31 December 2020

Roll or Die

In 2020, I finally got my Ghostbusters campaign (the Toledo Ghostbusters) restarted, and I look forward to running many more sessions in 2021 with even more players. With any luck, I might even get to run Teenagers from Outer Space! (And, dare I hope, Star Wars D6...)

Keep those six-siders rolling, friends.

22 November 2020

Ghostbusters Go Zoom

Thanks to Zoom and the interest of a surprisingly large number of players, I have run two sessions of Ghostbusters: A Frightfully Cheerful Roleplaying Game in the last two weeks (Saturday, November the 14th, and Saturday, November the 21st). At the moment, three members of the Toledo Ghostbusters have busted ghosts in 1980-something northwest Ohio:

  • Carroll "Carl" Düsseldorf (played by Sarah),
  • Ray Stantz, PhD [helping out while staying with relatives] (played by Mary Lou), and
  • Thalia Wainwright (played by Emily).

Two other members (played by Zippy and Joe) will be joining upcoming sessions.

I won't do a session report, but I will share a few facts:

  • The Toledo Ghostbusters HQ, like the original in New York City, is a former fire station.
  • The primary vehicle of the Toledo Ghostbusters is a black hearse with purple and orange lights and flags bearing the Ghostbusters logo.
  • The Ghostbusters acquired two mascots (Norwegian forest cats formerly "employed" at Perspective, a premier avant-garde boutique that inexplicably acquires rare occult books).
  • Carroll Düsseldorf has recently starred in a workplace instructional video highlighting peaceful methods of dealing with ghosts.

Ghostbusters is a moderately prop-dependent role-playing game, so how well does it adapt to Zoom, my virtual role-playing medium of choice? Surprisingly well. The Ghost Die, of course, can be replaced with any ordinary six-sided die of a different color or size than the rest of the dice. I trust my players to roll their own actual dice, so no dice-rolling app is necessary. Equipment cards are great for in-person games, but players can discuss with the group what they want to carry and just record it on their character sheets. Character sheets fit on an index card and characters can be generated in as little as five minutes. Name, four Traits (Brains, Muscles, Moves, and Cool), four Talents, and a Personal Goal are all you really need to start playing.

Zoom has opened some great gaming opportunities to me, and I'm glad to be running Ghostbusters (and other games) again. Who knows? Maybe I'll be able to introduce players to some of my other favorite role-playing games...

14 October 2020

Wholly Dice

I am predisposed to look favorably upon d6-centric games that use dice pools, but I have a strong preference for those that limit themselves to "whole dice," by which I mean, for instance, modifiers of +1D (+1d6) rather than +1. The Ghostbusters role-playing game is a perfect example of this. All of the Traits and Talents are whole dice. The D6 System games that followed would promptly change this by introducing fractional dice in Star Wars: The Roleplaying Game, and this would become the norm for the RPGs of West End Games. Most fans of the system probably don't care one way or another, but rules mechanics resolved with whole dice appeal to my sense of RPG aesthetics. It's clean. It's simple. It feels natural. If I can comfortably convert any D6 RPG to whole dice, I will gladly do so, and I will be much likelier to play or run such a game.

Occasionally, I wonder if Tunnels & Trolls could similarly be improved. It might be too radical an undertaking to convert the attributes, but perhaps the combat Adds could be transformed to whole dice. It's just a thought for now, but one I might revisit in the future.

If whole dice were to become a game design trend of epic proportions, I would welcome it wholeheartedly.

30 September 2020

Risusiverse at Your Service

This is just a friendly reminder to fans of Risus: The Anything RPG and fellow members of the I.O.R. that Risusiverse is a pleasant, interesting, and informative resource for your Risus role-playing needs.* Take a peek!

* I.O.R.: International Order of Risus

31 August 2020

If I Were a Dice Artisan

This is just an idle thought scarcely worth mentioning, but since I'm close to my monthly deadline, I'll mention it. I wish I had the means to make my own specialty dice. If I did have the means, I would make 12 mm binary dice, hit location dice (to my own specifications for both d6 and d12), Ghost Dice that have five blank sides and a Ghost, and Wild Dice that have four blank sides and two special icon sides. 'Tis a pipe dream, but at least I've beaten my self-imposed deadline.

