die.
I’ve been playing games from as far back as I can remember. In my
own history, the six-sided die predates all other types by a good decade.
As a nascent roleplayer, stepping from the safe zone of game boards
and Free Parking into the dangerous world of character sheets and skill
checks, I fumbled through all these unfamiliar die types. With time,
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they all became trusted friends but none managed to unseat the six-
sided die from its privileged perch.
When I transitioned from hobbyist to designer and publisher, I
faced the same question everyone else does: How will I express the rules
of my game? This question isn’t about writing the rulebook, it’s about
the system, the mechanics. Games are built on premises and ideas and,
though it may seem otherwise, there are multiple ways to express each.
Designing a game can be like standing in a wind tunnel full of dollar
bills. You have sixty seconds to grab as many as you can but a fistful
of ones isn’t worth nearly as much as a single Benjamin. That’s game
design. When I designed Little Fears, my first published game, I started
with a blank slate. I could have used cards, chips, coins, peach pits,
colored sticks, or whatever I liked. Of course, I chose dice. The next
question was a matter of how many and what types to use and how they
would behave.
The obvious choice was the die I had grown up with, the one I knew
best. As I continued to design, I stuck with the six-sided die but, until
recently, I had no idea of its long, illustrious history beyond my own
tabletop adventures. But I knew the other things that were informed by
that history.
Still standing in the game aisle? Walk down to the area with the playing
cards and the poker chips. Look for packs of Crazy Eights and Old Maid,
you can’t miss them. Check the hooks near those games and see what
type of dice they have in stock. You’ll probably find a pack of good old
six-siders dangling there.
Chances are very good they don’t have any four-siders, ten-siders, or
twenty-siders in stock (outside those few packaged with specific games).
When making a game, when selling a game, you either must supply the
customer with everything they need or utilize components they have
easy access to or already have on hand.
Availability should never be overlooked when making a game. I
wouldn’t design a game that only used tri-colored pig knuckles or one
in which players stack cement blocks. Components are a barrier of entry
toward game adoption. Ignore this at your own peril.
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Expanding on what was said above, the universality of the six-sided die,
its pervasiveness means that your game is not restricted to availability in
a single geographical location. Folks around the world have familiarity
with and access to a six-sided die even if they don’t for any other die
type. Sure, the pips may be different sizes and the 1 and 4 may be
a different color than you’re used to but the six-sided die, in all its
wonderful permutations, is universal.
Six-sided dice are easy to read. Those of a standard size have flat, square
faces with large numerals or clearly marked pips. When victory or defeat
rests on a single throw of these babies, you better be able to read the
result. That’s why you don’t play craps with dodecahedrons. Well, that
and what would you call two 12s? Double boxcars? Engine and caboose?
Train wreck? This is the kind of catastrophic thinking that could lead
generations of bar gamblers to switch to guessing how many gumballs
are in a gigantic glass jar. Not exactly the makings of a legendary back
alley money-soak.
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Like most folks I know, I discovered dice through board games. For me,
it was the usual suspects: Clue, Monopoly, Trivial Pursuit, Yahtzee, and
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die is the six-sider, but I’ve never once had a negative reaction. No one
has ever said, “Oh man, really? Six-siders?” (Unfortunately, I cannot say
the same for eight- and twelve-sided dice.) Yes, it’s anecdotal. Roll with
it. (Heh.)
The point is that the six-sided die is not scary. It provides nostalgic
comfort for longtime gamers and removes the hurdle of unfamiliarity
for newbies. Plus, if you squint, it looks like a tiny gift box. Oh, who
knows what wonder lies inside? (It’s probably thermosetting plastic. You
won’t like it.)
Also, the six-sided die just warms your heart. You know this to be
true.
In Sum
The six-sided die is not the only die in the universe. I know this. You
know this. There are four-sided, eight-sided, ten-sided, twelve-sided,
twenty-sided, thirty-four-sided, even the near-spherical hundred-sided
Zocchihedron, for the love of all things holy! And those aren’t all! It’s
madness! But amongst all these dice and the exotic possibilities they
offer, do not lose the simple, elegant, accessible, and comforting six-
sided die. It’s far more than a simple randomizer. It’s a link to the past,
the key to the future, and the beautifully boxy heart of the gaming
universe.
It is the die of the people.
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Totally Metal:
It All Comes Down to a Roll
Jeff Tidball
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hope that I no longer have, but fear that I do still possess, the article I
wrote that was published (by which I mean, “published”) in the sterling
pages of Silver Griffin.
In any case, I was 13, Paul and Donnie were in some part of their
20s, and we had convened in my parents’ basement to start a new
Rolemaster campaign. It was Donnie’s first stab at being a gamemaster,
and my first encounter with Rolemaster.
Donnie had an easy incredulity. He’d say, “Really?,” and stretch it
out, raising his voice at the end, along with his eyebrows.
“Reeeaally?”
And you’d confirm it — or you wouldn’t — and he’d be on to the
next bit of business without giving it a great deal of apparent additional
thought.
I remember the rainbow of pens he used to record his campaign
notes. Different colors of ink for the names of NPCs, for their stats,
for things they might do… you know the drill because you probably did
it yourself back in the day. Donnie’s pens were not a matched set, but
rather, I have to imagine, scavenged from the pen cups of a thousand
desks from Lino Lakes, Minnesota to the nation of Panama.
I’m not sure whether it gave my mom any comfort, but Donnie
taught the confirmation class at the church he attended. Or, in any
case, that was how our gaming group lore had it.
But here’s the important thing I remember about Donnie: At the
bottom of it all and at the end of the day, Donnie was a guy who’d try
anything once, like cutting rods of solid aluminum into polyhedral dice
on his brother’s industrial metalworking machinery. But more on that
later.
In the basement, we created characters and the game began. Our
PCs didn’t know each other, and the frontier keep where we all found
ourselves — for reasons that I’m pretty sure were never proposed nor
missed — was under siege. And by “under siege,” I mean that the siege
ended as the campaign began and we were survivors, running for our
lives.
(You players in my erstwhile Los Angeles The Lord of the Rings
campaign may remember a similar campaign-starting scene; the conceit,
you can now see, was borrowed.)
Enter the Rolemaster game system. About which, let’s be clear: 13-year-
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Here’s a critical hit chart and a weapon chart from the fourth edition of Rolemaster.
You add a percentile roll to your weapon skill (and a whole bunch of other modifiers),
then reference the column on the weapon chart that corresponds to your target’s armor.
The result tells you how much damage you inflict, and whether you’re entitled to roll
for a critical hit. Each critical hit chart — there are charts for slashing damage, crushing
damage, piercing damage, burning damage, and so on — has five levels of severity, “A”
through “E.” Higher rolls for each type of critical hit are better, save that for reasons
probably lost to history, the “66” result is always badass.
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Arms Law, the book that was one-third of the three-legged Rolemaster stool (the
others being Spell Law and Character Law), amount to an entire book of these charts.
Paul’s superpower was the uncanny ability to open his copy of Arms Law to exactly the
page he wanted, no matter what. You can see where that would come in handy.
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…except that there was a joy of creativity mixed into the tactical
game we were playing that I hadn’t experienced on a computer — and
still haven’t — outside of a word processor where 26 letters can make
anything. I have a sense that Donnie loved the creativity that using
those colored pens let him exercise. I know for a fact that there was joy
for me in creating characters for that campaign, and the campaigns that
followed with the same group, in a way that character creation for most
tabletop RPGs doesn’t give me even now. They say you can never go
back home; I guess they’re right.
