Categories
D&D Old school Story games Tabletop RPGs

Jason Pitre’s RPG design worksheet

Jason Pitre‘s RPG design worksheet is a nifty tool. It’s available as a free, form-fillable PDF.

Each section gives you a number of points to assign to elements of your design, forcing you to 1) prioritize, 2) acknowledge design goals that are present/absent, and 3) think about game design more broadly.

Here’s Jason on the underlying premise:

The basic principle underlying this little tool is the idea of limited resources. Designers need to account for the amount of complexity associated with their designs, and to prioritize the elements they find most important for the desired play experience.

That’s handy! The flipside is also handy: Jason posted a filled-out example sheet for D&D 4th Edition (paid link), and if I knew nothing about 4e and looked at only the worksheet, I’d be able to tell that it’s not a game that’s likely to interest me.

Jason’s approach reminds me of the Power 19, a set of game design questions, which I associate with The Forge. Those 19 questions are a fantastically useful tool.

The Power 19, in turn, reminded me of Jeff Rients‘ excellent 20 questions for your RPG setting, which is aimed at D&D. I didn’t realize that Necropraxis had done a related version, and that one also looks neat: 20 Quick Questions: Rules.

If you’re designing a game, a setting, or a D&D-alike, these are great places to start.

Categories
D&D OD&D Old school Tabletop RPGs

Chance Cards in Blackmoor

I was poking through Dave Arneson‘s The First Fantasy Campaign[1] the other day and happened across a section I’d never looked at before: Gypsy Sayings & Chance Cards.

The sayings don’t mesh well with my GMing style (they remind me of Ravenloft’s Tarrokka Deck (paid link), a 2e product revived for 5e), but the Chance Cards certainly do. They look a lot like the event tables in Oriental Adventures, which I absolutely love (and which — like so many cool D&D things — I was introduced to by way of a post on Jeff Rients’ blog).

And that’s basically what they are: random campaign events for Arneson’s Blackmoor setting. He wrote them up as cards, but presents them in FFC as a simple chart.

“Random campaign events” may not sound interesting, but they’re a great piece of gaming tech.

Chance Cards

Here’s Arneson on his Chance Cards:

It was the Chance Cards that allowed the Great Peasant Revolt and the Duchy of Ten Raid I mentioned earlier. These cards were only used after the 3rd year and generally only in the Outdoor Survival section of the campaign.

Those both sound like awesome events! Just the sort of thing to provide a backdrop for what the PCs are doing, or to give them something obvious to do if they’re overwhelmed or feeling directionless.

Here’s the other bit:

These cards represented ‘strategic encounters’ for the Blackmoor area, though one could allow one of the 20 forces listed under the Great Invasion to be affected at random. Roll percentile dice to determine Chance Occurance [sic] once a month (preferably ahead).

The “Outdoor Survival section” refers to using Avalon Hill’s Outdoor Survival (paid link) board game to represent the campaign’s wilderness areas, and manage wilderness travel.

As Chris Kutalik notes, Arneson determined these events well in advance — “once a month (preferably ahead).” That’s an approach to random events I’d never considered; I’m more of a “roll when you need to” sort of GM, but there are lots of advantages to having a year of events already rolled up.

The table itself

The table is pretty brief, just 35 events (counting a couple of “draw twice” results, and the like) with a 2%, 3%, or 4% chance of each (varying by encounter). Here are three examples:

  • Large Orc Uprising (Civil War) Report: Each area, 400 – 4000 per area (special as for Isengarders).
  • Small Bandit Attack: 100 – 1000 Cavalrymen.
  • Storms: Delay Trade by one month, movement reduced.

I’m currently reading Jon Peterson‘s Playing at the World (paid link), and one thing that’s struck me about it is just how much of what I love about D&D can be traced back to Dave Arneson’s contributions to the game. Chance Cards are just one more example of this.

While the FFC’s Chance Cards didn’t make it into the original three booklets of OD&D, nor into Supplement II: Blackmoor, they were certainly in use around the time of D&D’s publication. I didn’t realize the notion of random event tables in RPGs went back that far — and it’s a durable concept. Tables like this are still around because they still work well.

Why they rock

“Domain-level” random events are a great way to spice up an ongoing campaign and, like wilderness encounter tables or OD&D’s implied setting, what you put on these sorts of tables communicates a lot about the world.

