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Twist Counter Addition & Flip Dice Mechanic

A topic by 16trees created Oct 07, 2024 Views: 38 Replies: 1
Viewing posts 1 to 2
(+1)

I've been playing solo games based on Core Rules and Cog & Compass for a while now and I wanted to share a couple of additions I've been using lately that fit well with this system. 

First, on your third double you roll on the twist table for a random event. Usually the flow of the story will suggest if that twist is a good thing or a bad thing, but it's really up to you. To give this a little more guidance, I've been drawing 3 boxes and writing the doubled number in them. 1-3 is negative, 4-6 is positive. When a twist occurs, it follows the majority of rolls that lead to it.

22 (-) 33 (-) 44 (+) negative twist
33 (-) 55 (+) 66 (+) positive twist

The other idea is something I took from "The Broken Cask" by Derek Kamal. Under specific conditions you can flip one die. 

(Side note: One of the things I love about Loner is that character creation feels a lot like FATE to me: Skills = Aspects, Frailty = Trouble, Gear = Stunts)

With that in mind, I've made sure that my main characters have Gear that allows this move. If you can justify it in the scene, flipping the Chance die can turn (2,4 No) into (5,4 Yes, and). The narrative effect can be fantastic if, for instance, your not doing well in a conflict and you're able to pull a fast one to defeat your opponent.

Developer

A fine add to the rules!