I wrote this several years ago for a segment on the podcast All Games Considered, which I co-hosted for several years in the mid-2000s and for some years after 2010 (yes, I’m old). I thought I’d revisit these, and if I still found them meaningful, I’d update and re-post them here.
GMs and the roll of the dice…
Every GM I know has had to ask themselves that one, nagging question… no, not “How am I going to make sure we don’t get pineapple on the pizza this time?” (personally, I like it) and not “Where the bleepity bleep did I put that picture of the NPC I so carefully snuck off of the color printer at work?”
No, no, I’m talking about “Do I let them see the dice or not?”
(I read this originally on the podcast that the permanent host was trying to keep PG-13, and I was attempting to control my colorful language. Anyway …)
Nearly all roleplaying games have dice mechanics as part of their rules. I say nearly all because, as long-time listeners know, I’m a fan of cinematic roleplay, and I like diceless options in my games. That doesn’t mean, however, that I belittle the importance of dice as a tool for conflict resolution, in the presentation of the game, or the psychological impact they have on the players; all of which are important aspects a GM should be aware.
Each of these aspects have the GM asking that core question: “Do I let them see the dice or not?”
In the first case, using dice to resolve conflict: Not everything needs to be resolved with the rolling of dice. Even if it’s part of the natural flow of the game – which it is – those instances should be kept to a minimum. So when you roll, it should be for a good reason. For both you as GM, and the player.
In the second case, though storytelling and roleplaying are cooperative efforts, I believe that the GM, holding the core of the story, carries the most responsibility to entertain the players. Part of that entertainment is building tension, inserting humor, or just grand expression when resolving those conflicts mentioned above.
Lastly, whether or not the players see the results of your rolls can impact their immersion into the game. The dice remind us that it is just a game, but the way you roll, can heighten tension, while not breaking the mood. Every time we roll, we get a little tug out of the fantasy, so the more the GM can dress it up by monologuing, gesturing, hiding the dice, the more they can keep that immersion flowing.
Some players want to see it all. And the GM wants to show it all, make sure that everything is aboveboard and they can pause – use the game’s mechanics – and jump back in. Secure in the knowledge that this random chance vehicle we use accurately took the group from A to Q. Useful with larger groups or with people who you don’t know well in smaller groups, like one-shot convention games.
If the gamemaster rolls openly, agreeing to rule according to what the players see on the dice, there is still leeway for a gamemaster to rule a “success” with a tinge of failure, to allow the story to continue with little catastrophe. But they cannot evoke “I’m the GM, I can’t cheat.” Yes, you can, and no, you shouldn’t. The GM can, if the group agrees, have a player reroll. I’ve seen a GM, and been that GM who watches a player roll the dice, roll terribly, and just out-and-out laugh: “That roll offends me, reroll!”
I’ve heard arguments that hiding the dice causes a lack of trust. That may be true for some. But I am not one of them, usually.
Now, if every roll the NPC does is superduper and always seems to defeat your character at just the right time – well – either the die is loaded, the GM is fudging in the NPC’s favor, or you may have just picked the bully in the schoolyard that you should’ve just left alone. I’ve seen legitimately statted NPCs that were there for flavor or information get challenged, and non-lethally dealt with in the story.
That usually included a pointed look of Really? from the GM.
But sometimes Story is All, and the GM doesn’t have a viable plan B ready. Then, the GM fudges to enable a dramatic escape for a recurring baddie in a redemption story-arc, or perhaps for your band of merry idgits who had ticked off a demon-backed Black Court Vampire…
I believe that you should at least get a consensus on it from your group. Play will eventually break down if the one person who wants full disclosure emotes frustration at every hidden roll – but that splits off into problem players / group dynamics.
And that’s a different essay.
