Silent Dice

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Some key takeaways are that solo roleplaying allows you to roleplay on your own using a random number generator to determine outcomes, questions should be posed yes/no to get answers, and different dice can be simulated using the described random number generator method.

Solo roleplaying involves one player taking on both the role of characters and the world/challenges. The main difference from storywriting is using randomness to determine what happens next and systems to test character abilities. The character can die unexpectedly.

The document describes a random number generator method using a seed number and multiplication to generate pseudorandom numbers between 0-9 or 0-59 depending on need. Critical results on 1 or 10 and matching digits can produce unexpected outcomes.

Silent Dice

A tools-free system for solo roleplaying

by spittingimage

Silent Dice is a random number generator and GM work. Even if you can be objective and not pick a
emulator simple enough to keep in your head, number that favours your character, figures from
literally dreamed up while standing in line to renew your own mind will never be random.
my drivers license. I've often found myself waiting You can generate a pseudorandom number using
impatiently for something and thinking "This would mathematician George Marsaglia's method:
be a good time for some solo roleplaying. If I
1. Think of a 2-digit seed number.
remembered to charge my phone. If I had a pen that
worked. If I hadn't left my notebook in the car." 2. Multiply the second digit by 6 and add it to the
first number.
What's solo roleplaying? 3. Use the right-most digit of the new number as
In a regular roleplaying game there are at least two your random number.
players: one or more to play the characters and one
4. Keep going from the previous 2-digit number as
to play the world and arbitrate the challenges the
long as you need new random numbers.
characters need to overcome.
Example:
A solo game is for one player, handling both the
character(s) and the world. The difference between 1. The seed number is 23.
solo roleplaying and story writing is the use of a 2. Take 2 and add it to the result of 6 x 3.
randomiser to determine where the story goes and a 3. The result is 20. The random number is the
system to test the character's ability. The main right-most digit, 0. (Take this as 10.)
character can die without warning in a solo RPG, at
least if that's the kind of game you're playing. A The next random number would be 2 + (6 x 0) = 2.
writer is much less likely to face that kind of surprise. From there: 2, 3, 9, 6, 9, 5, etc. This isn't genuinely
random - If you chart the results in a spreadsheet,
Why solo? you'll see patterns forming. But it's too complex to
Because roleplaying is fun and sometimes life gets in predict, which makes it useful in a game.
the way of finding a shared game. Or because you've It can be used to simulate dice as well, but more on
written an adventure and want to run some that later.
simulated players through it to see if plays like you
expected. Or because you want a game your friends Finding out what happens
aren't interested in. To find out what's next, compose a yes/no question.
And sometimes it's because you've been here for two Assign what you think are the odds out of ten. Then
hours already and it doesn't seem like the line is generate a random number. If the number equals or
moving at all and oh my god did it really take her is lower than the odds you set, the answer is yes.
two full minutes just to pick the staple out of a Does the weather stay clear? It's summer and this
renewal form?! region experiences long dry spells during that season.
7 out of 10. (Result 8. It rains.) Is there a cave the
The randomiser character could shelter in? Don't know. 5 out of 10.
A game needs a way to determine what happens (Result 4. There's a cave.) Is there enough dead wood
next, other than simply asking yourself. Part of the to light a fire? Probably not, the character's on the
reason for playing an RPG is to be surprised by what plains road. 3 out of 10. (Result 7. No wood. It'll be a
comes after. Numbers are most useful, but simply cold night.)
pulling a number out of your imagination doesn't
A good question is one the character can verify with What was it about? Answer: Avoidance - The lord is
their own senses. "Is the reeve an honest man?" agreeing to withdraw his patrols from the trade road
doesn't work because the character's job is to play the so bandits can take care of the bishop's rival when he
game to find the answer. "Does the reeve seem like an comes visiting.
honest man?" is a better question. He might be Example 3:
honest. Or he might be a practised liar. Play to find
out.
What's in this chest? Answer: Fast/Forceful - A
quiver of arrows.
The chart What's behind this door? Answer: Religious - The
Sometimes you need to ask an open-ended question. risen zombie of someone buried in unhallowed
The random number generator vetoes what you ground.
thought was the most likely outcome and you're left What's under this loose flagstone? Answer: Emotions
wondering what does happen then? Or you need an - A locket with a woman's portrait, a wedding ring
answer that's not related to the here-and-now of the and a scrap of lace veil, all wrapped in sackcloth.
game. Or a prompt to encourage new ideas to form.
When that's the case, you can use the chart at the Critical yes, critical no
bottom of this page. A number of 1 or 10 is a critical result, indicating a
It's a series of broad categories of action, faction and more extreme answer to the question. Does the
general human qualities grouped in association with shopkeeper have a suitable replacement sword? On a
the four classic elements to make them simpler to 1 he does, and he offers to beat the dents out of the
remember. Select one or more by whatever method character's armour as an inducement to buy. On a 10
you prefer and interpret it however seems best for there's no sword and no-one else has one either, it's
what's going on. been impossible to get the metal since bandits started
raiding caravans on the trade road to the dwarf
You can:
settlement.
- Randomly roll a square. (There are 12.)
