Dungeons & Dragons
A stage game where the outcome of every significant action is decided by a die roll, and the size of the result determines the scale of consequences. Suitable for training acceptance of external constraints and supporting a partner on the path to a shared goal set by the audience.
Players
2β8
Difficulty
Beginner
Full description
Setup and Launch
Ask the audience to name a clear end goal for the scene's heroes. Agree with actors on what counts as a "significant action" (risk, conflict, sharp turn), and share the rule: before each such action the host rolls a die; even β success, odd β failure; the larger the number, the bigger the consequences.
Tell actors: play a normal scene aiming for the goal, but as soon as an intention becomes risky or story-defining, stop and let the host roll the die. After announcing the outcome, immediately embody the consequences in action and dialogue.
How It Runs
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Stating intent. The actor briefly states what they intend to do. The host decides if it's "significant" for the plot, and initiates a roll if needed.
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Roll and announcement. The host rolls the die and says only the type of outcome and its scale: even β success, odd β failure; larger number β weightier consequences. The actors flesh out the specifics in the moment.
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Playing out consequences. Actors immediately accept the result and materialize it in action, relationships, and scene circumstances. Transfer the scale to the story (stakes, obstacles, resources), not to "outbidding" or farce.
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Moving toward the goal and finale. The trainer gently reminds about the goal if it gets lost, and ends the scene when the goal is achieved or the story has clearly reached its resolution. Don't overload with rolls: mundane details run without a die to maintain pace.
Key rules
Before starting, agree on what exactly counts as a "significant action," otherwise the die gets rolled for every little thing and pace drops.
The host announces only the type of outcome and its scale, leaving specifics to actors β this preserves improvisation and co-authorship.
Failure is a turn, not a stop: forbid resets and scene nullifications; accept the result and find consequences in the story.
Don't allow "bargaining" for a reroll: the first result is canon; move on to maintain rhythm and tension.
If the goal gets forgotten, briefly remind or introduce stakes through circumstances without taking initiative away from actors.
Context
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