Categories
Dice Tabletop RPGs

Rory’s Story Cubes are one of my favorite improv GMing tools

This Adventure Time dice bag rides in my gaming bag every day, just in case. What’s inside?

Why, it’s a big ol’ pile of Rory’s Story Cubes (paid link)!

I carry these to every game because they’re one of the most useful improv tools in my GMing toolkit.

Here’s my full assortment:

That spread includes the following Story Cubes sets (also noted is where they appear in the above photo; all are paid links):

I don’t find every Story Cubes set to be perfect for improv GMing — Actions (paid link), for example, doesn’t really meet my needs (but it might meet yours; YMMV, and all that). There are also newer sets I haven’t considered, but I worry that having too many dice in this bag would dilute some of its potency; this amount is a good fit for me.

What I love about Story Cubes

These dice are well-made: a nice size, tumbled, etched, and well-inked. They’re easy to read, even for my aging eyes.

The symbols are whimsical, but also tuned for what I find to be an interpretive sweet spot: It’s a dinosaur, but that can mean a literal dino, an old person, someone with antiquated habits, a museum, an archaeological dig site — and so on.

That interpretive sweet spot applies just as well when rolled together — better, even. The instant context provided by the rest of the roll, and my imagination, makes different meanings pop out at me.

Three examples

The most common thing I do with my Story Cubes is reach into the bag, grab a handful (no specific amount) of dice, roll them, and just look at the results for a moment. I generally do this when I need a jolt — perhaps I’m feeling stuck, or I’m considering an element of the game that I hadn’t considered before, and some random inspiration seems like it would help.

That’s totally unscientific! But it works for me.

But I sometimes use them for more specific things — like coming up with NPCs (which I wrote about on Gnome Stew three years ago).

I usually use three dice for NPCs, drawn at random from my full mixed set. Here’s a sample throw:

That could be: a planar traveler who uses a magic gemstone to slip into other worlds, a globetrotting hypnotist, someone under the influence of a cursed jewel (ignoring the globe; I often do this if I can’t use every die in a throw), and so on.

Three dice gives me enough to work with, but doesn’t overwhelm me with details to think about. (An especially important NPC might merit more than three dice.)

I also like to use them to think about what’s going on with [X], whatever X might be at the moment — a conspiracy, a faction’s agenda, a mystery, etc. For those throws, I generally use at least five dice, and occasionally more than five. Here’s a five-die throw:

The first thing I thought of was an adventure hook: giants are using enchanted bees to put people to sleep so they can steal their treasure. I read the dinosaur eggs as sleeping babies when I first saw that die, and interpreted the heart to mean that this was a charming, Disney-esque plot rather than a more serious one.

If you looked at those throws and started getting ideas for an NPC or other game element, then you’ll probably like Story Cubes.

A security blanket

Lastly, I like just having Story Cubes nearby when I’m GMing, because I know they’re there if I need them. Zero-prep GMing still makes me nervous sometimes (and I suspect it always will), so knowing I’ve got a proven, useful tool for getting back into the groove — or finding the groove, or unsticking my brain — in my gaming bag is comforting.

And that’s one of the coolest things about Rory’s Story Cubes (paid link): They have a million gaming applicatons. Throw in being inexpensive and well-made, and they’re incredibly easy to recommend.

Categories
D&D Planescape Tabletop RPGs

Raiding the larder for Planescape sandbox ingredients

I’ve been noodling some more about running Planescape as a sandbox, and since my copy of the boxed set isn’t here yet I decided to pull stuff off my shelves that seemed like it might be a good fit.

Important safety tip, Egon

This is dangerous! This is how ideas collapse under their own weight! But I only have two speeds, OFF and TURBO ZOOM, so I can’t not think about it.

I’m not reading, or rereading, these before I dig into the Planescape core set, and if you’re thinking about running a PS sandbox I’m not suggesting that you do, either. But these are Cool Things, and they’re shaping my thinking, so here we are.

Calgon, take me away!

The stuff in that photo falls into two categories: things that seem like a good fit for a Planescape sandbox, and things I’ve used to good effect while co-GMing a Dresden Files sandbox with no session prep. Here they are in alphabetical order:

  • The Dresden Files RPG, Volume 1: Our Story (paid link): The city creation system in DFRPG is stellar, and while Sigil already exists and doesn’t need to be created, Dresden’s toolkit still sounds like a good match. It involves identifying themes, threats, locations, and faces (key NPCs), and then — and this is important! — using those ingredients before creating others. That’s awesome for sandbox play.
  • Fever-Dreaming Marlinko: I wrote about why Marlinko is awesome here on Yore, but the bits I’m thinking might mesh well with Sigil are the carousing rules and the Chaos Index. The latter is a simple way to track how the stuff the PCs and others are doing affects how weird the city of Marlinko is, which — based on my half-baked, haven’t-read-the-books-yet understanding of Sigil — sounds like it’d play nice with Planescape.
  • Fire on the Velvet Horizon: I really need to write about this monster book here sometime, but in brief it’s 1) weird as hell, 2) amazing, 3) strange in ways that make me think of Planescape. I like monsters that confound my players’ expectations, and that’s this book in a nutshell.
  • The Harrow Deck (paid link): This is basically a reskinned Tarot deck for Pathfinder, and it’s awesome for improv GMing. I draw a spread of cards, usually three, and either use them to come up with something specific or just keep them in front of me for those moments where I go “Uuuuuuuhhhhhhh what the fuck is going to happen now?” They go really well with the Story Cubes (below).
  • Metal Gods of Ur-Hadad, issue #3: Another thing I’ve written about here, but in this case just one thing from one issue: “The Heist.” PCs are always stealing shit, or hoping someone will pay them to steal shit, and this heist adventure toolkit is fantastic for dealing with that on the fly. It includes patrons, marks, heat, and loot, and rolling up a heist is stupidly easy. In a city full of factions, it seems like a good fit.
  • Planarch Codex: Dark Heart of the Dreamer: This tiny book is more or less solely responsible for making me wonder whether Dungeon World (paid link) might not be a better option for the style of game I have in mind. Either way, though, it includes a system-neutral job generator for planar freebooters which, like the Ur-Hadad heist generator, looks like it’d drop seamlessly into Sigil.
  • Red Tide: I own most (all?) of Kevin Crawford’s books, but Red Tide remains my favorite. It includes great systems for generating locations and other sandbox elements, it’s excellent imagination fuel, and the output is lean and mean — it makes stuff that’s actually useful in play. There’s nothing Planescape-y about it, but the guts line up pretty well.
  • Rory’s Story Cubes (paid link): I have umpty-doodle sets of these, and I love them. I use them when I’m winging things, and in Dresden they paired well with the Harrow Deck. I grab a random handful whenever I need to make or decide something I hadn’t thought about before, like NPCs in whom my players take a sudden interest. Not all the sets are perfect for this, but most of them are.

I’m probably forgetting a bunch of other stuff I shouldn’t be forgetting, but that’s what’s rattling around in my brain at the moment.