One of the reasons I loved Rolemaster as a creative player was the way
the character creation rules were flexible. Its largely skill-based system
was a clear counterpoint to D&D’s extreme class rigidity, especially in
the days before Third Edition, d20, and all that. Although Rolemaster
did have character classes, each one essentially amounted to a menu of
skill costs. Each character, at each level, received a sum of skill points
to spend. What your class told you was what each given skill would cost
you for a single advance. Your rogue found it cheaper to buy sneaky
skills than fighty skills, but both were possible. Your cleric could buy
outdoorsy skills, but not as cheaply as your buddy’s ranger. Your fighter
could learn some spells, but the cost was astronomical. If you had an
idea — any idea at all — about the kind of character you wanted, it was
my experience that Rolemaster would let you build it — in stark contrast
to most of the other RPGs I knew of in those days.
This is the reason Rolemaster is still a gold-standard among RPGs
for me, even though I probably haven’t played it for a decade. It never
negated. It always permitted. (This is how one winds up playing a holy
hobbit thief. More on that in a sec.) It may even be the reason I chafe at
D&D character creation even today. I might be perfectly happy playing
a fighter just like he comes off the rack, but psychological studies show
that humans find it excruciating close off options, and my experience
with Rolemaster taught me the joy in having those options even when I
didn’t take advantage of them.
There’s a school of game design and GMing that venerates the
phrase “Yes, but…” (or, at least, the impulse behind “Yes, but…”) as a
theoretical focal point for group storytelling. The idea is that few — or no
— proposals put forward by any player should be negated outright, that
the most interesting things about a given proposal are the consequences
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you next to a bank robber for no good reason. But an impersonal roll of
the dice was a good enough reason for us. This is like the “simulationist”
play agenda, the reductio ad absurdum of simulationism being to make
the game as much like real life as possible.
(We did have one small, narrativist sop, the house-ruled “free re-
roll.” Once per game session, each player character was entitled to a
single re-roll of any critical hit against him. The smart player reserved
his re-roll for use against a blow that would otherwise kill him.)
For a guy whose mantra was “It all comes down to a roll,” it shouldn’t
have surprised us when Donnie showed up to gaming one weekend
— many years after that first session — with a set of solid aluminum
dice that he had handmade on his brother’s industrial metalworking
machinery. This was long before the days of Crystal Caste, when you
could actually buy metal — or gemstone, or troll spleen for all I know —
polyhedrals at the big summer conventions.
I remember those dice, and the event of their unveiling, as pretty
spectacular. I was on the high school newspaper; this guy had made dice
out of metal.
When I met up with Donnie recently, for the first time in lots of
years, he gave me those three dice. I told him I’d mail them back to him
after I got done taking pictures of them, and he told me that if I did
that, he’d mail them back to me, as many times as it took. He works
for the post office these days; he’d win that war. Those metal dice bring
my whole gaming adolescence full circle. I can’t think of anything from
those days that I’d rather own.
Looking at the dice again, I realized that I had forgotten this part,
probably because we didn’t use it for Rolemaster: He had made a twenty-
sider, too. He told me that it took him and his brother about two weeks
to get all of the angles right, and that they did it mostly by trial and
error, producing all kind of weirdly elongated dice with strange, leaning
dimensions.
How would Donnie’s metal dice fare in the side-by-side dice-on-
graph paper photo that Gamescience flogged all those years? Here’s the
answer: Who. The hell. Cares.
Look at the photos. The ten-siders are ten-siders. The twenty-sider
is a twenty-sider. All three made by the hands of the guy who ran the
campaign. That’s totally badass. That’s totally metal.
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Is making your own dice making your own luck? (There’s a Gen
Con booth concept in there. You run with it. That’s Gameplaywright
Press’s gift to you.) In a game where it all comes down to a roll, is
making your own luck making your own everything?
On the day that Donnie brought his new metal dice to gaming, I
remember a serious discussion of making and selling solid-aluminum
dice in bulk. Again with the simulationism, but this time it was “sim
game company.” I wonder what would have happened if Donnie had
gone through with that. Seems like an unlikely thing to do, but crazier
products have been developed in garages and taken the world by storm.
And in a world where it all comes down to a roll, maybe he’d be a dice
magnate today, the potentate of a strange and wonderful compound
outside Duluth where everyone has a motorcycle and Rolemaster is
gaming’s lingua franca.
Could this be that world?
Does it all come down to a roll?
Strange and random things happen every day, that’s for sure.
I had testicular cancer in high school. Why me? No reason.
I survived said cancer. (Obviously.) Why me? No reason.
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writing good material, but the fact of kids and the expense of living in
California forced me to devote more and more time to paying work,
and saw our family move back to Minneapolis so the kids could grow
up near their grandparents. I don’t regret any of that.
But at literally any time in the six years I lived in LA some production
company could have snapped up one of a half-dozen feature scripts I
wrote in that time period. And once you’ve gotten screenwriting work,
it’s that much easier to get it again. Why did other people wedge their
feet into Hollywood’s door where I didn’t? Here’s what my therapist led
me to believe when my wife and I were trying hard to decide whether
or not to move back to Minnesota: There’s simply no reason. The dice
came up one way for those people, and another way for me.
It’s not quite that simple, of course, because some writing is good,
and some writing is bad, and the difference matters. But also, sometimes,
good writing languishes and bad writing wins Oscars. It took me a long
time to be cool with that. Which is to say that sometimes, I’m still not
cool with that.
But for certain values of everything, it all comes down to a roll.
That’s Donnie’s, and Rolemaster’s, lesson for us. It all comes down to
a roll, and while you can make the dice, you still have to roll them just
like everyone else. Perhaps for life, the truism is better expressed as
something like, “No guarantees, man.”
For a long time, we played Rolemaster with a guy I’ll call Ron.
We were pretty high-level by this point, and Ron’s half-elf healer was
essentially indestructible. In Rolemaster, healing magic works by the
healer transferring other characters’ wounds onto himself, and then self-
healing, so this was a character who had survived a whole adventuring
party’s worth of ought-to-have-been-fatal wounds for something like 20
levels of play.
One Sunday afternoon, it’s the middle of the night, the party is
on the road, and an encounter check comes up with something like a
600-point difference between the GM’s and players’ rolls. The follow-
on roll comes up unfriendly. Ron’s healer is on watch, and critically
succeeds at his Perception check. Assuming his own immortality, he
heads out to check on the hot spot his infravision picked up on a nearby
hill. The dragon eats him whole.
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Ron argues that his character would regenerate once the dragon
gets done digesting him. Paul, running this particular campaign, rules
that a dragon’s guts don’t leave anything to regenerate. Ron insists that
we play out the digestion, round by round. The dragon’s stomach, it
turns out, does more damage than Ron’s healer has spell points.
Ron storms out of the place, quits the game, and to my knowledge,
none of us ever heard from him again.
This idea that the dice fall are gonna fall but we decide what to think
is attractive to me because it means that life is a creative experience, not
in the sense that we can create for ourselves any destiny that we want,
but in the sense that out of the events that life hands us, we create our
own meaning by deciding what to think, and how to feel, and what
to do. If the axiom is “It all comes down to a roll,” the theorem well-
adjusted people have to derive is “…but I interpret the results.”
The art of life, maybe, is the art of augury.
As the years rolled on (ha! See what I did there?) I made lots of
friends through that Rolemaster game, and introduced lots of existing
friends into it. Donnie introduced a friend of his who was a girl into the
game, at some point she became his girlfriend, and now they’ve been
married for something like 15 years, and have three kids. Ditto Paul’s
friend who was a girl, all the way through to their something like 17
years of marriage and two kids. The Rolemaster I played with those guys
forged so many of my opinions on games, gaming, and game design
that it would be a futile task to try to trace them all. Lucky for me that
I happened to be standing at the same bus stop as Silver Griffin Man
thirty years ago after UCon in 1988, right?
