Random Thoughts by Chris Reid

This month, in a very special edition of Random Thoughts, we continue doing exactly the same thing that we've done since I started writing this -- I type, and you read what I type. Continuing on with this successful, and highly popular "How To" series, I give you "How to Roll Dice."

"How to Roll Dice (or,
"If You Need Help With This, Then You Need More Help Than I Can Give You")"

-- The Player Version

  1. Gather dice that are appropriate for the occasion.
  2. Hold them in your hand (or hands, if there are a bunch).
  3. Move your hand to the side, releasing them -- a flat surface works best.
  4. Read the numbers on the top of the dice.
  5. Repeat if necessary.
Sound simple enough, eh?

Let's get started.

1. This is the most important, and complex step. It's also the first step, so I have the most energy to put into it. Let us break it down, taking each word out of context and thus ruining any useful meaning that the original phrase had.

We'll start with the word "gather." This is very similar to the word collect. It is often used in the phrase "Hunters and Gatherers," which is a reference to modern society -- We hunt for those out of print RPG books, all the while gathering our money together to buy a pizza for our game. Some people are under the mistaken impression that the phrase refers to ancient, less civilized societies. They are obviously wrong, because although Rolemaster is certainly old, I would hardly call it ancient. In context, though, this means to try and find those oddly colored, polygonal cat toys, after you accidentally left them out at the last game.

Next up is the word "dice." It either means to chop something into small cubes (usually represented by a "roll" of a high number), or it means bad luck, often preceeded by the word no (and is usually symbolized by a low number). In context, they're those things (other than the GM) that do the opposite of what you want them to. You want high, they give you low. You want low, they give you high (or give you low anyway, because you were trying to fool them -- they're smarter than you). As a side note, weighted dice can sometimes alter this rule. This will be covered in a later module: "How To Cheat at your RPG (or, How To Give Me Your Name, You Cheater, So I Know Not to GM For You, or At Least Blackmail You By Threatening to Tell the GM in the Game You're In"). Remember, also, it is normally the number on top that is read, not the one that most closely matches what you want.

Moving on, we have the word "appropriate." In order to figure out (or at least mangle beyond recognition) this mouthful of a word, let's start by reading it out loud a few times: appropriate, appropriate, appropriate. Now that people are looking at you oddly (or perhaps not, considering your taste in literature), we can continue. Let's break this word down phonetically. First off, we have an "a," We know that when used as a prefix, it means "not." Next is the word "pro." While we might think of it as short for professional, it actually means "for," as in, not against. An example would be a pronoun, which refers to someone that likes to use nouns alot. So far, we have Not For. After that, we're left with priate. Together, this gives us, "Not For Priate." This makes absolutely no sense, so let's get in context. This is probably the most important part of the most important part right here. I've seen many games get bogged way down by too much dice usage, and I've seen some games get way to \par Finally, we have occasion. A simple definition means a specific point in time. This matches the context -- you shouldn't be rolling dice all the time, unless you're a GM.

This takes us to number 2. Hold them in your hand(s). This is very important, as some people may be rather disgusted if you put them in your nose, or mouth. On the other hand, who knows what is funny or not after a long night of playing? It depends on the caffeine levels in one's blood. If you have an alternate method, say, telekinesis, the men in the black suits will be at your door shortly. Thank you for playing.

Moving on, we have number 3. Move your hand to the side, releasing them. Beside the admonition on the original listing, there are a few other factors at work here. Technique is important. In order to facilitate the best answers we could think of, we did some extensive testing. This testing involved a padded room with a half- dozen RPers who hadn't slept the night before, and had been given doses of caffeine approaching the levels necessary to launch a horse into orbit (Note: No real RPers were harmed in the making of this experiment. They were all Call of Cthulhu players***). We came up with a bunch of answers, but also a few questions. Here are the results:

  1. Shaking the dice before you roll is very professional. Shaking in general is often a natural reaction to prolonged caffeine exposure.

  2. Don't move your hand with too much force. Otherwise the dice may travel farther than expected (some are quite aerodynamic). This not only makes it harder to read them, but four sided dice tend to be rather caltrop-shaped. Sometimes they're not hard to read, as the person you hit with a die will kindly return a few in a similar fashion.

  3. What causes those weird stains on cafeteria ceilings?

  4. Timing the release is very important. See number 2 for possible effects. It looks pretty unprofessional when you forget to let go, and they end up hitting you in the face, or if you let go too soon, and they end up in your lap.

  5. A flat surface is important for reading them. The more sides a die has, the more likely it is to roll.

  6. Do we really want to know the answer to number 3?

  7. Code Red is not nearly as good as the original.

  8. Dice bounce, but do so dangerously in padded rooms.

There you have it, straight from our experts.

Almost there. 4. "Read the number" is rather important. Without it, the other steps are unnecessary. The only skills you need are the ability to read, or perhaps count if your die has dots rather than numerals. The methods used in the previous step have a large effect on this. Remember, it doesn't matter what face you read it from, as long as you're consistent (I like to read from the 6 face on a 6-sided die).

5. Repeat if necessary -- Sometimes you have to roll more than once. And remember, if you make a roll you don't like, that was just a practice roll. Try again.

Players can stop reading here.

GM dice rolling rules are highly similar to player rules, with a few minor exceptions:

In step 1., you determine what is appropriate, and what pizza to gather. I usually prefer meat toppings. In step 2., sometimes using your own hands is cumbersome. I recommend having a slave (player) roll for you in those situations. Make sure they understand it's a reward to be able to help their GM like that. In step 3., as tempting as it is to launch dice at players sometimes, remember that they may not read off the correct numbers...they might read off the ones they want you to roll. I suggest rolling behind a screen, and smiling alot. See step 5's additions for more details. In step 4., remember, you are the GM. If it's a number you don't like, then obviously reality is mistaken. Choose the one you wanted to roll.

Step 5., Repeat if necessary, is completely changed. For GMs, it is Repeat Whenever it Would Torment the Players. For your GMing pleasure, it is always best to roll unnecessarily. Try to preceed these rolls by saying things like, "Bob, what's your character's perception?" and then making a clucking noise after you roll. Wincing works too. This is less effective if you don't have a player named Bob in your group. Try to replace Bob with whatever name you need. I usually keep a strong GM smile throughout my game. That way, when players see something good, they don't recognize it as such. An example:

GM: GM, after making a bunch of rolls that favor the players quite a bit: "You come across a huge pile of gold, it seems to be unattended."
Player1: "Cool! We were almost broke!"
Player2: "Yeah, this rocks!"
GM: "Well, what are you going to do?"
Player1: "Oh man, he's smiling! It's a trap!"
Player2: "I run the other way."

And there you have it. Please see the GM note below, if you don't understand why this would be fun. Thank you for playing.

Any questions, or comments, please email me at the link at the bottom of this article. Please include a method of payment. I do accept paypal.

*** - As we know, Call of Cthulhu players are a separate species than normal players. This is why we had the padded room. :)

GM Note, as a GM, it's important that you do the opposite of what your players want. This is your chance to exert power in your life, and what fun is power if you can't abuse it?


[Back to Collector Times]
[Prev.] [Return to Gaming] [Disclaimer] [Next]


Text Copyright © 2001 Chris Reid

E-mail Chris at: Tembuki@hotmail.com