Showing posts with label dice. Show all posts
Showing posts with label dice. Show all posts

Saturday, May 30, 2026

Star Wars: Edge of the Empire as a Solo Game

There is a strong case for Star Wars: Edge of the Empire to be a great solo game. The dicing system provides a lot of narrative direction, producing unexpected results for you to interpret with every roll, and it's like having an oracle built into the system's task resolution.

It is brilliant for narrative gaming, especially for Star Wars.

Does "something bad happen?"

Well, it is right there on my skill roll!

A despair result happening on a stealth roll? Yeah, I am caught and surrounded by stormtroopers. Game over, man, and my smuggler is getting their gear taken away and thrown in a holding cell. There is a little bit of interpretation needed, but the "what happens next" is right there, on the dice, in front of my face, and begging for me to fill in the blanks. I am not rolling a second orgacle die, "Did they see me?" Or, "was I captured?" Nope, that one symbol does it all; just a touch of very easy interpretation is needed, and my mind can fill in the rest.

Every skill roll can be a narrative instruction. Now, it does take a little discipline to aggregate the rolls, avoid rolling too many times, and roll only when it matters. These sorts of special dice systems can get tiring and repetitive, forcing you to stop the game, think of something to please the dice, and then pick up again where you left off.

Special dice fatigue is a real thing!

But, if you can control the urges to "roll for every little thing" and learn to apply some results broadly, or just "handwave away" a few negative results as a "penalty to the next turn," then you will be fine. You do not always have to interpret every symbol; just saying, "Oh, you got a couple negative symbols this roll, next turn you are not in a great firing position, and will take a small penalty," is good enough!

Don't force yourself to come up and account for every little thing.

The best way to handle most results is to decide what happens quickly, and if you can't decide, make a snap call or use it as a negative (or positive) modifier for the next turn's actions. Do not spend forever thinking of what the dice tell you! Yes, know the symbols and what they mean, but don't let them slow the game down.

Make a quick judgment call and move on.

And Star Wars, especially in the Legends Universe, is an amazing place to game. If you want to ignore the new stuff, you are free to do so, and have an entire history of classic lore and stories to pull from! This is one of the greatest gifts to storytelling and gaming ever given, and the de-canonization of the Legends lore keeps it set in stone and never changing.

I love the Legends Universe. I grew up with this stuff!

I can choose to ignore the new stuff or use the best parts. It works both ways.

An excellent Solo Play game today, and a worthy set of lore and one of the best universes to share and create in. Strong recommendation.

Friday, August 8, 2025

Yes, No, Maybe Dice

https://www.amazon.com/dp/B01NAC0OD4

This is another set of oracle dice I have, a fun: yes, no, and maybe set. If I have a question that could go either way, or be somewhere in the middle, then I pick up one of these and roll it.

Do I have rules to use with these or my yes/no dice? I really don't need them, all I need to use these are a question. And I don't have to use them all the time, only when I need a random answer to something I am unsure of.

Don't let the dice control your game, or sit there rolling them again and again! That is not solo play. I am a big fan of solo play being "guided play" where you are using your mind and coming up with logical "what happens next" situations, and then only using the dice when you want uncertainty.

Monday, July 17, 2023

Oracle Dice

https://www.amazon.com/White-Black-Squared-Corners-Wondertrail/dp/B08MQH4QQD/

These are handy oracle dice. I roll these when I don't want to mess with charts or chaos factors and just want a simple answer from an oracle.

Three sides are YES, and three others are NO, so this is a 50/50 chance of just rolling one die.

If I want an "unlikely" chance of 25%, then both need to come up YES for a positive result.

If I want a "likely" chance of 75%, then if one of them shows YES, that is a positive result.

Do I need more than 25%, 50%, and 75%? 

For solo play? Probably not.

I could also use these to generate a YES-NO result with AND or BUT results (taking into account the left-to-right positioning of the die roll):

  • YES-YES: Strong yes
  • YES-NO: Yes, and/but...
  • NO-YES: No, and/but...
  • NO-NO: Strong no

The and/but result can be determined by the situation, or just roll one of the dice again, YES = and, NO = but. Alternatively, if the first die is farther away from you, that is an and; if the second is farther away, that is a but. We got six results with two dice!

With two sets, you could get into three (12.5%) and four dice (6.25%) percentage combinations, but that feels like a bit much, and then you would need a chart. With just two dice and a little creativity, you can make these two simple dice do a lot of cool oracle tricks.

Genesys as a Solo Play System

Exploring the strengths and challenges of running Edge Studio's narrative RPG without a Game Master. Introduction The image of tabletop ...