Yeah, maybe. But what I think I’ll choose to believe instead is that
I’d have created an equally satisfying life and career out of whatever
die roll had came down out of the great cosmic dice boot that night.
Otherwise, I’m pretty sure I’d go crazy.
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The Unrollable
Pat Harrigan
I’ve been playing Call of Cthulhu for 25 years and I still haven’t worked
out what the dice are for. I hold two conflicting positions about them,
and I can’t tell from moment to moment which I believe.
Position 1
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It’s not surprising that the die was lost, if it was. John has an eccentric
method of rolling. He holds a die between fingers and thumb, then flips
his wrist backward while applying downward torque with his thumb.
This launches the die a half-foot into the air and, ideally, back onto the
table. But in practice this technique often results in the die flying over
John’s shoulder and out of the room. Even when it works correctly, the
high velocity and unpredictable angle of impact sometimes bounces the
die off the table surface and onto the floor, or into another player’s
face. Each of John’s die rolls is fraught with tension.
What John doesn’t know is that the results of any particular roll of
his are likely to be as meaningless as the elaborate ritual structure he
brings to the act of rolling. The PCs are not helpless. They are, after
all, self-created in a way, and exist as free moral agents. As GM, I don’t
tell them to turn left instead of right, although I might tempt them or
encourage them to do one thing or another. I allow them to travel to
Germany when they should be going to Egypt. Their agency is present
in the decisions the players make, which are in turn enacted by the PCs
and responded to by the GM. Dice just get in the way.
Take clue-gathering, for instance. In Gumshoe and Trail of Cthulhu,
Robin Laws and Ken Hite built systems wherein the players are
guaranteed to find the necessary information to keep the story going.
In Trail of Cthulhu, this was explicitly to correct a tendency in Call of
Cthulhu’s Basic Roleplaying System, in which players can easily mosey on
past vital clues and wind up wandering around in the hinterlands of the
scenario. But I seldom have that problem, because whenever my players
are close to a vital clue, I make sure they get it. In fact I routinely cheat
in favor of my players. If the PCs break into the Penhew Foundation
and knock out the guard, and if they search the correct office, or the
correct storeroom, they will find the secret room, no matter what the
result of their Spot Hidden rolls. To get away with this, I usually just
ask my players to roll the dice, without telling them what the rolls are
for. Behind my screen, I can safely accept or deny the results as I wish,
keeping the story flowing how I like it.
In combat, where players are more certain of what their rolls are
for, this isn’t always possible. But still, I get to roll for the monsters
and the cultists, behind my screen, and I roll damage to the players,
and so we might find, just possibly, that PCs don’t die quite as often as
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you might think, even given the notorious lethality of the game system.
They die, of course, but not from a failed Climb roll while scaling a
mountain, or from a cultist’s dagger in a minor encounter. They die
from foolishly attacking Nyarlathotep’s avatar in his hidden pyramid
chamber, or sticking around too long at the Mountain of the Black
Wind, among the ten thousand cultists. In other words, they die as the
result of roleplaying choices, not as the result of dice.
Rolling dice gives players comfort. They expect that the numbers
rolled will have meaning, indicating success or failure, when applied
to an unchanging body of preexisting laws. But in my universe, they
often serve only a ritual function. John’s white ten-sider makes as much
difference right now, probabilistically located somewhere between the
couch and Mars, as it would if he rolled it as part of his Swim check.
In the theology of roleplaying, this is gamemaster occasionalism.
The laws of the universe work because I choose that they work or don’t
work: a cultist’s dagger might hit on a roll of 46 on d100 one round but
miss on a 30 the next. Behind the impenetrable screen, the physical
laws are developed anew at every moment, and miracles are common.
A GM should never admit to this. If the players ever knew, they
would rightly wonder how much any of their actions really matter. They
might wonder, in this narratively controlled universe, where the game
went. But I do this out of love. The alternative is an uncaring cosmos in
which a PC is just as likely to break his neck falling out of a tree as he is
to be devoured by a dimensional shambler.
You might find this offensive. You might tell me that cosmic
indifference is what Lovecraft’s fiction is all about. But Lovecraft didn’t
write stories about people falling out of trees. No Call of Cthulhu player
can legitimately complain if his character dies. Like the rest of us, they
are built to die. But they might well complain that they crashed and
broke their spine while driving to blow up the big cultist meeting. And
they would be right to complain, because that would totally suck. These
are genre stories, not Alain Robbe-Grillet’s Nouveau Jeu de Rôle. In a
roleplaying universe, as in all genre universes, characters die to serve a
narrative function.
Of course, I can’t escape the feeling that all of this hand-waving is
necessary only to correct a flaw in the original game rules. Or maybe that
some part of me wants to be playing in a different universe altogether.
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These existential concerns are why I can’t bring myself to dispense with
dice altogether, and they lead inevitably to position 2.
Position 2
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Imposition
F. Scott Fitzgerald famously said that the sign of a true intelligence is the
ability to hold two contradictory ideas in one’s mind at the same time.
On the other hand, for Orwell this was “doublethink,” the supreme
sign of intellectual dishonesty. So because I have not yet integrated my
two positions I may not be truly intelligent, or I might not yet be falsely
intelligent, or something.
Maybe no integration is necessary, and the above positions simply
describe different spheres of the roleplaying experience. Maybe position
1 describes a desire to more firmly control the story element of an RPG,
and position 2 arises from respect for the RPG’s game element. As a
method of navigating between the two, maybe we could isolate some
rules: say, Ignore dice results in moments of low drama and Accept dice results
in moments of high drama. As dogma, this sounds suitably ex cathedra.
But I’m not here to tell you what to do in your games. Strictly
speaking, in fact, I’m not here at all. I’m not sitting at the table with
you, and these pages you’re reading are not a GM’s screen that you can
look behind, or knock over if you’re sufficiently irritated. These pages
are authored and done, and you can’t talk to me or ask me to further
describe the room or the tome or the obelisk. In fact there may not be
any Pat Harrigan at all, and that name might be just a pseudonym for
Will Hindmarch. Who’s to say? Who can confirm that the man behind
words or the screen ever existed?
But players, unlike readers, need suffer no such existential nausea.
The gamemaster exists in a different ontological space than I do as a
writer. To the player characters, he is more than just a rumor. Unlike the
universe-at-large, an RPG universe is created, is intelligently designed,
and is teleological. The gamemaster, as the ruling demiurge, has a triple
responsibility: to the players, to the story, and to the game. And when
we act as gamemasters, we choose how to impose our will on the world.
If we are playing games with the player characters, then we are like
Cthulhu or Yog-Sothoth — cruel and indifferent to outcome. If we are
telling stories with them, we are like Lovecraft — cruelly aesthetic. Either
and both are possible, for within our vast principality we are supreme.
All laws, physical and artistic, derive from our design. We are finite but
unbounded.
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Superposition
Except… there is still a hint of worry. Is there something else back here
with us, behind the screen? Does there remain some primal challenge to
our thrones? What are these small, insignificant things, these dice, and
why do they disturb us so, with their vertiginous surplus of meaning?
The positions I hold toward them might not be so easily reconciled;
maybe our own position is less than completely secure. If we ignore
these dice in favor of maximum freedom of story, we then constrain
ourselves by the necessities of plot. But to submit to them frees us to
improvise the world. These paradoxes deform the boundaries of our
will.
