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DICECON • 2019 rpg

Jay Zacri • no link

This game emulates an escalating war. Dedication ultimately decides the victor, not luck. 

Those who dare, win.

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RULES:
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Have real stakes, like cash. Commitment is vital.

Every DICECON level, each competing player/team follows the instructions, and proceeds.

">ROLL" = roll all dice and tally your total.

Dice may have any number of sides, but values cannot exceed them. 
(d100 = valid. d4 with a 5 =/= valid) 

All dice MUST be rolled simultaneously and land flat. Equipment allowed to assist rolling.

Move each dice from field after it's tallied.

Any properly-labeled *fair* object can = dice. No coins/electronics.

Dice untallied after 24h become forfeit.

Highest score wins.

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START
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DICECON 5: Find a d6. 

SPY PLANES SHOT DOWN
>ROLL.

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DICECON 4: Collect nearby dice for thirty minutes. 

BORDER SKIRMISH
>ROLL.

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DICECON 3: Go home. For 24h, stockpile all currently-owned dice. 

TROOP/NAVAL DEPLOYMENT, CONVENTIONAL BOMBING
>ROLL.

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DICECON 2: 

Obtain as many dice as physically possible over two weeks. Bought, stolen, found, made, etc. 

TENSIONS ESCALATING. CASUALTIES RISING DAILY. PEACE TALKS FAILING.
NO ROLL.

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DICECON 1: Find a suitably-sized venue for your endgame. Ideal games may need a gymnasium's worth of rolling space, and plenty of time.

THERMONUCLEAR LAUNCH
>ROLL.

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END
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Author Comments

This certainly isn’t a traditional RPG, but definitely something I’d want to play myself!


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