Story Rolls

Roll to disclaim decision-making, letting the dice decide story questions when you don’t want to, like an NPC’s reaction, off-screen action, or how good or bad something that just happened is. You can also collapse any rule back to a story roll when there’s no specific mechanic to map it to. Roll dice based on the odds of a favorable outcome for the chosen perspective. Are you rolling for the fish or the fisherman?

Use 1d for Bad Odds, 2d for Even Odds and 3d for Good Odds.

GM Crucible

A forge for inspiration, encouraging emergent, low-prep gameplay. Turn to the GM crucible, often along with a story roll, when you want the seed of an idea to expand upon to help answer questions about the story. Roll once on each table. Each roll gives two results (3, 1 = 31: precarious or 13: broken). Let your mind drift towards the most evocative, then drill down on it and interpret what it might mean.