They exist to disturb us, these dice. They appear as the facets of a
higher-dimensional mystery, an unfolding tesserae theologica. The dice
decide for us but remain undecidable. They move us but are themselves
unmoved. They are the secret revelation lying outside our usual
theologies. They slip beneath couches and crawl behind radiators. They
grind within our muscles and rattle around in our skulls. We kill with
them, clackingly. We drop them from trees and fling them into space.
They are an obscure power, this rolling chaos, these dice — ten-sided,
eight-sided, or shining trapezohedron.
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Who Am I To Say No?
Paul Tevis
Roy, Christina, Ted, and I have been playing together for almost four
years now. We’re part of a group with a longer history than that, with a
membership that changed as some people moved away and others were
brought in. For the last few years though, it’s been the four of us, almost
every week, playing roleplaying games in my living room. I’ve fallen into
the role of GM For Life, and that suits me well enough.
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coming to the game with a strong idea of what would happen that night,
and we had an amazing time. To this day, “Terroir” holds a special place
in our memories as the best game we’ve ever played together.
Eager to replicate that success, we sought out more RPGs that
gave directorial power to the players. One we tried not long after was
The Mountain Witch, a game about ronin with dark pasts climbing
Mount Fuji to kill a witch that lives at the top. The players are given
explicit authority to introduce elements that relate to the Dark Secret
card they draw at the beginning of play. With this and other games,
we transitioned from our original GM-and-players arrangement to a
more collaborative style. We could feel the change happening, and we
liked it.
During that game of The Mountain Witch, my dice began to change
too.
II
I’d never been picky about my dice before. My collection had accreted
around the dice that came in my Red Box D&D set and a tube of
translucent purple polyhedrons that I’d bought on a trip to Des Moines
in 1989. (In an odd twist of fate, my family moved to Des Moines in
1993, and the same game store where I’d bought those lavender gems
became my introduction to Magic: The Gathering. But I digress.) I had a
motley assortment of dice spread across three or four pouches.
As long as I’m on the subject: While I’d never been fussy about
dice, I have insisted that my dice bags look good. My first was a black
velvet pouch that originally contained a watch my mother gave me for
my confirmation. Something about that texture must appeal to me, as
all of my bags since then have felt similarly.
Around the same time that we started our shift in play style, however,
I started paying more attention to the dice I was using for each game. For
the first time, I found myself thinking about what the aesthetics of the
game implied about what the dice should look like. For The Mountain
Witch, for example, I used a set of black-and-red dice with pips, which
I would set out on the table on top of the black velvet bag they came
in. Something about the severity of the dice and the formality of the
presentation seemed to reinforce the mood of the game.
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Who Am I To Say No?
III
I’d had my eye on Burning Empires since our post-Roman Britain game
had finished up. It addressed the critical problem I’d had with that
campaign: there wasn’t a mechanical way to decide who won the war.
I’d wanted to give the players the ability to determine their fate, but in
the end I was the one who had to decide if they beat the Saxons or not.
Burning Empires offered a system for resolving exactly that sort of thing,
though in this case it was deciding whether or not the alien invasion of
the player characters’ home world would succeed. It was based on the
Burning Wheel system, a set of mechanics I’d fallen in love with when I’d
used them to run the post-Roman Britain game, so giving it a try was an
easy decision to make.
For this game, I used the same set of red-and-black d6s from The
Mountain Witch. I’d originally gotten them from Your Move Games,
a game company and retail store in Somerville, MA,, so the “ones”
side of the die was replaced with their logo, the outline of a sinuous
dragon. In Burning Empires, the primary threat is the Vaylen, a race of
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their things (and especially their own dice) anywhere near them. I started
to have fun with it. I’d wave the dice menacingly toward the players when
their enemies plotted against them. Anytime someone didn’t have their
dice close at hand when they needed to roll, I’d smile slyly and tell them
they could use mine. No one ever accepted. Ted hissed at me once, “I’m
not rolling your worm dice.” And in a sense, that’s what the dice had
become: a physical manifestation of their fictional opponents.
Why was that? Why were the Vaylen associated so strongly with my
dice, but not with me? I think it’s because of the role the dice played in
thwarting the players’ plans. I still played in the collaborative fashion
to which we’d become accustomed. Christina, Roy, and Ted would
suggest things, and I would either say yes or roll the dice. As I said yes
more, I transferred the responsibility for antagonism to the dice. As
I made the dice more prominent, they latched onto this idea, if only
subconsciously.
I was the one who said yes. The dice were the ones who said no.
IV
Since the end of our Burning Empires campaign, two things have
happened that have reinforced my belief in the role the dice now play
in our games.
The first is that the habit of shouting “worms!” at bad rolls has
continued. Even though we’ve left the Vaylen behind, the sense that the
dice are to blame for our setbacks stays with us.
The other is that we discovered how important it can be to have the
dice to blame. We recently played a game of Annalise, a game about a
vampire and its potential victims. In this GM-less game, you establish
what the possible outcomes of a scene are by rolling dice. Each of the
players in turn has a chance to influence the result spending resources
either to bump the six-sided dice one direction or the other, or to re-roll
one of the dice. Ted and I took opposite approaches to the system: He
would almost always choose to roll, while I would almost always choose
to bump. We had some trouble with the game, mostly due to people
getting frustrated for reasons I didn’t fully understand.
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Later, though, Ted was able to figure out what it was that bothered
him about the tactic I’d used. He said, “I’d rather have the dice tell me
no than a friend say no.”
It all clicked. We’d immersed ourselves in a sense of collaborative
story creation, and with it we’d adopted the mantra of “Say yes or roll
the dice.” I hadn’t realized the social consequences of that idea. It
wasn’t me as a person who had the ability to deny another player’s
contributions. I had to engage the mechanics to do so. The notion
that someone could choose to say no without resorting to the vagaries
of chance, as had been the case when we started playing, had not only
become foreign to us, it became somehow transgressive. I wasn’t the
dice, so who was I to say no?
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1d20 Places I Found My Dice
Jared Sorensen
It’s a fundamental law of the universe: if you own some dice, then
you’ve lost some dice. When your hobby revolves around taking little
bits of plastic and throwing them with great passion, those little bits
of plastic are going to disappear. A d20 skids off the battle mat. Those
candy-like percentiles go missing after your GM brings his six-year-old to
visit. You move to a new apartment. You do the laundry. It’s Thursday.
Shit happens.
Einstein said God doesn’t roll dice with the universe, but even He
has probably lost a few six-siders after some light vacuuming.
And so, I present to you twenty places I’ve lost (and found) my
dice. If you find yourself in a situation where some of your dice have
wandered off, consult the list below and see if it doesn’t jog your
memory. Or even better: roll 1d20 and check the result.
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1d20 Result
2. Aaron’s nose. Aaron was an old high school pal of mine, and
a fellow gamer. He would stuff my six-siders into his left nostril
and expel them with great force across the room. He did this
because he thought it was funny. I noted that he never used his
own dice.
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8. I don’t know. You know you had a full set of translucent purple
polyhedrals and now they’re gone.
9. Airport security. You had to explain why you were hauling four
hundred multi-colored bits of multi-faceted plastic aboard a
Boeing 747 and failed your Fast Talk roll. They took your Dr.
Pepper too.
10. Buried. You took that twenty-sider that couldn’t (no, wouldn’t)
roll above a 4 and buried it in your backyard. It’s probably still
there. Give it another few years to mull things over, then dig it
up and give it a few rolls. See if it’s learned its lesson.
