The mechanics for the Role That Dice system are purposefully simple and easy to play.
The system outlined below is meant as a guide to support teachers and pupils in facilitating the creation of original stories, characters and sometimes worlds, through the process of collaboration and exploration.
Our process leans heavily into drama and improvised role-play, making it unlike many other table-top systems. It is important to note that when utilising the Role That Dice system you should not feel bound strictly to it. Should a particular mechanic or rule not be to your preference, then please feel free to alter it to best fit the members of your group and your own individual style of play.
SYSTEM
MECHANICS
The system outlined below is meant as a guide to support teachers and pupils in facilitating the creation of original stories, characters and worlds, through a collaborative process.
The mechanics for the 'Role That Dice system' are intentionally simple and easy to use.
Our process leans heavily into drama and improvised role-play, making it unlike any other table-top systems. It is important to note that when utilising the 'Role That Dice' system you should not feel bound strictly to it. Should a particular mechanic or rule not be to your preference, then please feel free to alter it to best fit the members of your group and your own individual style of play.
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To access our full RTD Gamemaster's Guide contact us at info@blackboxdrama.co.uk.
1 = Critical Failure
The failure is profound.
There will be consequences for this failure. These consequences may strongly influence the course of the current play session.
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2-5 = Failure
The character fails.
There might be some very minor short-term consequences, but these won’t shift the story for more than a minute or two.
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6-9 = Partial Failure
The character fails, but not too badly.
The character has tried and almost succeeded.
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10-13 = Partial Success
The character succeeds, but not impressively.
Any benefits the character gains above and beyond the success should be limited — if present at all.
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14-17 = Success
The character succeeds quite impressively.
At the GM’s discretion, the character might have some additional benefits beyond the success, but these will be slight — and only if important for pushing the narrative forward.
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18+ = Critical Success
The character succeeds expertly and with ease.
It is likely that the character is just showing off or that the task is done so readily that it happens without any effort at all. At the GM’s discretion (and certainly not necessarily), there could be some unexpected positive results from a success of this degree.