31 July 2020

Random Trait Value Generator for Ghostbusters

Sometimes you, as a Ghostmaster (and I'm assuming you're a Ghostmaster, but if you're not, let's just pretend), need to create a non-character player on the spot to interact with your players' characters. Perhaps you mentioned a bystander in passing or the player characters suddenly want to consult someone, and you had not considered generating the statistics for every living person on the planet. You fool!

Well, fear not. With one handy little table and three six-sided dice, you can easily generate the Traits of any non-player character in mere seconds. In fact, with slight modification this table could also be used by players who prefer the random generation of Traits to the standard point allocation method, so a second table is provided for starting player characters.

N.B. These tables are for use with the first edition Ghostbusters role-playing game. The author assumes no responsibility for their use in any other game, dimension, or plane of existence.

NPC Random Trait Value Generator
3d6Trait Value
3-41
5-82
9-123
13-154
16-175
186




PC Random Trait Value Generator
3d6Trait Value
3-41
5-82
9-123
13-164
17-185


30 June 2020

Binary Dice Notation

Dice notation is widespread in the role-playing game hobby. It's a succinct way of expressing a concept that could easily become tedious indeed. For those unacquainted with it, standard dice notation means that instead of stating something like "Roll three six-sided dice and add the resulting numbers," one would render it as "Roll 3d6." The first digit is the number of dice rolled; the second digit is the type of die based on the highest number it generates. (Note I did not say it is the type of die based on its number of sides, as they are not always equal, such as the d3 that has six sides numbered 1 through 3 twice.)

The question, then, is how does one apply dice notation to binary dice? (Before anyone suggests it, d2 is not a binary die. It's a die that generates a number between 1 and 2. A binary die generates a number between 0 and 1.)

There are many kinds of binary randomizers. At its most basic, a coin is a binary randomizer (tails = 0; heads = 1). Any even-sided die can be used as a binary die (odds = 0; evens = 1). One can even purchase (or make) six-sided binary dice that have an equal number of sides marked 0 or 1.

At one time, I thought of just using "R" (for "randomizer"). Roll 4R. That sounds awkward on the tongue, and "randomizer" is too generic to be meaningful. All dice are randomizers, after all. So, that's out.

I dabbled with "d1/0." Roll 4d1/0. But that's too long, and the slash can be confused with the symbol for division. No good.

For a time, I considered just "d1" or "D1" (the capital D having been popularized by that other system that only used one type of die, The D6 System). As I mentioned at the beginning, die types are denoted by the highest number they generate, and for the binary die, that would be 1. The problem I foresee with D1 is having to explain it endlessly. I'm already exhausted contemplating it. That being said: Roll 4D1. It sounds too similar to "Roll forty-one." I don't like that.

Today, it occurred to me that I could use "C" as the notation. "C" is for "coin," the most basic randomizer, binary or otherwise. Roll 4C. This could mean roll four binary dice or toss/flip/throw four coins. (One doesn't ordinarily "roll" coins for this purpose.) I don't hate this idea, and it's almost reassuringly similiar to "Roll 4D" from the various D6 games. Still, "Roll four coins" is counterintuitive, and that annoys me. I could dispense with the verb "roll," but I hesitate to replace it with "throw." Throw 4C. Hm...

Perhaps the most elegant method I've seen is found in Risus: The Anything RPG. The dice notation for this D6-centric game is merely a number surrounded by parentheses. Roll (4). I like that. "Roll four" in binary terms can literally mean "Roll four binary randomizers of your choice." If I wanted to universalize the randomizing activity so it applies equally to dice and coins, I suppose I could use the word "shake." Shake (4). It's by no means standard in role-playing (although it is in Yahtzee), but maybe that's appealing. Hm...

Well, I'm still undecided, but writing this has provided more food for thought, and that inspires me, which is a good thing. So, adieu until next time.

31 May 2020

Star Wars D6 and Me

I suppose I ought to have posted this earlier this month (May the 4th?), or perhaps last year when I bought it (I think), but here is a nearly somewhat adequate photo of me holding the first Star Wars role-playing game I have ever purchased, the 30th Anniversary reissue of the first edition of the original Star Wars: The Roleplaying Game, on the day I bought it.