12. The trash. Have you ever thrown out any dice? Barring a few
unfortunate incidents (see items #2 and #6) I’m pretty loyal to
my dice. Remember those crappy ones that you had to fill in with
crayons in order to see the numbers? I hated those things. But I
still kept them. I might even still have them... somewhere.
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13. My brother’s Monopoly set. Because he lost his dice, too, and
although he’s not into Dungeons & Dragons or Paranoia or
Vampire or whatever, he is into Monopoly and the little creep
thought you wouldn’t notice if he “borrowed” 2d6. But those
were from your West End Games edition of Star Wars and man,
that’s some heavy sentimental value right there. Monopoly sucks,
anyway. Sure, the car and the dog are cool, but how do you
roleplay a thimble? A hat? An iron?
14. My friend’s dice bag, part II. You were at a convention and he
didn’t want to leave the table to buy new dice from the dealer’s
hall so what does he do? “Dude, can I borrow some dice?” And
did he return them? No. Dick move!
15. Car dashboard. It was a hot day and you didn’t park in the
shade. They’re not completely ruined — it’s not like they melted
into a puddle of polycarbonate — but the dice are warped just
enough so that they don’t roll right anymore.
17. Over there. You threw them hard. All you needed was an 8 or
higher on your attack roll to save the day. Now you’re dead. The
cleric’s still dead. The thief? He got everyone into this mess by
failing his damn Stealth roll. Everyone’s dead. TPK. Where are
your dice? Over there, somewhere.
18. The game store, maybe? You had them in your hand when you
paid for them at the cash register. You saw the guy put them into
a bag. You have the bag. You have the receipt. Where are the
dice? Is there a hole in the bag? Is someone out to get me? What
is going on? “I’m going to check the floor one more time.”
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19. Mom got rid of them. She thought you outgrew all that kid
stuff and threw it out, or sold it in a yard sale after you moved
out of the house. Same thing happened to your Endless Quest
books. Man! Rose Estes, am I right?
20. They’re right here. See? They were there all the time. Now roll
initiative. Let’s play!
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Make A Wish:
Dice and Divination in Gaming
Monica Valentinelli
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You might often hear game designers talk about the “chance for
success” when they’re creating or adapting game mechanics. Game
designers determine how often a player’s roll might succeed, similar to
how a mathematician would predict your chances of winning the lottery.
In many games, there’s often an element introduced that provides
players with the ability to re-roll their dice. The more frequently a player
rolls their dice, the more often they can “read” the results. At darker
moments in games where there is more at stake, players want to roll the
dice to “divine” what will happen next to their characters.
Frequent dice rolls can become pretty addicting, especially when a
character’s next move can shape the entire direction of play. Without
that element of chance, the player may feel trapped or unable to move
while their character sits on the sidelines. In all the games I’ve run and
played in, the most heated moments end up being the ones where the
dice are flying and the decisions are made quickly. At those moments,
all bets are off and the rituals mean very little because, win or lose, the
dice are clearly in charge.
Whether cleromancy is intentionally integrated into the design of
a game or not, the concept is still present in most games that use dice
to determine success or failure — if the designer or the gamemaster
doesn’t put it there, the players will. In my experiences, players often
hope to roll the dice to see whether or not they “succeed,” even if a
gamemaster declares that a roll of the die isn’t necessary. The more fun
they’re having, the more a player wants to roll to see what happens to
their character. That emotion is often what drives people to divination
in the first place. A jealous lover may want to know whether or not
she’s been cheated on. A mother may want to know if her child will
grow up to be rich. A frightened groom may want to know whether or
not he’s marrying the right woman or if he should have taken a new job
overseas. Players want the ability to shape the future of their characters,
but they often want to do it in a way that has an element of chance
because it’s more entertaining to them.
Even though I understand how games are constructed, I still
unconsciously make a wish before I roll the dice to help affect my
results and shape my character’s future. Sure, that wish may be a bit
superstitious, but that’s part of my “ritual” when I’m rolling my dice. I
know that the art of cleromancy is both a passive and an active form of
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Damage Dice: The Die Is Cast
Chuck Wendig
It’s hard to remember now what he did to deserve it. It’s been, what,
15 years?
The player — who shall remain unnamed, so let’s just call him “Math
Hue” — was the first to draw ire from the gods, to bring fate crashing
down upon his own head.
Was he roughhousing again? Did he say something inappropriate,
something that demanded judgment from the Powers That Be? Or was
it simply that he committed to the dastardly blasphemy of speaking over
the gods, whispering and giggling when the voice of destiny sought to
command the room?
The truth of the transgression has since been lost to time. Men grow
older and forget their sins. Gods, too, have short memories, consumed
as they are by divine politics, celestial squabbles, and the bedding of
mortals.
Ah, but while the exact nature of this contravention of godly
law remains indecipherable behind the gauzy mists of time, the
punishment... the punishment remains forever known. Crystal clear,
like the pealing of a bell. A moment in time. A reprimand still used by
the gods even today.
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2 3
It is perhaps appropriate that the first dice and the first weapons
were both made of bone.
Bone weapons — well, that’s a bit obvious. What did they dig up
at Stonehenge? Arrowheads, spear-tips, and crude axe-heads, all carved
from bone. The Maori used smooth, flat whalebone “paddles” (sounds
nice, but will crush your skull) called patu paraoa. The Aztecs tipped
their atlatl darts with bone. Heck, go back further, and you might find
Neanderthals bludgeoning one another with bones both human and
animal (just before dancing around the black stone monolith that
would surely uplift the species).
The earliest dice were bone, too. The anklebones of sheep, known
as astragaloi, thrown in games of chance all over the ancient world —
from Rome to Greece to Egypt. The bones are concave on one side,
convex on the other, giving a binary element to chance. Homer spoke
of them in both The Iliad and The Odyssey. Sophocles wrote of this game,
too, to Palamedes. The game was known as knucklebones (yes, using
anklebones) — the player might catch the dice on the back of a hand, or
empty them upon the ground from a rattled cup.
What’s the connection? What’s the bridge between these two
things?
Dice are just another type of weapon.
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3 4
“Why do you keep rolling those dice behind the screen?” I asked.
The GM — not a friend, but the operator of a convention game at a
nearby university — just giggled.
Not a comforting sign.
Our characters — vampires, if I remember correctly, mine a pre-
generated subterranean freak known as “Sewer Billy” — continued on
with their nightclub cavorting and seductive blood-drinking and angst-
having.
The GM continued to roll more dice behind his screen. The
clattering tumble of ten-siders.
He cursed softly under his breath.
“Did something bad happen?” someone at the table asked.
“No,” he said, disappointed.
“Okay, seriously,” I asked, “why are you rolling all those dice
again?”
He frowned. “I’m trying to see if I can make something happen to
you guys.”
“Won’t bad things happen naturally? We’re vampires.” Frankly, give
the group ten minutes unsupervised, and our monsters would probably
have killed a cop. Or three. (In-game, obviously, lest you think our troupe
comprised a gaggle of cop killers.) It was par for the course at that age
that cops would perish in our roleplaying sessions; some subconscious
assault made against the fetters of authority, perhaps.
“It has to be random,” the GM said, flipping through the book in
what appeared to be a desperate search for some kind of encounter
table. His scowl darkened, deepened. Was he looking for an excuse to
send monstrous hobos after us? Mind flayers? Cyborgs? What?
He rolled more dice. The sound of a hammer falling on a revolver’s
empty chambers. Clickity-tumble.
Then:
His face lit up.