For instance, look at the second example entry above: 100-1,000 mounted bandits is a small bandit attack! As befits a setting (and game) born out of wargaming, Blackmoor was a place where roaming around during the wrong month might mean running into hundreds of bandits. The PCs were expected to marshal suitable forces to deal with those sorts of threats.

Compare the top of that range, 1,000, to the top end — in terms of number appearing — of the wilderness encounter numbers for the creatures in OD&D, and it’s 2.5 times higher than the most goblins, kobolds, or dwarves one might randomly encounter (400). That alone makes it a dandy monthly event — something that will define a good bit of play during that period.

Populating a table like this isn’t too difficult, either. The ones in Oriental Adventures make a great baseline, as do those in The First Fantasy Campaign. Slumbering Ursine Dunes and Fever-Dreaming Marlinko both offer nifty interpretations of this simple mechanic, and I’m sure there are plenty of other books out there from which to borrow.

[1] Why the FFC isn’t legally available in PDF is both baffling and frustrating. It’s a fascinating book!

Categories
DCC RPG Old school Tabletop RPGs

DCC RPG wilderness encounter tables

I needed wilderness encounter tables for the DCC RPG hexcrawl I’m running, but there aren’t any in the book. Jeff Rients created some excellent tables for wandering monsters by dungeon level (which also appear in Crawl! #5), but after searching high and low I couldn’t find any wilderness encounter tables online. So I created some.

They’re broken down by terrain type (for “fantasy western Europe”) and include number appearing for each monster. You can download them as a free PDF: DCC RPG Wilderness Encounter Tables. They’re also available as a plain text file so that you can fiddle with them to your heart’s content.

(2018 update: My tables, along with a shortened version of the design notes, appear in The Gongfarmer’s Almanac – Volume 3, 2018, with excellent editing by Rob Brennan.)

There’s no scaling by PC level or party size in these tables, and they’re not “balanced” in any way. The world is the world, and what’s out there is what’s out there.

To use them, you’ll need a way of figuring out whether or not a random encounter takes place (I use the system from the B/X Expert Set). That’s all!

I love design notes in gaming books, and a surprising amount of design goes into making wandering monster tables (these took me about 12 hours to make!), so the rest of this post is about my goals, process, assumptions, and the theory behind my tables.

Design goals

I went in with a few goals in mind:

  • Quick and dirty — when in doubt, make the choice that sounds the most fun, and do a lot with one roll
  • Showcase the flavor of DCC
  • Give each terrain type its own feel, which should be discernible to players after just a few encounters
  • Use only the monsters in the DCC core book, and use whatever they say (including rarity)
  • Don’t have too few monsters, because lack of variety is dull
  • But don’t have too many, either, because that dilutes each terrain type
  • Reflect “fantasy western Europe,” and a borderlands/wilderlands kind of region
  • Match the terrain types I used in Hexmancer, my system for procedurally generating hexcrawl terrain and features
  • Play nice with B/X D&D’s encounter chances by terrain type, since that’s what I use

The overuse of “men” in the monster names, while matching the feel of Appendix N, bugs me, but I figured changing it would make these tables less useful to others, so I left all of the monster names as-is.

Baseline

My baseline was always “What does the DCC rulebook say?”

If a monster entry listed terrain types, number appearing, relative rarity, or other details, I used those. If it didn’t, I looked at B/X and/or Jeff’s wandering monster list, and then came up with something that felt right to me.

I excluded monsters that are listed as underground-only, as well as the weird ones that seem like they’d work best as placed encounters, not random ones (extradimensional analogues, for example). I also left out things that only live in hot places or jungles (which aren’t in fantasy western Europe, or in Hexmancer).

Massage, dismantle, repeat

My first step was to list every DCC monster under all of the terrain types where it could appear. That gave me a picture of what a world created with this monster manual might look like, as well as some unique monster for specific terrain types and a host of critters that appear only in a couple places — both great starting points for flavor.

It’s not a short list, but it is short on specific things — normal animals, for example. And it’s a quirky list, which I like! Sure, the world likely does have animals in it the PCs could meet . . . but I didn’t worry about that.

I started out with d8+d10 tables, because that roll produces one of my favorite distributions for encounter tables. But I quickly found that I wanted more granularity, which led me to percentile tables. Those also have the added advantage of making the odds immediately discernible, which I like.

A few hours in, I hit on the idea of creating a template table based on the concept of using “brackets” of monsters to convey things about the world.

