If memory serves us correctly, the first time we heard this "Roll the dice or say yes" was on the now-defunct forum Come out in the sun and it sounded consistent to us. But when we were able to prove that it worked effectively, it was when we began to apply it in my games, which improved considerably, and that is why we think it is important to talk about it and tell you what the matter is about. Have you heard of Roll Dice Online or Say Yes?
Origins of the concept
we would not know very well how to classify it, personally, we find it between theory, technique, and advice, and later we will tell you the reason for each case. Let's go back to the origin of all this before we get into it because the context is important in this case.
D. Vincent Baker (regular of The forge and already known for this blog thanks to the Lumpley Principle ) publishes 2004 Dogs in the vineyard. Without going into much detail about the setting, which is not what interests us today, the mechanics sought to put various aspects of the Characters at risk, both in the form of resources and their ideas and philosophy, it being common for the protagonists to confront their own beliefs or those of society in search of solving the problems assigned to them. We talk about consequences.
Risk and order are important: Theory
The order in which the sentence is formulated is essential because we speak of risk, consequences, and events, in fact in the original text it is repeated three times. When we play a certain game, its mechanics focus on resolving specific conflicts and fiction arises from these. Those mechanics are reflected in this quote in " Roll the Dice ". Activate a mechanic or say yes.
It is truly important, almost essential, to know that although in Spanish it is common to see the sentence in the reverse order (like Say yes or throw the dice ), the original order has an intention, which is to avoid the trivialization of the consequences and the correct timing. of executing a resolution mechanic.
If you take the sentence as it is, it is asking you first of all to determine if there is something at stake, if there will be consequences that matter. If so, use the game mechanics, if there aren't, say yes and let the game flow.
As before, the " Say yes " does not necessarily mean that the answer must be positive, but rather surrender to the obvious. If what a Character is trying to do is impossible, it goes against fiction or the game, it is an automatic refusal, if it is no longer relevant and it is possible, it succeeds. Or put another way, if you analyze the phrase in the context of the game (and even applied to others, as we will see later)it puts the possibility of using the game mechanic before your judgment if the results of its application are interesting or contemplated, otherwise, it avoids rolls (or system interventions, if you prefer) that are irrelevant.
Developing with this premise: As a technique
If we remember, many games already suggest similar philosophies. Games like GHOST/ECHO suggest, for example, the use of rolls in certain situations (Under pressure, infiltration, damage, etc.) and if we analyze these suggestions together with the setting, we realize that they all imply a risk, supported, and reinforced by a dice mechanic focused on consequences.
We can see another example in Dungeon World(Or almost any PbtA system ) that contemplates the rolls for certain actions, for which it offers consequences through which to generate fiction. They are games supported in a certain sense in this premise: We use the mechanics with relevance.
If a game has a good design, all the mechanical interventions will contribute something, such as sensations or interesting consequences, otherwise, we will find a large number of elements whose use is ignored and dispersed, mechanical noise could be said.
Applying it in the game: As advice
Although it was initially raised in Baker's work, the truth is that it can be exported to many other games, even those that have not been developed with that premise in mind, such as those mentioned above. It may sound strange at first, but the truth is that it is actually giving a name to a technique that many DJs or masters end up mastering by their own conclusion. Let's see it with a simple example.
The group of D&D Players is inside a dungeon and we want it to seem threatening and full of danger, which is why we have filled it with Kaffir monsters. To keep them inside, we have placed a heavy metal door at the entrance, but of course, it must be opened to advance, which we have come to the dungeon. We have two options: We ask the Characters to open the door, or we let them directly open it without making a roll.
If we ask for rolls we have to face the consequences, be it success or failure... and if our objective or intention is really for them to access the interior (which is why we want to dig), it is not necessary to provoke the intervention of the system, being able to obtain an irrelevant failure in repeatedly
If we directly let the Player narrate how his Character analyzes the door, we can argue right after that the closure is known to him, or that he has the right tools or any other reason, making it open without involving rolls, and above all, And here comes the most important thing: Without INTERRUPTING the flow of the narrative or the action.
Of course, as we've mentioned, we only automatically use a negative or positive answer if what the Character is trying to do is consistent (or not) with the fiction and the gameplay. Thus, the fact that the Character intends to "defeat the dragon" without more is not contemplated because it would imply a risk (Consequences for the PC) or directly goes against the philosophy of the game (If that challenge is proposed and there are combat mechanics, we have something to use before giving in).
The idea behind this advice is not to stop the narrative irrelevantly. If we ask for rolls and fail over and over again, the possibility that they give up and start to drift is quite high, and even in certain action scenes it can slow down the narrative a lot as well as consume our game time.
Personally, I have had a very negative experience with DJs who asked for spins for everything, and the rate of absurd failures or points at which the narration stopped and ended up giving in because the adventure asked for it is very high. The idea (of D&D in this case) is to face the challenge of the interior of the dungeon, not its entrance door, we have before us an adventure to be played, a dungeon to explore, and the idea of wasting the afternoon with the entrance door not it seems fun.
Conclusion
It's time to bring Roll A Dice ! Whether you're looking to share a game of opportunity with your friends or just require a little bit of fun, selecting the right roll of dice is important to the fun and excitement of gaming. Various types of dice on the market, it can be hard to find just the right one for your requirements.