“Success,” he said, indicating triumph by some metric that remains
unseen. He rubbed his hands together. “The upper balcony of the
nightclub collapses on you.”
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5 1
When the Romans played the game of bones, they would throw four
at a time, with four different outcomes available on each anklebone die
(I, II, III, IV). The worst throw was four ones: I, I, I, I. Think of this
as a critical failure, a botch, an unrecoverable loss. This throw was the
Canes, or Canicula. The Dog Star.
Homer, in The Iliad, said:
6 1
The player — let’s call him “Schmeg” — failed to show up again for
game day.
Third Sunday in a row (we played on Sundays, as it was our holy
day) that he failed to join us, actually. It was becoming a habit. A bad
habit. One to be discouraged.
“Fine,” the GM, who may or may not have been the author of this
essay, said. The absence of the player felt like rejection. It stung the
pride. It tasted of bitter ashes. The GM concocted a scheme, a tiny
moment of revenge. He told the others, those who bothered to show:
“Schmeg’s character” — a magic-user — “is asleep in the other room, and
his slumbering mind conjures up nightmarish, mischievous demons
that bite and claw at his dream-trapped body.” Everybody agreed with
this, for they had been slighted, too, by his lack of presence. Chastised,
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they opted for castigation, driven by the dice, tumbling as they did from
the hand of fickle fate.
As if to demonstrate his callous, callow power as GM-slash-god, the
GM threw a handful of not-too-many dice so that all could witness the
outcome and be assured that no sneaky fiat was in play.
The dice were... terrible. Terrible in the trust sense of word: “Exciting
terror, or great fear.”
Worse, they were exploding dice — successes became re-rolls which
became successes which became re-rolls.
What was at first the warm glow of burgeoning schadenfreude became
a slowly creeping horror. Glib, self-assured smiles gave way to looks of
shock.
For a while, nobody knew what to say.
This was a very bad throw of the dice. The bones were tossed and
showed no mercy. In spirit, it was I, I, I, I: Orion’s Dog had bitten, and
bitten hard.
Finally, the GM, who still may or may not have been the author of
this essay, spoke with proclamation:
“The dice are cast. The demons tear him to ribbons, and then bury
his corpse in the flowerbed outside.”
Later, when Schmeg finally decided to rejoin the game and show up
on the Sunday next, necromancy would piece his magic-user character
back together from his grave beneath the marigolds.
But his bodily rejoining would not come without scars. Such were
the whims of the dice.
2 2
In the Bible, the casting of lots could conjure a king or kill a thief.
In the Books of Samuel they use the casting of lots to select King
Saul.
In the Book of Joshua, however, God demands that the casting of
lots be used to uncover a thief. The thief, Achan, stole treasure from
the city of Jericho. The Israelites throw lots — the random tossing of
bones, like the tossing of dice, known as cleromancy — to find the thief’s
identity. When they find Achan, he confesses. And then they stone him
to death. (Did he really confess? Or is that a fictional conceit to soften
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3 6
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1 1
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Fortune’s Tyranny
Ray Fawkes
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turn to the real power for permission: we’d raise a hand and prepare to
throw the dice. Humility and understanding rushed in. “Please,” some
of us would whisper to our closed fist, or “C’mon.” We depended on
the dice entirely — to see if our ambitions for our characters could be
realized and, if so, how well, and to what effect.
And the dice had a lot to say. So much so, that we would often
assign a particular rolling set to particular characters, and use it for no
other. The dice became, in a sense, a part of those characters existing
outside of their world. We associated patterns of behavior to them in
bouts of superstition, and adjusted the personalities of our characters
to match. My roguish biker, prone to near-suicidal behavior in action
scenes, became quiet and careful when on foot. Why? Because despite
the ratings on his character sheet that said otherwise, I often failed
rolls in social challenges. I had the stats to persuade a bank guard to
give me his pistol (and his underpants, probably), but I wouldn’t even
ask a passerby for the time of day after a couple of spectacularly awful
rolls. The dice established the reality, not the numbers. “This guy has
what it takes to charm people, but he just can’t make it happen.”
Say what you like about the odds, about randomness and parity
of probability. It just seemed that if I had my character jump a chasm
on his bike so that he could land it right on a sniper’s face, he’d
succeed. If I had him casually attempt to negotiate a better rate on a
box of ammo, he’d fail catastrophically and end up running for his life.
Those particular smoke-grey dice, “his” dice, were not co-operative in
quiet moments. So it seemed, anyway. Thus, then, the peculiar ripple
backwards: because fortune dictated repeated social failure, I altered
the character’s behavior. This meta-feature of the dice became an organ
of the character, denying his urge to speak and encouraging his urge to
take physical risks instead.
I wasn’t the only one. Chris, a long-time member of our crew, had
a brash bounty hunter in play. His character was loud and quarrelsome,
and he thrived on infamy. His dice, blood red, reflected and extended his
bravado, seemingly rewarding him for violent risk-taking and punishing
him for cautious strategy. And it was Chris who first acknowledged the
fundamental link between the character and the dice assigned to him.
One night, during a particularly intense session, Chris directed his
grizzled bounty hunter into a one-on-one confrontation with a hated
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nemesis. The rest of us were lost in the background, fending off a threat,
while he charged heedlessly after the foe, firing wild, screaming curses,
and batting lesser enemies aside — the usual. And, as usual, his mad
progress seemed blessed. The dice kept turning up favorably for him, at
first pleasantly so, then amazingly, then ludicrously. As the climax of the
confrontation approached, the rest of us began to laugh, incredulous.
The character was pounding through serious obstacles with such wild
abandon, and with such astounding success, that we rose, one by one,
from our chairs, astonished.
And then the final confrontation. Threats and accusations were
exchanged. Weapons drawn. Opportunities for cover ignored. The
two charged directly at one another, emptying clips and filling the air
between them with hot lead. Exactly the attack methodology that served
Chris perfectly.
At that critical moment, the climax of the battle, and, arguably
the purpose of Chris’ character’s existence, the dice failed him. Once,
twice, and again. And again. And again. They withdrew their support.
The link between Chris’ declarations and his character’s ability was
disrupted, and his enraged hunter fell to the ground, badly wounded,
his foe free to dispatch him — or make a gloating escape.
In the world of our game, the trauma to this character must have
been monumental. His personal philosophy — indeed, what appeared
to be, for all intents and purposes, his divine calling — had failed him.
He had been trained by fortune, and fortune had punished him for
conforming to its demand. I imagine the light of hope flickering and
fading in his hunter’s eyes.
Chris stood up and threw his crimson dice into a messy corner of
the room, losing them in a pile of take-out boxes and old magazines.
He never searched for them. His character was, then and forever, an
amputee, missing the part of himself that hovered ever above and
around him, translating will into actuality.
He chose to create a new character. The hunter was relegated to
secondary status in our game world, remaining a broken man. While he
was a hobbling example for the rest of us, a wise-talking new mechanic
joined our midst. Where the hunter was crippled and cynical, the
young grease-monkey was an optimist and a charmer, full of heart.
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The hunter’s fortune was lost. The mechanic had a brand-new set of
off-white, marbled dice that suggested, gently and consistently, that he
might be a hell of a jury-rigger but he wasn’t exactly destined to be a
front-line guy. And Chris, he was fine with that.
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The Double-bladed Axe
james lowder
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into the storyline, one of many plot points that were classified by
management as “essential” even before the authors and I had been
assigned the books.