Holding my new copy of the 30th Anniversary reissue of the first edition of the original Star Wars role-playing game. I am standing in front of a mural depicting a bespectacled fellow pipe-smoker, Raymond Chandler.

First published by West End Games, this reissue by Fantasy Flight Games includes the first two volumes in a slipcase, and is considered by many to be the greatest RPG adaptation of Star Wars. (There are those who consider Risus to be the greatest medium for Star Wars role-playing, albeit in an unofficial capacity, but I have not yet had the pleasure to test this equally plausible claim.) This is not a review, since I'm still awaiting the chance to play it, but I will say that I like what I've read.

20 April 2020

Free Risus Adventure with Slimes

S. John Ross writes in Tabletop Indigo that a new fantasy adventure for Risus: The Anything RPG called Slimes of Blossom Grove is now available via DriveThruRPG, and it's free.

Thank you, S. John Ross!

17 April 2020

Simple Critical Miss Table for Rifles

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Standard rifles are noted for their reliability, but even they fall prey to the occasional critical miss. The eleventh table in our march of mayhem is for use with rifles (and carbines):

Critical Miss Table for Rifles
1d6Result
1Drop weapon.
2Weapon jams.
3Weapon jams and slips from grasp.
4Ricochet in random direction.
5Ricochet in random direction.
6Mechanism breaks.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if your Fudge dice are AWOL.

16 April 2020

Simple Critical Miss Table for Rubber Band Guns

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Mishaps with rubber band guns are not uncommon, and the frequent result is the inadvertent shooting of oneself, which rarely results in anything more serious than a brief stinging sensation. Our tenth table of tribulation is for use with rubber band guns:

Critical Miss Table for Rubber Band Guns
1d6Result
1Drop weapon.
2Weapon misfires.
3Drop weapon; discharges in random direction.
4Shoot self.
5Shoot self.
6Shoot self in eye.


Random directions for rubber band projectile weapons, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if your Fudge dice have mysteriously (or not-so-mysteriously) disappeared.

[Originally posted in Fudgery.net/fudgerylog on 30 November 2011.]

15 April 2020

Simple Critical Miss Table for Machine Guns

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Even the most fearsome weapons have disadvantages. Our ninth table of frustration is for use with machine guns (mounted or otherwise):

Critical Miss Table for Machine Guns
1d6Result
1Weapon jams.
2Weapon jams.
3Ricochet in random direction.
4Ricochet in random direction.
5Trigger stuck.
6Mechanism breaks.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if your Fudge dice are missing in action.

[Originally posted in Fudgery.net/fudgerylog on 12 October 2011.]

14 April 2020

Simple Critical Miss Table for Ray Guns

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Even ray guns are not foolproof, and happenstance mistakes can wreak havoc with high technology. The eighth table in our escapade of errors is for use with ray guns, blasters, lasers, masers, phasers, and even Acme disintegrators:

Critical Miss Table for Ray Guns
1d6Result
1Drop weapon.
2Drop weapon; discharges in random direction.
3Weapon drained of power.
4Weapon overheats and slips from grasp.
5Weapon melts.
6Weapon explodes.


Random directions for ray guns may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if Fudge dice are not in proximity.

[Originally posted in Fudgery.net/fudgerylog on 20 September 2011.]

13 April 2020

Simple Critical Miss Table for Muzzleloaders

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Primitive firearms have their own unique mishaps, from the misfire that requires a complete reloading of the weapon (usually a time-consuming process) to the explosion that requires last rites. Our seventh table of tribulations is for use with muzzleloaders:

Critical Miss Table for Muzzleloaders
1d6Result
1Drop weapon.
2Weapon misfires.
3Weapon misfires and slips from grasp.
4Ricochet in random direction.
5Mechanism breaks.
6Weapon explodes.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if Fudge dice are scarce in your vicinity.

[Originally posted in Fudgery.net/fudgerylog on 3 June 2011.]

12 April 2020

Simple Critical Miss Table for Automatic Pistols

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Different types of firearms malfunction differently even when they are approximately the same size. The sixth table in our saga of slip ups is for use with automatic pistols:

Critical Miss Table for Automatic Pistols
1d6Result
1Drop weapon.
2Weapon jams.
3Weapon jams and slips from grasp.
4Ricochet in random direction.
5Mechanism breaks.
6Shoot self.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if your Fudge dice cannot be found.