Broken out, those brackets look like this (in the order they occur on the table):

  • 10% (1-10) say a lot about the world (and the style of game I like to run), while being quite rare. Results 1-10 are on every table except Water, a big-picture statement about what kind of world feels like DCC to me.
  • 25% (11-35) emphasize the importance of humans and humanoids. Humans, humanoids, and subhumans (which are kind of like a mix of both), are on every table.[1] Humans are big in sword and sorcery fiction, and humanoids are big in D&D.
    • Taken in aggregate, the first 35% (1-35) also serve another purpose: Most of them are things that won’t always just try to eat you. Intelligent monsters, and encounters that aren’t always fights, are both good things in my book.
  • 20% (36-55) round out the flavor of the terrain type. These are often unique to the terrain type, but not always, and they’re indicative of what kind of place it is.
  • 45% (56-100) define the terrain type. You have a 45% chance of meeting each terrain type’s signature monsters. More than anything else on the table, these convey what that terrain is all about.

Seeing those odds in graph form also helped me decide that this was a fun distribution model (column height equals percentage chance of that encounter):

Having a template really sped up the process, too, because it made it feel less daunting. Instead of staring at long lists and not being sure quite where to start, I could just look at each terrain type and go, “Okay, which three say ‘forest’ best? Cool, now which four also look like good forest options?”

I ripped apart my draft tables a couple of times, but once I built them using these brackets they stayed pretty stable. My last couple iterations mostly involved comparing the lists, looking for ways to sneak in monsters I regretted not including (so many!), and — most importantly — making sure that the flavor of each terrain type came through clearly.

In B/X, some types of terrain are more dangerous than others by virtue of how likely it is you’ll have an encounter there: 1 in 6 on clear terrain (plains) vs. 3 in 6 in the mountains, for example. The way my lists shook out, some terrain types are also more dangerous because of what’s on them. For example, you’re 40% likely to meet some sort of giant in the mountains, which seems like fun to me.

Surprises and rolling your own

Two things surprised me about this process: how much work it was, and how personal it turned out to be. If two GMs sat down with the DCC book and designed wilderness encounter tables, I guarantee they’d look different — and probably not much like mine!

They’d use different die rolls, different breakdowns of monsters, and different philosophies about what a DCC world looks like. One would follow the B/X model of rolling once for terrain and then again on a sub-table for that terrain; another would compress things into one roll, like I did, but use 2d6 instead of d100. And since they’d both have to choose a subset of the overall monster list, they’d play favorites (just like I did!).

Chances are, if you’ve read this far, you can think of all sorts of things you’d do differently in building a set of DCC RPG wilderness encounter tables. I included my template in the plain text version, in case you like that baseline.

If you make your own tables, I’d love to see them. Post them somewhere and share them with the DCC community — the more the merrier!

[1] Except Water. Just add “except Water” to pretty much everything. Water is weird because there just aren’t that many water monsters in the DCC core book.

Categories
D&D DCC RPG Tabletop RPGs

Debauchery & Dragons: Carousing for XP, 1977 to 2015

It’s 1977. D&D is wild and wonderful and everyone’s doing their own thing.

So much so, in fact, that in that same year two people published alternate versions of one of the core mechanics of old-school D&D: earning XP for treasure.

In 1977, Dave Arneson, co-creator of D&D, and Jon Pickens, who later became an editor at TSR, each published alternate systems for earning XP.

While the baseline was 1 XP for every 1 GP of treasure recovered and brought back to civilization[1], Arneson did things differently in his Blackmoor campaign, and Pickens proposed much the same alternative in Dragon Magazine #10.

I love this stuff, so I want to talk about it here — and about its modern descendants.

Special Interests

Here’s Dave Arneson in The First Fantasy Campaign (which — a crying shame! — isn’t legally available in PDF, and tends to command high prices in print), under the heading “Special Interests”:

Instead of awarding points for money and Jewels acquired in the depths of the Dungeon or hoarding items against the indefinite future, the players will receive NO points until they acquire the items listed below unless it happens to already fall within the area of their interest.

The “items listed below” are:

  • Wine
  • Women
  • Song
  • Wealth
  • Fame
  • Religion or Spiritualism
  • Hobby

The wine rules are entertaining, awarding XP only until the PC is drunk. After recovering, she can drink more to earn more XP. “Song” is basically a big-ass party, with rules for how damaging the tavern impacts XP earned. Wealth covers hoarding gold, which would be a bit of a cop-out (doing that in vanilla D&D earns you XP, too) except that here, if it’s stolen you lose that amount of XP.