There were, no doubt, ways in which this epic event could have
been made compelling, but we didn’t stumble across any of them as
we rushed to meet the tight deadlines. We were fortunate just to get
Tantras published on schedule. The original author, ground down by
all the game-related demands on the story, departed the project rather
late in the process, and the replacement writer had very little time to
cobble together a draft, let alone craft an elegant solution to the assassin
problem. Other parts of Tantras came together pretty well. The assassin
subplot, with its awkward deus ex machina extermination — one god
literally wiping out the followers of another — wasn’t one of them.
We discussed other options, but none of them worked in the context
of the shared world. TSR didn’t want to actually eliminate all assassins,
to have any Realms character that had ever killed anyone for money
abruptly drop dead on the page. To start with, that would have wiped
out some very popular villains, including Artemis Entreri, archnemesis
of R.A. Salvatore’s now-iconic wandering drow hero Drizzt Do’Urden.
And then there was the problem of determining motivation. If a
character was paid for a murder, but would have killed simply for the
perverse enjoyment, is he or she technically an assassin? Such musings
could lead the Realms metaplot in some interesting directions, but the
implications on the setting as a whole were far beyond what anyone
wanted Avatar to address. So only certain assassins were killed, the
victims of divine fiat, and everyone hurried on, hoping that the readers
would not be too offended by the inelegant shape into which the fiction
had been twisted by the demands of the game.
That the rattle of the dice on the page wouldn’t be too loud.
There are lots of other instances of game material awkwardly
integrated into stories or novels. None of the myriad game-tied fiction
lines are free of their own embarrassing examples. It’s difficult to avoid
such problems, given the way in which the books are contracted and
created. Tantras stands out for me because I experienced the project going
off the rails from a seat right up front in the engine. The debacle shaped
my own perception of licensed fiction. It helped me to understand
why someone would dismiss such books completely, why they might
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story where the gamemaster and the players and the dice send it. The
unpredictability of it all makes playing an RPG adventure quite unlike
crafting fiction, a process in which the author has the final say, with
no fear of the percentiles announcing a critical fumble just as the
square-jawed space ranger stands poised to defeat the scheming galactic
emperor. Yet that potential for the unexpected within a game, the
capriciousness of the dice and the other players’ input, can provide a
writer with new perspectives and inspire the creation of more inventive
and thoughtful works.
One of the first superhero characters I created as a gamer, some
thirty or so years ago, was an oddball Villains and Vigilantes crime-fighter
who went by the uninspired name Shade. His initial oddness wasn’t
the result of any conscious decisions I’d made, but rather the way in
which the game allotted powers. The Fates, in the guise of two ten-
sided dice and our GM’s modified V&V random superpowers tables,
granted him the peculiar combination of non-corporealness, over which
he had limited control, and a magical rope that obeyed his will rather
better than his often-ghostly body. Shade wasn’t powerful enough to
go toe-to-toe with the bruisers or swift enough to keep pace with the
speedsters. His rope was magical only in that it was animate and he
could command it. Otherwise it was a mundane length of hemp that
could not be replaced if some villain torched it with a fireball or simply
snapped it in two.
The dice had given Shade an unlikely set of powers, ones I never
would have combined on my own. I spent a fair bit of time trying
to concoct a yarn that would explain them. I never could settle on a
satisfying origin, but that became something of a hook for the character.
When asked about the rope, he simply made something up, usually
contradicting the earlier versions of his backstory. The dice hadn’t
given him this personality, but the weird powers they’d assigned Shade
inspired me to develop him as an individual.
That development continued in the few adventures he undertook
to keep New Civic safe from evildoers, but not in ways I would have
predicted. Bad guy after bad guy pummeled his more powerful teammates
into unconsciousness, but couldn’t quite knock him out, thanks to the
high defensive value of non-corporealness in V&V and the vagaries
of the dice. Sadly, he couldn’t really do much to retaliate against foes
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mighty enough to mash his cohorts, and poor Shade was repeatedly
left to watch the villains strut off after trouncing the neophyte hero
team. He always tried, and failed, to gain enough control of his ghostly
form to solidify and get in a shot or two. He even attempted to trip the
fleeing villains up with his rope. Time and time again, the luck of the
dice refused him his moment of glory.
After the end of his sixth or seventh adventure, most of which had
unfolded in the same painful fashion, Shade left his battered teammates
and trailed the triumphant villain into an alley. The blackguard, some
murderous armored hulk, was going to get away, just like last time, to
continue sowing bloodshed and mayhem. The dice frowned on Shade’s
usual attempts to stop the bad guy, and my friends were already packing
up for the night when it struck me: this hapless sap of a character
had been humiliated so often that he would try something at least a
bit crazy to save the day. As with Shade’s powers, the outcome of the
cumulative dice rolls of a half-dozen sessions had brought the character
to a crossroads I wouldn’t have envisioned. And the situation invited
me to get inside the character’s head, to figure out, as every writer needs
to do with a successful creation, just how he’d react to this unforeseen
crisis.
It ended badly. Shade’s control over his own form was spotty, but
he could grab the rope and make it non-corporeal. When he let it go,
it became solid again. Even when it was inside an object. Or another
person.
The dice once again foiled Shade’s dreams of glory. Thanks to yet
another botched roll, the rope trick didn’t just incapacitate the armored
hulk, it killed him. Our GM banished Shade as a player character. The
failed hero disappeared into the mean streets of New Civic, his magic
rope trailing behind him like some bloodstained and weirdly obedient
pet snake.
Shade’s misadventures made it into print after a fashion. My short
story “Fanboy” chronicles a would-be hero who tries, but fails to become
a respected crime-fighter. The more originally named Kid Apocalypse
benefits from better powers than Shade’s, ones doled out without
the use of percentiles and a chart, but his crisis of confidence and his
unlucky streak have their origins in those decades-old V&V sessions.
Some of the quirks and personalities of the story’s superheroes were
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James Lowder
clatter of their birth, a noise certain to distract readers from the only
sound they really want to hear: the music of the words on the page.
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Monkey in my Bag
Kenneth Hite
You know what the difference is between dice and heroin? You can
stop buying heroin. I’d kicked the habit, honest to God, kicked it cold
turkey, hadn’t bought dice for ten long years, unless you count a couple of
souvenir dice at the Luxor in Vegas, or the novelty “weather generating”
dice I got from somewhere, or the weird green crystal shaped dice I
picked up from Crystal Caste, or the seven-sided die I bought from Lou
Zocchi, because hey, some time you might need to generate a number
from one to seven and not have the patience to roll a d8 and skip the
eight. Other than that, nothing.
So like I said, I hadn’t bought dice in ten years, when I decided to
build a dice set for Paul Czege’s game Bacchanal. (Bacchanal, by the way,
is a brilliant storytelling game that you really don’t want your mom to
find you playing. You think the time you got in trouble because your
mom thought that you thought you were a vampire was bad? This
would be a million times worse.) Rather than pick through my dice bag,
though, I decided it would just be more convenient to buy a new set.
And thus do lies we tell ourselves destroy us.
I went to the Chessex booth at Gen Con SoCal thinking myself
immune. Just one hit, I said. Just one little spike. I knew I needed a
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Monkey In My Bag
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A World Without Dice
Keith Baker
There was only one light in the pawn shop, and the scattered trinkets cast
strange shadows over the dusty floor. The shopkeeper smirked as Kosta shuffled
towards the counter.
“I knew you’d be back,” the old man said. “Do you have the money?”
Kosta carefully spread the coins on the counter. “Fifteen levas.” He’d starved
himself to save it, living on bread and water for the week to get the extra money.
But that was a minor inconvenience to get the treasure in the glass case.
