A very simple trick that I’ve used in many games and might have picked up from someone somewhere along the way is using the equivalent of a coin flip when I need to decide something quickly, or to see if I answer some player bid for advantage, or whether a guard can be persuaded. I’ve come to call it “Odds or Evens” but have also done “High or Low”.
The Setup
Suppose you have a situation like this:
Player: Hey GM, are those people who tried to con us out of a bridge toll still back at the bridge when we come back? I want to make them an offer for information.
GM (Thinking to self): Hmmm. Would they be? It’s likely they moved on after they failed and got intimidated, but they might also have stuck around to try to con some other poor sucker. I kind of want to say yes, but there’s a likely chance they would be scared off. Hmm…..
or one like this:
Player: Hey GM, can I find any plants in the area to make some poisons with? I know we’re in a desert, but oooh, wait, I could probably find a scorpion and milk the venom..
GM (Thinking to self): Scorpions would work, but plants would be more in line with the character and I have rules for that. I know the roll they would make to find it and to make it, but are there poisonous plants in a desert. Probably, but what kind and how much longer would it take to find the poisonous ones or Doesn’t matter if it’s realistic….
or the one that always pops up for me due to my generous use of inspiration as plot points ala Fate games:
Player: Heeeeeey GM… So, if I were to offer you 3 inspiration points, would I be able to morph my spell to…..
My normal inclination in most situations is to say yes, but I realize there is a power in letting the players “feel the win” from the dice going in their favor. In situations like this, I often decide to leave the decision up to fate by calling for an “even or odd” roll. What is that? Well….
The Execution
It’s so super simple. I ask the player to decide “even or odd” just like a heads or tails on a coin, and then I roll whatever die I want to represent – 1d6, 1d10, 2d6, 1d20 – anything and it will work. If the die comes up how the player calls it, I decide in their favor.
Yup, the con-men are back at the bridge. You can pitch your idea to them.
Sure, you can find enough plants to make poison. If you want to capture scorpions though, it’ll be some different rolls.
Alright, you have enough capability with spellcraft I need an arcana roll of ### and it happens. If you fail, you don’t spend the inspiration.
So why not just a coin flip? Well, the die roll feels more right for the gaming paradigm. Plus you can use the level of the roll as a random gauge of sorts if you want. They call even and you roll an 8 on a d10 – bigger effect maybe. They call odd and you roll a 3 on a 10, sure but maybe the follow up isn’t as easy. It helps you decide how receptive the con-men are to the pitch based on previous interactions or how easy it is to find poisonous plants.
There’s really not much more to it than that. Replace a coin flip with a die roll of evens or odds and use it when you need to determine something that would “feel better” with a bit of randomness – those on the fence moments. It helps remove any feelings of bias (for or against the players) and makes the players feel a win or a loss, even if it’s a 50/50 chance.
I would guess that a lot of GMs have systems or tricks similar to this, maybe just behind the screen. Moving it out in the open though creates a sense of player agency, a kind of exposure of the random chance and a feeling that the players staring at the dice as they roll will effect something as the click clack determines the fate. As Einstein once said “God tirelessly plays dice under laws which he has himself prescribed.” This system feels like a perfect example of that paradigm, deciding an equally viable left or right, up or down with a random binary choice that doesn’t feel binary, even if it is.
Thanks for the article. You’ve offered some good ideas. One I don’t like, though, is reducing story elements to “flip a coin” randomness. Two reasons for that:
One, in my own game design I rarely include encounters that are totally throwaway. If someone scams the PCs at the bridge as they cross the river in my game, they’re part of the story. They’ve got some relationship with the area and other people in it. The PCs may chose not to pursue that plot thread further, but if they do I’ve almost always got a plan for what the next steps might be. I learned years ago as a GM not to undermine my own plotting by giving things away to coin flips.
Two, I don’t like the coin-flip/odd-even approach because it removes PC agency. I’d like my players to feel they drove the outcome through skill and choice. Want to find poisonous plants or animals in the desert? Make a Wilderness or Hunting check. Add a penalty if it’s unfamiliar terrain or a bonus if someone made “I come from a tribe of desert nomads” part of their backstory. Want to find the con artist from the bridge? Well, s/he’s not there now, but a good Gather Information check in town will reveal their identity and a bit about them.
That said, I do like the idea of letting players cash in inspiration chits in lieu of asking for a skill check. Find desert plants suitable for making poison? Trade a chit and, sure, you find them! Where are the people who tried scamming you at the bridge? For a chit, they’re either at the bridge when you return… or at the tavern you visit that night. This may seem to some like embracing coin-flip randomness, but it’s not. It’s giving players the ability to tilt the plot in small ways that are more fun for them as a reward for having made the game more fun for everyone earlier.
I use the oracle dice from FU for this. It gives more detailed answers (yes and, yes, yes but, no but, no, no and) on a d6