Tuesday, January 20, 2026

Rolling for Shoes and Quantum Gaming

I greatly enjoy "quantum" game mechanics. In this context, all that means is some aspect of the game that would typically be predefined is left undefined until its definition is specifically required by the events of the game. Various games use quantum mechanics without naming them, but one of my favorite articulations is this one by Luka Rejec

In a pinch, I would probably use Roll For Shoes by Ben Wray, or freeD6 down the line by Liche’s Libram for a quantum chassis. I particularly like the idea that basically anything can be a character skill (allowing for quantum character construction and a negotiated understanding of the game scenario), but that the randomness of the dice ensures that characters have choices and risk/reward calculations; they can’t just add skills indiscriminately, or they’ll end up with low ones that the GM can force them to test. These games also require nomic negotiation between the players to decide how to interrupt unclear overlaps and edge cases.

I do want to try running Roll For Shoes as-is, but I have also put some thought into a slight variation on it that makes it less of a d6 die pool system and lets it tack closer to D&D abilities and d20 resolution. All you need are 3d6 and 2d20, as well as a way to take notes. So you can run this game entirely from your phone, if needed. The game requires at least one GM and at least one player, although it could be played solo with an "oracle" replacing the GM.

An animated gif demonstrating quantum fluctuations.

The procedure is as follows:

  1. The group chooses a genre. The GM should be at least as familiar with the genre as the player or players are. 
  2. Choose a goal. It should be very general, but within the confines of the genre. Don’t think too much about who the characters are yet. A goal could be “defeat the evil overlord” or “win the reality TV show” or “steal the huge diamond from the gallery.”
  3. Each player chooses a very minimal character concept. This should be as bare-bones as possible. It could be an occupation, a background, or something else. Basically a one-sentence premise, just enough to explain why this person is present in the opening scene.
  4. The GM begins the game. Play starts with an opening scene, usually something that will bring the characters together (if there is more than one) and either establish how they know each other or allow them to meet for the first time.
  5. When a PC has to do something uncertain, they roll 3d6. This becomes their permanent ability stat (or skill, or whatever term you prefer) for that action.
  6. Whenever a player needs to test that stat (including immediately after that first 3d6 roll), they roll d20. A result equal to or lower than their stat is a success. The GM may give them advantage or disadvantage on the roll.
  7. If a player rolls something really low on 3d6, they can choose not to test it and can try to approach the situation in a different way. But the result of that 3d6 roll stays on their character sheet.
  8. Failed d20 rolls create new antagonists, hazards, obstacles, complications, or other threats. This could be anything in the story that the GM can use to trip up the players. The GM writes it down, along with the number that the player rolled that resulted in the failure. So if the player has an Argue stat of 13, and then rolls a 16 on a test when trying to convince the studio boss to greenlight their movie, the GM notes “Studio Boss: 16.” 
  9. Whenever a number associated with a threat is rolled by anyone, that threat can reappear. It doesn’t matter if a different player rolls the number, or if the PC whose failure led to the creation of the threat is present or not, or even if the roll in this instance was a success (because it is rolling against a higher stat). If the GM thinks it makes sense for the threat to appear, it can happen.
  10. The story ends whenever everyone thinks it has reached a natural ending. Or…
  11. Alternately, the story can end when the game reaches a predetermined number of one or more of the following criteria:
    1. Successes. X successful checks against stats are enough to complete the goal.
    2. Failures. X failed rolls on stats are enough for the goal to fail.
    3. Threats. X threats created are enough to ensure the PCs will fail to complete the goal.
    4. Stats. Each character can have only X stats, maximum. Once they’ve reached this maximum, their next failure will knock them out of the story in some fashion or another. If all the PCs are knocked out, they fail to complete the goal.
I'm keeping this in my back pocket in case I need a quick, improvised RPG. If I have an opportunity to try this, I will report back.

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Rolling for Shoes and Quantum Gaming

I greatly enjoy "quantum" game mechanics. In this context, all that means is some aspect of the game that would typically be prede...