[Originally posted in Fudgery.net/fudgerylog on 23 May 2011.]

11 April 2020

Simple Critical Miss Table for Revolvers

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Firearms open up new possibilities for critical miss mayhem. The fifth table in our fable of fumbles is for use with revolvers:

Critical Miss Table for Revolvers
1d6Result
1Drop weapon.
2Drop weapon; discharges in random direction.
3Ricochet in random direction.
4Ricochet in random direction.
5Mechanism breaks.
6Shoot self.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if you fail to find a Fudge die.

[Originally posted in Fudgery.net/fudgerylog on 23 May 2011.]

10 April 2020

Simple Critical Miss Table for Thrown Weapons

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Thrown weapons are not radically different from hand-to-hand weapons and neither are their critical miss tables. The primary difference is in their greater tendency to fly in random directions (and at greater distances). The fourth table, then, is for use with thrown weapons:

Critical Miss Table for Thrown Weapons
1d6Result
1Drop weapon.
2Drop weapon behind self.
3Weapon flies 1d6 m in random direction.
4Weapon flies 2d6 m in random direction.
5Weapon flies 3d6 m in random direction.
6Injure self with weapon.


Again, the direction of flight for weapons that become airborne may be determined with 1d6 for hexes, 1d8 for squares (including diagonal movement), or a compass die. (A compass die is a d8 with the points of the compass instead of numerals, i.e. N, E, S, W, NE, SE, SW, NW. You can also just roll a d8 and substitute the directions for the numerals, e.g. 1=N, 2=E, 3=S, 4=W, 5=NE, 6=SE, 7=SW, 8=NW.)

[Originally posted in Fudgery.net/fudgerylog on 20 May 2011.]

09 April 2020

Simple Critical Miss Table for Unarmed Combat

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Fumbles in combat are by no means limited to wielders of weapons. The third table in our telemachy of turmoil is for use with unarmed attacks:

Critical Miss Table for Unarmed Combat
1d6Result
1Trip forward.
2Stumble backward.
3Slip and fall.
4Sprain arm or leg.
5Knock self unconscious.
6Strike self.


This table may also be used instead of or in combination with any other critical miss table. Possible variations may include:

  • Allowing the player who fumbled to choose the table,
  • Allowing the opponent to choose the table,
  • Having the GM choose the table(s), or
  • Randomly determining the table (Roll 1d6: 1-2=armed table; 3-4=unarmed table; 5-6=both tables OR: 1-3=armed table; 4-5=unarmed table; 6=both tables).

[Originally posted in Fudgery.net/fudgerylog on 19 May 2011.]

08 April 2020

Simple Critical Miss Table for Bows & Crossbows

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

The joy of rolling on the critical miss table is not exclusive to mêlée combatants. The second table in our odyssey of battle blunders is for use with bows and crossbows:

Critical Miss Table for Bows & Crossbows
1d6Result
1Drop arrow or quarrel.
2Drop bow or crossbow.
3Drop all arrows or quarrels.
4Arrow or quarrel breaks.
5Bowstring breaks.
6Bow or crossbow breaks.


You may notice that there is a slightly greater chance for a weapon to be damaged than in the previous table. This reflects the more fragile nature of bows or crossbows compared to most hand-to-hand and thrown weapons.

[Originally posted in Fudgery.net/fudgerylog on 19 May 2011.]

07 April 2020

Simple Critical Miss Table for Hand-to-Hand Weapons

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

There is something about rolling on a critical miss table that adds a dimension of fun to failure. When you roll the worst possible number you could possibly roll for an attack, something interesting ought to happen, preferably something that underscores the imperfections in all of us and the potential for humorous results. Not all games are blessed with these wondrous tables of combat mishaps, so for the next few days I shall be sharing some simple critical miss tables that may be used in any game involving physical combat.

The first table is for use with hand-to-hand weapons:

Critical Miss Table for Hand-to-Hand Weapons
1d6Result
1Drop weapon in front.
2Drop weapon behind.
3Weapon flies 1d6 meters in random direction.
4Weapon flies 2d6 meters in random direction.
5Weapon breaks against nearby object.
6Injure self with weapon.


