D6 Storyteller
Storyteller Quick Reference
d6storyteller.alexmerced.com
Dice Results
6
Full Success. The character achieves the goal. Multiple 6s = Great Effect (more, faster, or lasting).
4–5
Partial Success. Success with a cost — a complication, partial outcome, or new threat introduced by the Storyteller.
1–3
Failure. The goal isn't achieved — and something worse follows. The story always continues.
Approaches (8 dice total)
ForceDirect, physical, powerful action
FinessePrecise, quick, subtle action
MindAnalysis, knowledge, planning
PresenceSocial influence, leadership

Minimum 1d6 in each approach. Distribute remaining 4d6 based on character concept.

The Roll — Step by Step
  • 1. Establish the fiction. What is happening? What does the character attempt?
  • 2. Set Position. Controlled / Risky / Desperate — determined by the fiction.
  • 3. Choose Approach. Which approach is most relevant?
  • 4. Assemble pool. Approach dice ± position adjustment ± assists.
  • 5. Roll. Read the single highest die.
  • 6. Narrate outcome. Shape of result from the roll; detail from the table.
Position
PositionSituationFailure Cost
Controlled Upper hand; limited downside Minor setback or complication
Risky Standard stakes; real danger Meaningful consequence, harm, or escalation
Desperate Cornered; serious threat Severe harm, major loss, or worst-case scenario

Position is set by the fiction before the roll. Even Desperate rolls can succeed — the position shapes the cost of failure, not the chance of success.

Effect
  • Great Effect — multiple 6s or exceptional advantage: more, faster, lasting impact.
  • Standard Effect — a single 6 under normal circumstances.
  • Limited Effect — success is real but partial or constrained (fiction, not the roll, determines this).

Effect is established before rolling alongside position. Ask: "If they succeed, how much can they actually accomplish here?"

Assists

A second character may assist if they have a credible, narratively plausible way to help. They contribute their relevant approach dice to the pool. On a Partial Success or Failure, both characters share the consequence. No free assists.

Conditions
  • Minor — narrative inconvenience only. No mechanical effect.
  • Moderate — lose 1 die from the most relevant approach.
  • Severe — position on related rolls worsens one step.
  • Out — character cannot act until treated.

Conditions are descriptive first. Name the condition specifically ("Broken wrist," "Humiliated before the court").

Recovery
  • Between scenes: roll Mind (self-treatment) or Presence (aided).
  • 6 → clear one condition.
  • 4–5 → clear one but a complication (supplies used, rest required).
  • 1–3 → condition worsens one level.
Storyteller Principles
  • Follow the fiction. Let position and effect emerge from what's actually happening.
  • Make failure interesting. Failure should complicate the story, not stop it.
  • Partial success = success + twist. Don't just give them both.
  • Telegraph danger. If Desperate, make sure the players know before they roll.
  • Make NPCs want things. Every NPC should have a legible agenda.
  • Escalate clocks visibly. Let players see what they're racing against.
Ticking Clock Quick Reference

Set a numbered countdown (3–8). Advance one step when:

  • A character fails a roll.
  • A Desperate roll results in Partial Success.
  • Players skip an opportunity to intervene.

When clock hits zero: the threatened event occurs.