"No-one has ever decided to try an RPG becayse they thought a dice mechanic sounded interesting" You vastly underestimate how nerdy some people can be 😂
Yeah lmao, I really love Kamigakiri where every player holds a set of d6 they can swap when doing attribute rolls. However these dice are also used to power their skills. It leads to a very interesting interesting dynamic where you can save your 6s to guarantee succsess on checks, purposefully fail a check to get numbers that power your abilities, or high rolls for damage.
Eldritch Horror version: they all opened up a page of some book with some eldrich horror that eats away their sanity. The top represents morale, while the bottom represents those ancient horrors themselves in their unknowable ancient evil. You could even start with a solved cube and have the colours on the sides represent each character's personality as this eldritch being from beyond reality alters their very being.
This was an excellent first video I didn't even realize it was one until I went to look for more. The system seems very interesting I always forget you can use things outside of dice for TTRPG.
This is actually the second channel I've started. That one got to about 500 subs, so I'm bringing over a slight amount of know-how, if not good equipment haha. I have a few more videos recorded and products created, so there will be more soon. I'm glad you liked this one!
Yeah! I would be interested in other genres that the cube might be useful for. Cyberpunk-ish sci fi seemed perfect, but I'm sure it can be used in other ways.
One thing to keep in mind is that the center squares of a 3x3 Rubik's Cube don't move relative to each other as the edges rotate. This could be useful in assigning the colors their unique definitions
When I first got into story gaming I wrote a short sequence of "bad idea games" in this fashion, for example a story game centering around a game of 3D tic tac toe.
I think each player can have a cube, and they can obviously use their cubes individually as detailed in the video, but they can also collaborate on a task, or "supertask" by placing their cubes next to one another to further chain their stats - however, when they collaborate, they are also agreeing to do whatever the initiating plauer decides to do, even if that's not what was originally expressed as the intention was. Obviously it will be most of the time, unless you want all the other players to see you as "aberrant" and untrustworthy. If the other players decide the first player was acting in "aberration," they can pick a slice and compel the other player to turn it until at least 1 white square is moved onto the upper face.
Hmm, I personally couldn't find a way to make one cube per player work, but I'm totally open to the idea that it could. Just using the top of the cube helps keep things manageable, but I worried about each player's individual Rubik's Cube skill becoming too much of a factor.
the trouble with having the bottom face be a secret to the players and making revealing it be a Moment, is that the bottom corners are always uniquely determined by their already-visible colors, and which edges are on the bottom is uniquely determined by the 8 edges which are fully visible. worst-case, the 4 bottom edges have all-different visible colors, and the entire bottom face is inferrable. best-case, the 4 bottom edges all have the same color, in which case the only unknown information is their permutation (max. 24 options, or 4.5 bits of hidden information)
there is an interesting intermediate case: suppose you only have 2 fully-visible edges of each red, green, blue, and orange, and the bottom face is the yellow center. so the remaining two of each of those colors are on the bottom. you check and see that all of the exposed colors of the bottom edges are different. this ends up being only partially determined, with 6 permutations. but this is before bringing up edge orientation parity. those 6 permutations are actually only 3 valid permutations, and even the all-same case in my initial message doesn't actually have 24 options, but 12 (only 3.5 bits of hidden information)
Yeah, the game is written assuming that players don't have much experience with Rubik's cubes, so the underside will be a mystery to them, at least at first. But I don't see it as a problem if they learn how to figure out what the bottom is, or if someone knows, since it can be part of the narrative of the AI learning how to better reprogram itself.
While checking the system out, i got brain blasted with an odd concept for an open concept roleplay thing me and my friends did a while back. It was focused on a business man who was suddenly plagued with the voices of spirits in his mind. We didn't do much over the hour of play, so I can only imagine where it could have gone. This feels like a much better groundwork for something like that, where the host body would get damaged, along with the structure of the spirits themselves over-time. If I ever run this system, that might be my approach, but the core you built is still really cool and I'd def like to see this system played. Even in a podcast setting, I think it will fun to experience!
Our game group had a cool concept we played a few times, involving everyone playing an imaginary friend of the main character. We were all aspects of this character's psyche, but we wanted to be useful in order to stay around, so we would end up causing problems just so we could stay around. The whole thing centered around a bidding mechanic for which friend would come to the forefront. Bidding was cool but it also involved narrating for fixed amounts of time (30 seconds per poker chip in the bid) which didn't always work out well. The whole thing spawned some memorable moments though.