The direction of flight for weapons that become airborne may be determined with 1d6 for hexes, 1d8 for squares (including diagonal movement), or a compass die. (A compass die is a d8 with the points of the compass instead of numerals, i.e. N, E, S, W, NE, SE, SW, NW. You can also just roll a d8 and substitute the directions for the numerals, e.g. 1=N, 2=E, 3=S, 4=W, 5=NE, 6=SE, 7=SW, 8=NW.)

N.B. I should mention that this table was inspired by a critical hit table found in Stormbringer, an excellent role-playing game published by Chaosium, Inc.

[Originally posted in Fudgery.net/fudgerylog on 18 May 2011.]

06 April 2020

Six-Sided Critical Miss Tables

Back in 2011, I wrote a series of articles for Fudgerylog consisting of critical failure combat tables, all of which require nothing more than a single six-sided die to resolve (and sometimes a purely optional Fudge die). These tables are system neutral, but since they feature the ubiquitous six-sider, I thought it would be appropriate to repost them here in Decidedly Six-Sided. I will post one article per day and update the links here as I do.


It seems I forgot to include a table for rifles, so I might have to add one after I post the last of the original articles. [Edit: Added!]

03 April 2020

Risus Tweets

Risus: The Anything RPG has a Twitter account now, so if you need juicy morsels of role-playing inspiration, follow @RisusRPG. Also look for the #RisusRPG hashtag for other Risus-related tweets.

06 March 2020

Ghostbusters Survey Questionnaire Revised

This is just a quick note that I have revised the Ghostbusters Survey Questionnaire (see Questionnaire for Starting Ghostbusters) including the PDF. Redundancies were eliminated. Items were reorganized. Streams were streamlined.

29 February 2020

Calamity Jane via RisusRPG

The following is a character for Risus: The Anything RPG created in response to an #RPGaDay 2019 prompt. It was originally posted on Twitter and compiled in Applied Phantasticality.

#RPGaDay2019 25. "Calamity":


Calamity Jane

Gunslingin', Cross-Dressin' Cavalry Scout (4)
Frontier Hell-Raiser with a Heart of Gold (3)
Singin' and Dancin' Fool (3)

Lucky Shots: O O O

Hook: Hopelessly in love with Wild Bill Hickok.

WWPHITM: Doris Day


This version of Calamity Jane was made possible with the rules of Risus: The Anything RPG, available for free here.

WWPHITM stands for "Who Would Play Him/Her In The Movie" and is borrowed from QAGS, available for purchase here.

11 January 2020

Noble Sir Hugh's Not-So-Noble Band

The following is a roster of characters for Risus: The Anything RPG created in response to an #RPGaDay 2019 prompt. It was originally posted on Twitter and compiled on Applied Phantasticality.

Enter Noble Sir Hugh's not-so-noble band stage right...


#RPGaDay2019 20. asks, "[What is] Noble [in life?]"
Answer: Noble Sir Hugh the Noble. And so are his comrades three.



Sir Hugh ("The Noble")

Knight Errant (4)
Uplifter of Spirits and Imbiber of Same (3)
Occasional Gambler (2)

Lucky Shots: O O O O O O

Hook: Thinks warnings are jokes.

WWPHITM: Michael York



Cyril Hamm ("The Mad")

Troubador (3)
Humor Innovator (2)
Escape Artist (3)
Aspiring Alchemist (2)

Lucky Shots: O O O

Hook: Easily distracted by anything related to alchemy or comedy.

WWPHITM: Gene Wilder



Anonymous Plumm

Trouvere (3)
Court Jester (2)
Friend to All Animals (3)
Acrobat (2)

Lucky Shots: O O O

Hook: Will never harm an animal, and may sometimes take contradictory advice from them.

WWPHITM: Marty Feldman



Elspeth Shelley

Herb-Gathering, Curse-Throwing Young Crone (4)
Probably a Witch (3)
Brewer of Mead and Other Things (2)
Teller of Fortunes and Detector of Lies (1)

Lucky Shots: O O O

Hook: Wanted by "the authorities."

WWPHITM: Madeline Kahn



Noble Sir Hugh's Not-So-Noble Band was made possible with the rules of Risus: The Anything RPG, available for free here.

WWPHITM stands for "Who Would Play Him/Her In The Movie" and is borrowed from QAGS, available for purchase here.