Fame is based on dueling and gladiatorial combat — basically picking fights for glory, but you have to go to a big party afterwards. Religion covers donations to churches, as well as quests, and “Hobby” is just that: Pick Your Thing, do Your Thing, and earn XP for it. (One suggestion is “the devising of better Torture machines,” a peculiar hobby indeed.)

“Women” is problematic. Sleeping around for XP, sure — that sounds like fun, and it’s true to the source literature (more on this in a moment), but it assumes the PCs are male and straight, and that all prostitutes are women.

Appendix N is rich with examples of carousing in action, notably in the Fritz Leiber’s Fafhrd and the Gray Mouser tales and Robert E. Howard’s Conan yarns. Lankhmar’s duo and the fearsome Cimmerian are frequently broke, and rarely shy away from wine, companionship, or song. But just that simple shift, substituting “companionship” for female prostitutes, costs nothing and admits all comers[2].

And then there’s this bit:

Slaves of the appropriate type (left to player) may also be purchased with the funds and utilized to fulfill this classification. These slaves may then be sold at reduced value, the difference being credited to the players account.

That crosses a line for me, and it’s something I’d strike before using Dave’s carousing system in my game.

Apart from those sour notes, though, this is a neat system. “XP for GP blown in Conan-like excesses” is a fantastic concept, and despite sharing a publication year with Pickens’ article in Dragon #10, I think it’s fair to credit Arneson as the first, as he’d been running Blackmoor for years prior to 1977.

Orgies, Inc.

Pickens’ article in Dragon #10, “Orgies, Inc.,” proposes basically the same thing:

Instead of receiving experience for gaining treasure, players would receive experience only as the treasure is spent.

He lists five options for accomplishing this expenditure of wealth:

  • Sacrifices
  • Philanthropy
  • Research
  • Clan Hoards
  • Orgies

Salacious title aside, Pickens leaves “Orgies” at “Lusty indulgence in wine, women, and song.” You can orgy for a number of days equal to your Con score, with a cost per day (earned as XP, and then you have to rest for a like amount of days. Set aside the “women” assumption, and I like this version better than Arneson’s.

Philanthropy is about the same as in Blackmoor, and “Research” and “Sacrifices” likewise map pretty well to Hobby and Spiritualism, respectively.

Clan Hoards is a much cooler idea than plain ol’ hoards, and it’s very Tolkien: Dwarves are called out specifically, and they must return home and consign the treasure to the clan’s vault (no withdrawals!). That’s awesome.

The artwork for the article is great, too (though uncredited[3]), depicting an interspecies Bacchanalian revel. I’ve trimmed out a safe-for-work portion, but it’s worth seeking out the whole picture.

Ale & Wenches

Fast forward to the 2008, and we get the best-known OSR system for carousing, published by Jeff Rients: Party like it’s 999. Here’s an excerpt:

At the beginning of a session if a PC is hanging around Ye Olde Village Inne with nothing better to do, they can roll 1d6 and spend 100gp times the roll on liquor and/or lechery. The character gains experience equal to the gold spent. The d6 x 100 standard applies to villages only. A PC could travel to a town or city and debauch much more efficiently.

Where Arneson and Pickens assign categories and break things down in more detail, Jeff simplifies everything down to carousing/debauchery and adds a glorious d20 table. If you fail a save vs. poison while blowing your gold, you roll on the table.

A 10 is “Beaten and robbed. Lose all your personal effects and reduced to half hit points.” A 14 gets you “One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu of was that just the drugs? Roll Int check to remember the signs and passes.

It’s a light, easy-to-implement system, and it looks like it’d be a hoot in play. Again, I’d substitute “Companionship” for “Wenches.”

Carousing, orgies, and their alternatives

Claytonian JP mashed up “Orgies, Inc.” and Jeff’s carousing system and designed a DCC RPG version tied to Luck. His table is also fantastic. My favorite carousing result is 20, “An evil magic user has some of your hair and flesh… you wake up with a gash and covered in strange runes.

He also spun off systems for martial training, research, and sacrifices, each with its own fabulous, quirky table of delights/horrors. (They’re collected in a free Google Doc.)