One comment is that the hidden layer can be known. If my side has a yellow side on bottom, I know that the hidden layer cannot be white. If one of my bottom corners is red and I can see the neighbor has a blue corner, then the bottom layer is either white or yellow. Also, when interacting with a Rubik's cube, I think of it in units of pieces (center, edge, corner) as opposed to stickers, so I think the relationships between colors is particularly interesting to me. (Eg. Yellow is the opposite of white always) Are these factors that would shape your design at all?
I actually have zero experience with solving Rubik's cubes, so I designed it mostly from the standpoint of someone who's basically in my shoes: loves roleplaying games and sees a Rubik's cube as basically a randomized color box. While designing, I eventually figured out some of the relations you're talking about, but I count on most players not knowing about them. But if they do know, or they learn through playing, that's not necessarily a problem, since I see it as meta-knowledge that can fit into the slightly diegetic nature of the cube. If a player picks up insight about how to solve the cube, then that's like the AI learning how to better reprogram itself.
Eh, I can't solve a cube to save my life, but I could tell you the exact color combination of the bottom by looking at the top, since 2 colors will always be opposed to each other.
This is such a unique idea and sounds really well designed and thought out! I was blown away to realize you only have 4 subs! 🤯I can easily see that number jumping into the thousands pretty soon! :)
Look, if you're not making a game where you get to ROLL the rubiks cube, then are sure you're doing it right?
"No-one has ever decided to try an RPG becayse they thought a dice mechanic sounded interesting"
You vastly underestimate how nerdy some people can be 😂
Yeah lmao, I really love Kamigakiri where every player holds a set of d6 they can swap when doing attribute rolls. However these dice are also used to power their skills. It leads to a very interesting interesting dynamic where you can save your 6s to guarantee succsess on checks, purposefully fail a check to get numbers that power your abilities, or high rolls for damage.
see? check out how nerdy this person is!
Eldritch Horror version: they all opened up a page of some book with some eldrich horror that eats away their sanity. The top represents morale, while the bottom represents those ancient horrors themselves in their unknowable ancient evil. You could even start with a solved cube and have the colours on the sides represent each character's personality as this eldritch being from beyond reality alters their very being.
First video comin out with a banger
This was an excellent first video I didn't even realize it was one until I went to look for more. The system seems very interesting I always forget you can use things outside of dice for TTRPG.
This is actually the second channel I've started. That one got to about 500 subs, so I'm bringing over a slight amount of know-how, if not good equipment haha. I have a few more videos recorded and products created, so there will be more soon. I'm glad you liked this one!
I really like the idea of the cube representing something in universe, perhaps it can represent a soul cage and taking damage blackens a tile.
Yeah! I would be interested in other genres that the cube might be useful for. Cyberpunk-ish sci fi seemed perfect, but I'm sure it can be used in other ways.
One thing to keep in mind is that the center squares of a 3x3 Rubik's Cube don't move relative to each other as the edges rotate. This could be useful in assigning the colors their unique definitions
When I first got into story gaming I wrote a short sequence of "bad idea games" in this fashion, for example a story game centering around a game of 3D tic tac toe.
Well, arguably I'm still writing "bad idea games", my latest game is inspired by a binary counter.
I think each player can have a cube, and they can obviously use their cubes individually as detailed in the video, but they can also collaborate on a task, or "supertask" by placing their cubes next to one another to further chain their stats - however, when they collaborate, they are also agreeing to do whatever the initiating plauer decides to do, even if that's not what was originally expressed as the intention was. Obviously it will be most of the time, unless you want all the other players to see you as "aberrant" and untrustworthy. If the other players decide the first player was acting in "aberration," they can pick a slice and compel the other player to turn it until at least 1 white square is moved onto the upper face.
Hmm, I personally couldn't find a way to make one cube per player work, but I'm totally open to the idea that it could. Just using the top of the cube helps keep things manageable, but I worried about each player's individual Rubik's Cube skill becoming too much of a factor.
@@ThreeBearsRPGs valid, I suppose it depends on the group!
This was excellent and thought-provoking! I've subscribed and I can't wait to see more! Now to find that old Rubik's Cube...