- Find the obvious answer and then choose one of Surprises
the adjacent squares instead. If both digits of the RNG's digits match, something
unexpected happens. If there's a loose plot thread,
- Choose a square from an opposite or
this could be a good time to shift the focus back to it.
complementary element.
Example:
Example 1:
Sir Jon's player asks the RNG if there's any
Who's leading this orc army? Answer: Merchants - A
movement in the water of the underground stream
Dwarven mercenary captain.
he's discovered. The odds are set at 5 in 10. The
Is he the only leader? 5 in 10 - No. result is 33, indicating a yes, and a surprise. The
Who else? Answer: Religious - He has an orc shaman player decides that the surprise is a kobold who
advising him. retreated from a fight with Jon earlier. He escaped
Example 2: into the tunnels and now he's back with friends for a
mass attack.
Who sent this letter? Answer: Nobility/Military -
The lord of the nearby keep did. If there are no unresolved plotlines or they don't
seem correct, you can select a square from the chart
Who was it sent to? Answer: Religious - To the local
to interpret.
bishop.
When to ignore unusual results The awkward dice
The pace of criticals and surprises depends on the Some dice are more work than others to simulate.
rate of questions you ask. If you like to have a lot of The method is accurate, but you're better off
the little details of this game generated randomly - avoiding them if you can.
does this NPC seem suspicious, what does this room D4
look like - they'll come out faster than if you only
Follow the steps for a d12 result. Then divide by 4
occasionally consult the RNG. That's fine if you like
and use the remainder, treating a 0 as a 4.
the unexpected to happen often. If you don't, and
want a consistent pace to your adventure, ignore Example:
criticals and surprises that come out when you use 1. The seed number is 32.
the RNG for details. Only count the ones that 2. 3 + (2 x 6) = 15.
happen when you ask about events or actions.
3. The first digit is 1. The second digit is odd. The
Simulating dice result is 7.
You can use Marsaglia's method to simulate the 4. 7 / 4 = 1, with a remainder of 3. The d4 result is
outcome of rolling various dice like so: 3.
D10 D8
Using the RNG unaltered gives a 0 - 9 result. For 1 - Follow the steps for a d4 result. Then generate again
10, treat a 0 as a 10. and add 4 if the result is odd, treating a 0 as an 8.
D6 Example:
The 2-digit number you arrive at in step 3 of the 1. The seed number is 56.
multiplier has a range of 0 -59. That makes the first 2. 5 + (6 x 6) = 41.
digit a good d6, treating 0 as a 6.
3. The first digit is 4. The second digit is odd. The
Example: Result is 10.
1. The seed number is 52. 4. 10 / 4 = 2, with a remainder of 2. The d4 result
2. 5 + (2 x 6) = 17. is 2.
3. The d6 result is 1. 5. The second seed number is 10.
D20 6. 1 + (0 x 6) = 1. The result is odd. The d8 result
Use the RNG as normal. If the first digit at step 2 is is 6.
odd, add 10 to the result. Treat a result of 0 as a 20. D100
Example: Use the RNG twice. Use the first result for the tens
1. The seed number is 74. column and the second for the single digits. Treat 00
as 100.
2. 7 + (4 x 6) = 31.
Even though many of the numbers that come out of
3. The first digit is odd. The d20 result is 1 + 10 =
the randomiser are 2-digit, the range is only 0 - 59.
11.
Using them as a quick and dirty d100 will give
D12 inaccurate results.
Follow the steps for a d6, and if the second digit at
step 2 is odd, add 6. Picking the right game
If there's a system you know well enough to run
Example:
without consulting a rule book, you could try that.
1. The seed number is 19. Simplify it where you can. It turns out the human
2. 1 + (9 x 6) = 55. mind isn't that good at remembering abstracts like
3. The second digit is odd. The d12 result is 5 + 6 numbers.
= 11.
If you want to keep a system, it's best to replace HP Keep the number of overall characters low, and give
with a wound track. Successive injuries take the each a memorable feature you can visualise - a limp,
chracter through scratched=>bruised=>bloodied=> a colourful hat, a warty nose.
downed. Instead of AC, you could use robes=> Describe each character as a [mannerism][heritage]
leather=>chain=>plate. [profession] from [location] - a distracted half-elven
The best systems to use with Silent Dice are the ones coutier from the city. An impatient orc blacksmith
where task resolution involves rolling a single die. from the plains tribe. A selfish halfling juggler from
Games I've used successfully while testing the system the coastal free state.
include: Don't worry too much about forgetting details. If
Here Is Some D&D you forgot it, it can't have been that important.
Make up a new detail to replace it and move on.
by Redditor dm_magic
A rules-light D&D variation where characters use
race, class and level, but no other stats. I simplified
the game further by removing AC values and using
opponent's movement rating (which relates directly
to armour) as a bonus to attack rolls against them,
setting a target of 20.
Tales of Mordhearse
by unwashedmendicant
A hyperlite D&D adaptation. Characters have one
stat that relates to HP, class and class powers, and
saves. Used unaltered.
The Golden Sea
by Grant Howitt
A no-magic 3-stat fantasy game that discourages
tracking character conditions past the end of a
combat. Used unaltered.

What would a dice pool system like


Shadowrun or Exalted play like?
I've seen someone roll thirty dice at one time in
Shadowrun. It's like being condemned to a hell
where the demons are accountants.

Playing the game


Keep the number of characters in a combat low.
Consider ditching the combat system and running a
conflict as a series of yes/no questions: Does the
kobold target Sir Jon? Does his attack hit? Does Jon's
plate mail protect him from the strike? Is the kobold
quick enough to attack again before Jon can draw his
sword? Opponents can be run as a mob - give them
+1 odds for each additional creature in the mob, and
reduce by 1 each time they're hit. It's possible to run
a game completely systemless, being mindful of the
Public domain image sourced from all-free-download.com
differences in ability between the characters.

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