  • A 4 on the martial table is “You lose a hand, but now have a wicked hook and intimidation rolls are easier for you.
  • Roll an 8 for sacrifices, and you get “Thou must feed my sheeple. 3 Idiots join you. They fight as henchmen, but they are bumbling fools and will constantly give away your position. Killing or turning them away is bad luck.
  • The table for research is pretty brutal. An 11 is “You attract ghosts like the dickens. Whenever you are in a haunted locale, wandering ghost are twice as likely to show up and primarily target you.

Unlike its predecessors, this system also assigns no gender specifics and makes no assumptions about the PCs — anyone can feel welcome to carouse.

Claytonian’s take is my overall favorite. It’d be easy to port into your own campaign (or out of DCC, or both), and it encompasses a variety of activities without adding much in the way of rules overhead. It’s slick.

Carousing in Marlinko

I wrote a bit about carousing in Fever-Dreaming Marlinko, but I want to expand on it here.

What Chris Kutalik and company have done in Marlinko is really neat: Carousing is based on which city quarter you do it in, and unless I’ve missed something it’s an optional addition to the normal XP-for-GP arrangement.

The different quarters of Marlinko are quite different from one another, which gives this system a lot of flavor. In one quarter, the PCs can hit the bathhouse, booze it up, and visit lotus powder dens. In another, a variety of pleasures — from savory to unsavory — can be indulged.

Spend the gold, earn the XP . . . unless you Lose Your Shit, which happens if the carousing roll exceeds your level. Out come the tables, also divided by quarter, and they’re awesome (spoilers):

  • Lost your shit in the Golden Swine quarter? You just joined the Church of the Blood Jesus, and are being held by nun-maenads in their private dungeon.
  • After a bender in the Domesman quarter, you took a purgative and shat your room at the inn so badly that it’s going to cost you some cash.
  • You thought Mercator would be better? You wake up while being serenaded by “horrifically disfigured serial murderer Taurus the Clown.”
  • In the Apiarian quarter, you spilled beer on the wrong woman’s dress, and she’s going to make you pay — hard.

Like Claytonian’s system, the one in Marlinko makes no assumptions about the PCs. As Humza Kazmi, one of the book’s editors, said on G+, “We tried to make sure that the carousing table in FDM was gender- and sexuality-neutral, to avoid the idea that all PCs are straight dudes.

It’d take new tables to adapt Marlinko’s carousing to another city, but the bones are all there.

2016 and onwards?

These are the five published carousing systems I’m aware of, but I bet there are others (and I’d love to hear about them in the comments!). Almost 40 years on, this idea is still going strong and being used in play, so I’d also bet there will be other takes on it in the future.

I’ve never run or played in a game that used carousing-for-XP, but it’s on my list of takes on D&D that I’d like to try.

[1] Plus XP for defeating monsters, of course.

[2] Pun intended.

[3] According to commenter Tony Rowe on G+, the artist is Dave Trampier.

Categories
DCC RPG Old school Tabletop RPGs Zines

Zine roundup: Crawl!, issues 1-11

Crawl! (also available on DriveThruRPG) is a DCC RPG fanzine designed and published by Dak Ultimak, with a rotating cast of writers (which often includes Dak). I recently snagged the full run, and this zine is really, really well conceived and executed. It’s rawlished — both raw and polished at the same time, which is a balance I enjoy in zines. And it’s hard to pull off!

Crawl! also pairs well with Metal Gods of Ur-Hadad, the subject of my first zine roundup.

The Crawl! blog lists the contents of every issue, so I’m not going to do that. Instead, here’s my favorite thing from each issue (it was often hard to choose just one!):