The shopkeeper studied the coins. “I’m afraid I’ve changed my mind. This
lovely toy has twenty sides. And it seems to me that twenty sides should be worth
twenty levas.”
“Fifteen is all I have,” Kosta stammered. “You told me fifteen.”
“And now I’m telling you twenty.”
Kosta stared at the object sealed behind glass. The twenty-sided die was old,
the sharp corners rounded away through use. Where had it come from? What
traveler had left it behind? He was going to be playing with his friends tonight,
and he’d dreamed of having a die of his very own to roll. But it seemed that
dream would have to wait.
“I’ll be back,” he said, scooping up the coins.
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A World Without Dice
Poor Kosta doesn’t exist. But his story isn’t as implausible as you
might think.
When I acquired my first set of Dungeons & Dragons as a child, it came
with dice. The plastic was soft and easily worn, but I had everything
I needed to play. And within a few years, dice became an industry.
Games stores offered a wide range of polyhedrons, and conventions
had vast buffets to choose from. By the time I was fifteen, I owned
dozens of dice. Round dice, metal dice, dice that glowed in the dark.
Dice for different characters, dice for different games, dice I knew I’d
never actually use but just liked to have around.
Now I know that I took those dice for granted. I never realized just
how lucky I was to live in a land where dice were so freely available. As
I purchased my thirty-sided and hundred-sided dice, I never realized
that there were gamers out there who couldn’t even get a basic twenty-
sider.
Then I went to Bulgaria.
Dungeons & Dragons spread quickly to many countries in Europe,
but Bulgaria wasn’t one of them. Ten years ago, there were no hobby
stores. It was only through pure chance that a Bulgarian would stumble
across a roleplaying game. This is what happened to Damyann. While
at University in the city of Sofia, he joined a community of J.R.R.
Tolkein fans. He met the woman who’d translated The Chronicles of
Narnia into Bulgarian, and the two became fast friends. In time, seeing
his love for fantasy, she gave Damyann a remarkable treasure: Dungeons
& Dragons. It was the Basic edition produced in 1983, a boxed set that
included a rulebook for players and one for the Dungeon Master, a
single adventure, and a set of polyhedral dice.
Damyann was entranced. And yet, it wasn’t so easy to make use of
this wonder. In the US, there has long been a social stigma attached to
roleplaying games. Damyann faced a different problem. No one had
heard of the game… and it was difficult to get anyone to understand it.
Speaking of these early days, Damyann said, “In Bulgaria people would
rather deal with space aliens than roleplaying games. They’ve never seen
either of them… but at least they’ve heard of the aliens.”
It took time for Damyann to find players, but he persevered. He
met another Bulgarian who’d acquired D&D books while traveling in
South Africa, and they worked to introduce the game to others. As
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the pool of recruits grew, the most enthusiastic players would actually
go out on weekends and proselytize on the streets of Sofia. Excuse me,
sir, have you heard of roleplaying games? The handful of players became
dozens, enough to support multiple gaming groups.
Now there were players… but this exposed a new problem. There
were no hobby stores in Bulgaria, not even in the capital city of Sofia.
Damyann had his basic boxed set… but his disciples weren’t so lucky. An
early adopter named Boian told me, “People were using photocopied
books, and even copies of the copies… I remember regarding the original
books as some kind of holy relics.”
Paper can be copied, but high-impact plastic is another matter.
These roleplaying pioneers had their rules... but what use is it to know
that a wizard can do 3d4 damage with his magic missiles when you have
no four-sided dice to roll?
“Groups that played D&D often had exactly one set of dice for the
whole group,” Boian told me. “Each of those sets had a story… maybe
not a particularly interesting one, but a story nonetheless. One man
brought his back from South Africa. My set came from a coworker who’d
played RPGs in Germany during his youth. People borrowed dice all
the time, they also used all kinds of chipped dice they will nowadays just
throw away. Some sets were so worn out that they looked like something
handmade by Neanderthals.”
At least one set was handmade, as a gamemaster convinced a dentist
to produce a set using his drills and dental enamel. Some people folded
dice out of paper. Others found ways to use the more freely available
six-sided dice in lieu of the stranger polyhedrals. Some gamers created
entirely new systems that could be used with the tools that they could
find. But there was always a magic to the true dice — to playing the
original game the way it was supposed to be played. And so there was
always a hunger for dice. Mail order was prohibitively expense and
often unreliable, especially in smaller towns; Damyann himself had dice
stolen from a mail-order package. He managed to acquire a stockpile of
dice by making arrangements with travelers, who would bring him dice
whenever they passed through a town with a game store. At one point
he fell on hard times, and had to sell some of his dice to other gamers to
get enough money to cover his rent. Dice were so rare that he was able
to get almost $10 for a single die.
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A World Without Dice
I heard this story from a gamer named Stefan, who acquired his first
two dice from this fire sale. Stefan told me how people used to gather
in the parks on the weekends to game… and to trade dice. By this point
there were enough dice in the community that individual players might
have a few dice of their own, as opposed to the single set for the group.
Nonetheless, the idea of having a full set was beyond most gamers. And
so it was a question of which dice you most wanted. Your barbarian just
acquired a wonderful great-axe, and you’d love to have a twelve-sided
die of your very own to roll that damage. What will it take to make that
trade? Kosta has a lovely gem d12, and he’s just started playing a wizard…
are you willing to give up your two d4s for that ruby twelve-sider?
By 2002, the growing player base and the expanding power of the
internet allowed Stefan, Damyann, and others to arrange for a mass order
from Chessex, airlifting vital supplies to the hungry gamers of Bulgaria.
A few years later, the first hobby store opened in Sofia, soon followed
by another. These shops are primarily driven by collectible card games
and miniatures combat, but dice are finally available in Bulgaria Still,
Damyann told me that even today it’s difficult for new gamers to find
what they need to play. There might be game stores in Sofia, but that
means little to the new gamer in a smaller town. In such places, RPGs
are still stranger than invaders from Mars. Ordering by mail requires
internet access and a credit card; beyond the vast cost of postage, the
package might take two months to arrive, and that’s assuming it doesn’t
get lost along the way. In such places, gamers still lean on one another,
begging friends that are traveling to Sofia or to another country to make
a little time to find some precious polyhedrons.
In time my journey came to an end. I spent the my final afternoon
wandering around the city with Stefan, seeing the places where gaming
had taken root in the city. Walking through the park where Stefan’s
friends had once traded dice, I saw more stray dogs than I did people. A
bronze bust of a Slavic freedom fighter glared at the empty gazebo where
Stefan had played his early games. The hobby might still be a mystery
to the general populace, but the gamers of Sofia can buy their dice in
stores, and they no longer needed this place. As the day came to a close,
Stefan produced a weathered cloth bag and pulled out a twenty-sided
die. It was one of the dice he’d bought from Damyann, one of the first
two dice he’d ever owned. He wanted me to have it, as a memento of
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my travels and the game that we’d played together. In exchange, I gave
him a die of my own, a twelve-sided marked with symbols from the
world I’d created. His gift was a simple thing — a translucent grey d20,
worn at the edges. As a child, I’d surely have passed it by for something
more colorful or exotic. But there was a time when this it was one of
the only twenty-siders in the country… when this little gem die was a
true treasure.
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About the Authors
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About the Authors
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About the Authors
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About the Authors
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About the Authors
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About the Authors
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A l s o f r o m G a m e p l ay w r i g h t P r e s s
Things We Think
About Games
“It is rare that I actually shout ‘Yes, goddamn it!’ when reading a book.”
— Richard Dansky, manager of design at Red Storm Entertainment