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RPG Laboratory

Wild Die

The Wild Die
Each player should designate one of his or her d6 to be the “Wild Die” (it is helpful to have it a different color or size than the others). Whenever the Wild Die comes up with a 2,3,4, or 5, add the result to the other dice as normal. If the Wild Die comes up with a 6, you add the 6 to the sum and reroll. If another six is rolled, add that and roll again. This continues so long as the player rolls sixes on the Wild Die.

Example: Bob has a firearms skill of 4D,. When he fires, he rolls 4 dice. His values are 2,5,3 and on the Wild Die, a 6, resulting in a 16. He rolls the Wild Die again and gets another 6! The total is now 22 and he gets to roll again. This time, he gets a 1, and adds that to his shot for a 23.

If the Wild Die comes up with a 1 when the character first rolls it when making a check, roll the Wild Die again. If the value is a 1 through 5, remove the Wild Die and the die with the highest value from the dice to be added.

Example: Bob is shooting again. He rolls a 2,5,6, and on the Wild Die, a one. He rerolls the die, and gets a 2. He removes the Wild Die and the die that came up 6 and adds the remaining two dice to get 7.

If the second Wild Die roll comes up a 6, he character has Complicated. He or she has screwed up in a particularly bad way…perhaps injuring themselves or losing something helpful. Complications should make the character’s life more difficult, but never kill them outright.

Example: Bob is fleeing from a pair of zombies on a street covered in wrecked cars. The GM has him make a running roll with a difficulty of 10 to avoid hazards. Bob, with a Running skill of 3D, rolls 3 dice. He gets a 2,3, and on the Wild Die a 1. He rerolls the Wild Die and gets a 6! The GM tells Bob that he trips over a lone tire, spraining his ankle and taking -1 penalty to all Dexterity-related checks for the next day.

The Gm also could have said that Bob dropped his weapon, or that he’s stunned for the next round, anything to make Bob’s life more scary at this point.

The Wild Die

I knew the way the words were strung together that I had read this somewhere else before, right here. Its ripped off practically word for word. All you did was switch Rom for Bob and Agents for Zombies.

You know, you could of at least credited Wyman at the end of your article or in your "Thanks To" page.

Maybe a comment now might clear this up

When designing a game on RPG Lab, it would be naive to say that all material is 100% original. Sometimes it is (I don't think I have seen Momentum anywhere), but the fact is that we draw our inspiration from our experiences role playing. After seeing the link, your description is almost exact. Sometimes it is easier to go this route than try and reword it, but I think Shimoroka is right in that you should pay tribute to your source.

In saying that, what I would like to know is whether this is the site you got the rules from. Is this a section of rules from another RPG that you got it from? If so, post the link, just to clear things up. Thanks!

http://www.1km1kt.net/Aaron-White.htm

Taking from one: Plagerism. From Many: Research?

The first place to look would be at Games and Copyright - some articles from the excellent Free RPG site maintained by John H Kim. (The giant free game list is another great reason to visit.)

As I recall, you can't patent a certain type of die mechanic, and there are only so many ways to say roll two six sided dice and add the results. You can own text though - so copying how someone says to do it is wrong.

Generally, I attempt to innovate, or come to the conclusion that I need a certain type of system. Pretty much all my games have a system developed "in house" so to speak. Gangland is a conventional percentile,

Now one thing I might question is if you even need the wild die mechanic in this game. Its survival horror - you really don't get lucky breaks in genre.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.