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anons I randomly read the rules for a very unique storygame, perhaps you have heard of it, it is called Bacchanal.
The premise of this game: there are no character sheets or skill checks or attributes, the dice pool is instead comprised of the characters and story elements in the dramatic scene itself.
So the setting is a debauched party in ancient Rome, you have individual DIFFERENTLY COLOURED dice that represent the gods (Bacchus, Venus, Pluto, Minerva) basically the appetites and passions and desires governing the characters at the party. There are also dice that represent two special characters: The Accuser and The Companion. Finally, there are a bunch of dice that represent Soldiers (think the equivalent of Authority / law enforcement / GTA wanted level stars) and also Wine (ie level of inebriation).
So the dice colours distinguish the type of character eg purple d8 for Wine, gold d8 for metal armour Soldier etc, black d8 for Pluto Underworld God etc.
The idea is that instead of rolling dice to decide do I surpass this skill check threshold and do a thing etc, you roll the pool of dice (all the characters / gods (who represent the psychological motivations / desires / goals of the characters) and the highest die determines the course of action in the scene. There are a lot of rules but as you can imagine, the basic idea is what characters are entering or exiting the dice pool (ie scene location) eg if the Bacchus die is highest, you add more Wine dice to your pool. If the Wine dice is highest, you get to narrate more debauchery / decadence. At some stage if the Pluto die is the highest, you must narrate how a crime / blackmail occurs (probably murder / adultery / rape). Then if the Accuser die is the highest, you must narrate how your crime gets discovered etc. The end state is that you only get to flee and escape the scene in the final round after discovery if you are in possession of the Companion die in your dice pool, and also The Companion is highest in the roll (I think the probability of this is quite adverse) whereas in the final scene if there are too many Soldiers in your dice pool, you get arrested or imprisoned or executed. The Minerva die affords you an opportunity for sobriety / awakening from Wine-addled stupor etc (there are lots of other rules that dictate which dice/ characters enter / exit the dice pool / dramatic scene, but this is basically the idea of it)
I read this storygame rpg and thought it was very clever, and you could easily adapt / improvise around the idea of it ie
>DICE POOL NOT AS SKILL CHECK
but instead
>EACH CHARACTER / DRAMATIC SCENE ELEMENT as a separate die in dice pool, highest becomes the dominant narrative impetus