  • Issue 1: The last article in this issue is a gem: spell conversion rules for non-DCC spells, in just two digest-size pages. Want to port a D&D spell into DCC, or play a D&D character in a DCC campaign? Boom. Spells are covered. (Special mention: the spell “Snafufubar,” new in this issue.)
  • Issue 2: “Be Prepared,” which covers new equipment, is a gem. DCC pricing, and flavor, for everything from lodging to bow drills to lutes to glass eyes (for those inevitable funnel-related manglings) — all in two pages. I’d love to see this folded together with the core book’s equipment list.
  • Issue 3: “Magic Wand,” a multi-page spell that enables the caster to create a kickass wand, is a strong choice, but it’s edged out by “Let’s Get Familiar,” which expands the options for familiars to include floating tesseracts, stained-glass butterflies, and crawling hands.
  • Issue 4: The entirety of issue #4 is an adventure, the highlight of which is its monsters. They include venomous deathwolves, door frame mimics, and living flesh mounds. The latter are particularly gruesome: They have a chance to absorb victims’ limbs on a successful attack.
  • Issue 5: I dropped “Quickie Wandering Monster Tables” straight into my DCC campaign, resisting my inclination to build my own charts by terrain type in favor of doing nothing and using Jeff Rients’ excellent work instead.
  • Issue 6: I’m not big on new classes, and this is the new class issue…but the gnome is great. Gnomes are illusionists, and they get a Trick Die added to their spellcasting that makes it less likely their spells will fail. They can also cast sturdy illusions, which become tangible, and scripted — triggered or time-based — illusions. Neat!
  • Issue 7: Kirin Robinson’s article “Lost in Endless Corridors” takes a hard, sharp look at including mazes in games, why they often suck, and how to make them not suck.
  • Issue 8: This one’s all about guns, and while the gun rules themselves are slick and very DCC, “Invasion!” is awesome. It’s a toolkit for introducing firearms into your game by way of alien invaders. The invaders might be rum-soaked Napoleonic soldiers who came through a wormhole and crave your blood, or they might be demons from across the sea, staves barking fire, who hunt you like game. This is one of my favorite articles out of the entire Crawl! run to date.
  • Issue 9: Like issue #4, this one’s all adventure — the 0-level funnel “The Arwich Grinder.” It starts with weird redneck hillfolk and winds up in madness and giant, invisible babies and cannibalism. It’s fantastic.
  • Issue 10: #11 is classes again, but these grab me more — they’re alternate species-based classes. The dwarven priest is my favorite, managing to feel both very D&D and very DCC, with Mighty Deeds, divine aid, and the ability to smell treasure.
  • Issue 11: “Fantastic Forms of Sea Ship Propulsion and Their Congenital Complications” is a great article, offering up ships powered by moonlight, pulled by giant eels, or with wind-wraiths filling their web-like sails.

I also dig Crawl!’s covers, particularly these three.

(Scott Ackerman)

(Mitchell Hudson)

(Mario T.)

I’d heard nothing but good things about Crawl!, and it doesn’t disappoint. My “blind buy” of the full run (about $3-$5 per issue) was well worth it. Highly recommended!

Categories
Dice Tabletop RPGs

Removing crayon from old-school precision-edge dice

I’ve discovered that if I’m careful I can de-ink — de-crayon, really — old precision-edge dice, then ink them anew with a Sharpie. My first real test of this was tonight, using the dice from my Cook Expert set. They’d been nicely crayoned years ago (by someone else), but crayon isn’t really my jam.[1]

Here are my Cook dice, all cleaned up and with the d6 re-inked:

Needle me, baby

I use a sewing needle (the kind with the little plastic ball on the butt end) to pick out the crayon. I start on the end of a number (any end), slip the needle in, and gently push forward while popping it up. Sometimes the whole number will just come right out in one piece; more often, it comes out in little bits after some poking around.

I do one pass, then massage the die under hot water (as hot as my hands can take), then do another pass with the needle, and then finally clean the dice with hand soap and hot water. I dry them off with a paper towel and let them sit for a couple of minutes. The whole process takes several minutes a die, and the smaller the numbers the harder they are to pick clean.

Per Jeff Rients’ excellent post on inking GameScience dice, I use an ultra-fine point Sharpie (paid link), which is a perfect fit for the grooves. So far, it’s fit both some GameScience dice I experimented with and these old TSR dice (which may have also been made by GameScience, I’m not sure).

I’ve found that the crayon doesn’t need to be 100% removed — just get as close to 100% as you can. The Sharpie will push around or cover over little flecks as you run it up and down the grooves.

The results

Here’s how my Cook dice turned out:

These Sharpies also come in a variety of colors (paid link), but not in white. In white, I can only find them as fine-point paint markers (paid link), not ultra-fine.

I’ve tried a few colors on gem dice, and they don’t show up at all. In the past, I’ve also used the white paint markers, and the points are just wide enough to spill over the edges of the grooves. I’m going to fiddle with some of those options as I acquire other precision-edge dice. If my fiddling is productive, I’ll post about it here.

[1] I find that crayon-inked dice look great at first, and I enjoy the actual inking process. But the crayon chips, rubs away, and gets banged up by the other dice in my bag, and over time that just kind of bugs me. I prefer a cleaner, more permanent solution. These won’t be perfect, and all of my favorite dice are all worn and dinged up in any case, but I can’t get past the crayon.