![]() ![]() The more apart the totals are, the better the outcome for your character. At the end, if the total of your light and dark dice are equal or off by only one or two, then it's crushing defeat for your character, that probably results in his death. You want the total to add up to be as far apart between the two types as possible, especially at the end. Between the acts, and at the end, you roll all the dice you have in front of you, light and dark, and add up the totals separately. A player can choose either to establish his scene or the outcome, but not both whatever you decide not to do, the other players get to determine.Īs you play, you accumulate a pile of dice in front of you. The players take turns describing scenes for their characters, each one scene per part. Then the players take a big pool of dice, both white and black (precise colors don't matter so long as they're distinguishable between each other), two per player, and put them in the middle of the table. At the start all the players define their characters by writing them out in index cards, and on other cards they define the relationships between them. I can verify that Fiasco is awesome, at least from reading the roles. Posted by obiwanwasabi at 1:46 AM on Decem Sure, different dice has been done since HP for OD&D characters, but I haven't seen anything as.well, tidy as this. ![]() ![]() I'd argue this is far more elegant than 'start with a d4 in a bunch of stats, here are five points to raise them - OK, now we can start working out what you are using this enormous list of skills, that are linked to attributes.'. The character becomes tangible in an instant, with those chunks of polyhedral plastic serving much the same purpose as those little Skylanders figurines. It's easy for kids to compare and contrast with their friends - your dice are lined up differently, and I can see at a glance where you're stronger or weaker. It starts out as a fistful of different dice, d4 through d12, and each one suddenly stands for something in its own right (that is, there's an immediate and concrete link between this blue plastic cube and you throwing around bolts of lightning, or this red pentagonal trapezohedron and how good you are at waving a sword). This mechanic lets kids hold their characters in their hands. ![]()
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