Thank you! I have a few more things prepared, so more is coming soon.
the trouble with having the bottom face be a secret to the players and making revealing it be a Moment, is that the bottom corners are always uniquely determined by their already-visible colors, and which edges are on the bottom is uniquely determined by the 8 edges which are fully visible. worst-case, the 4 bottom edges have all-different visible colors, and the entire bottom face is inferrable. best-case, the 4 bottom edges all have the same color, in which case the only unknown information is their permutation (max. 24 options, or 4.5 bits of hidden information)
there is an interesting intermediate case: suppose you only have 2 fully-visible edges of each red, green, blue, and orange, and the bottom face is the yellow center. so the remaining two of each of those colors are on the bottom. you check and see that all of the exposed colors of the bottom edges are different. this ends up being only partially determined, with 6 permutations.
but this is before bringing up edge orientation parity. those 6 permutations are actually only 3 valid permutations, and even the all-same case in my initial message doesn't actually have 24 options, but 12 (only 3.5 bits of hidden information)
Yeah, the game is written assuming that players don't have much experience with Rubik's cubes, so the underside will be a mystery to them, at least at first. But I don't see it as a problem if they learn how to figure out what the bottom is, or if someone knows, since it can be part of the narrative of the AI learning how to better reprogram itself.
Absolutely awesome, congrats
Thanks! I'm glad you liked it!
Me at the beginning: "“Gentlemen you had my curiosity." Me at 07:47 "...but now you have my attention.”
This actually sounds like a great idea!
While checking the system out, i got brain blasted with an odd concept for an open concept roleplay thing me and my friends did a while back. It was focused on a business man who was suddenly plagued with the voices of spirits in his mind. We didn't do much over the hour of play, so I can only imagine where it could have gone.
This feels like a much better groundwork for something like that, where the host body would get damaged, along with the structure of the spirits themselves over-time. If I ever run this system, that might be my approach, but the core you built is still really cool and I'd def like to see this system played. Even in a podcast setting, I think it will fun to experience!
That sounds hilarious. I'd love to see the Rubik's cube be used for other weird ideas haha.
Our game group had a cool concept we played a few times, involving everyone playing an imaginary friend of the main character. We were all aspects of this character's psyche, but we wanted to be useful in order to stay around, so we would end up causing problems just so we could stay around. The whole thing centered around a bidding mechanic for which friend would come to the forefront. Bidding was cool but it also involved narrating for fixed amounts of time (30 seconds per poker chip in the bid) which didn't always work out well. The whole thing spawned some memorable moments though.
That's a fascinating mechanic for an RPG. Great video! I can't wait to see more of your ideas!
impressive video, can't wait for more of your ideas and designs
Thanks! I have some more coming soon.
One comment is that the hidden layer can be known. If my side has a yellow side on bottom, I know that the hidden layer cannot be white. If one of my bottom corners is red and I can see the neighbor has a blue corner, then the bottom layer is either white or yellow.
Also, when interacting with a Rubik's cube, I think of it in units of pieces (center, edge, corner) as opposed to stickers, so I think the relationships between colors is particularly interesting to me. (Eg. Yellow is the opposite of white always)
Are these factors that would shape your design at all?
I actually have zero experience with solving Rubik's cubes, so I designed it mostly from the standpoint of someone who's basically in my shoes: loves roleplaying games and sees a Rubik's cube as basically a randomized color box. While designing, I eventually figured out some of the relations you're talking about, but I count on most players not knowing about them.
But if they do know, or they learn through playing, that's not necessarily a problem, since I see it as meta-knowledge that can fit into the slightly diegetic nature of the cube. If a player picks up insight about how to solve the cube, then that's like the AI learning how to better reprogram itself.
@@ThreeBearsRPGs Came here for this comment
Eh, I can't solve a cube to save my life, but I could tell you the exact color combination of the bottom by looking at the top, since 2 colors will always be opposed to each other.
Amazing vid!
What a delicious appetizer!
This is such a unique idea and sounds really well designed and thought out! I was blown away to realize you only have 4 subs! 🤯I can easily see that number jumping into the thousands pretty soon! :)
I appreciate that! I've made one attempt at a channel before that got to 500 subs, so as long as I can do better than that, I'll take it haha.
@@ThreeBearsRPGs you're already at 40 now, that's 10x in 6 hours. Not too bad already. I'm sub #5 🎉 remember me when you're famous lol
Hahaha will do!