For as often as I run my games diceless (or nearly so), I do really enjoy dice. I promise.
I started up a new local Galaxy Far Away campaign just over a week ago, and I realized I did not take a liking to the standard opposed 2d6 resolution that I originally penned for the game. Maybe it's because using d6 in Star Wars should belong with West End Games' timeless take on the genre, or maybe because I tend to find traditional opposed resolution less and less compelling these days.
I have grown stale on finding out if something happens or not. Instead, stuff always happens. The question is not "does it happen?" but "how?" and I'm finding that said qualitative result generation is much more interesting than pass/fail. I'm not reinventing the wheel here, as the whole "yes, and" or "yes, but" style of adjudication easily traces its origin back to many storygame oracles and even further back into the distant, halcyon days of the hobby and its adjacents.
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Look at all of those silly symbols. |
The point is, I am really quite taken with Fantasy Flight Games' "narrative dice" which they first debuted for Edge of the Empire and later more generically with their Genesys system, and I want to adapt them for Galaxy Far Away.