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Whys & Dice

The ultimate storytelling tabletop RPG


🎯 Your Personal Objective: Click to generate

πŸ“œ Whys & Dice Rules

🎭 Introduction & Theme:
A collaborative improv storytelling RPG where one Game Master and 1–5 players
build a world through random prompts, roleplay, and dramatic twists. Players explore the setting
and attempt to complete both a shared quest and their personal objective.

🎯 Objective:
πŸ§‘β€πŸ€β€πŸ§‘ Party win: Complete the GM’s initial story objective.
🎯 Personal win: Fulfill your secret goal before the story ends.

πŸ› οΈ Setup:
- 2–6+ players, choose or roll for one person to become the Game Master (GM)
- GM draws 3 cards to frame the opening scene:
Example: β€œYou are at [Where], waiting for [Who], who supposedly can help you find the [What].”
- Each player draws a secret personal objective.
Note: Don't reveal it for anyone!

🎲 How to Play:
- πŸ”Ž Players ask questions (Who, What, When, Where, Why?)
- πŸƒ GM draws a prompt card in response
- 🎭 Players describe their actions
- 🎲 GM or player rolls 2d10 when actions involve risk

🎲 Dice Outcomes:

πŸ“˜ Example:

GM: β€œYou find a glorious necklace, plated in gold.”
Player: β€œWhere can I go to find the value of this item?”
GM (draws Where): β€œLikely someone at the town hall will know.”
Player: β€œI try to run there as fast as I can.”
🎲 Rolls: 11 β†’ πŸ€” Success, but...
GM: β€œYou arrive, but the town hall is eerily empty.”

πŸ“œ Game Flow:
- Players take turns or play freely
- GM can draw cards any time to introduce chaos or clarity
- Players can ask, act, roll, and roleplay
- Optional: Guess others’ secret goals for bonus fun

🧠 Tips & Reminders:

🚧 Weird Scenarios:

🏁 Ending:
The story ends when the main quest is resolved β€” or the group agrees to end it.
At that point, players reveal if they achieved their secret goal.

πŸ“– Legend: