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Grab your Cubes
It's time to play!

Take a few Cubes from the core sets of Rory's Story Cubes, add a bit of imagination and some slightly hokey turns of phrases, and you've got yourself a SCRPG adventure.

StoryCube: The Roleplaying Game (SCRPG) centers around interpreting the images shown on groups of Rory's Story Cubes to create characters, worlds, and situations for an interactive story-telling experience that captures the essence of an RPG without relying on complex calculations, tables, power cards, extremely-specific rules, or even maps and models.

A SCRPG ("Skripig") experience revolves around the characters and the player's imaginations, with every new action adding new depth to the world and directing the adventure.

History


Launched in January of 2016, StoryCube: The Roleplaying Game started when Greg Schulze had read an article about using Rory's Story Cubes as an easy way to come up with randomized D&D situations, then bought a set at a local bookstore and, one very bored day, emailed Stone Lovecharm some ideas on how to use the Cubes themselves as the core mechanic of an RPG.

Stone, having a very boring day himself, wrote back some of his own ideas and SCRPG was born.

Over the following months, Greg and Stone realized that the ideas they were emailing during the long, slow summer were quickly turning into something other people might like and so they resolved to hunker down and create an actual, sellable game out of it all.

And, a little less than two years later, we published what we think is a darn good game for people of all ages.

About a year later, Stone and Greg learned that The Creativity Hub would be launching their own official Rory's Story Cube RPG and they decided to discontinue theirs, restructure the content into something new, and release ImagiCube in mid 2017.

How To Play (The Extreme Basics)


Taking an Action

When a Character wants to do something, whether it be moving, talking to another, disarming a bomb, interrogating a prisoner, or attacking a Villain, it is called an action. A single action performed uses an Action Time. Cubes are randomly chosen and rolled when performing an action. The images on the Cubes are used to help describe the action. To take an action, follow these steps:

Step 1: Inform the Gamemaster what type of action you want to accomplish using your Character's Core Thing, Things, or a common action.
Step 2: Randomly choose one Actions Cube and two Original, Voyages, or other Cubes.
Step 3: Roll the Cubes.
Step 4: Describe how the action is accomplished using any number of those three Cubes.
Step 5: Roll a d12 to determine your success if you used none or only one Cube to describe your action. Roll a d8 to determine your success if you used two Cubes to describe your action. Roll a d6 to determine your success if you used three Cubes to describe your action.
Step 6: Determine if the roll was a success. On a d12 roll, 1-5 is a failure and 6-12 is a success. On a d8 roll, 1-3 is a failure and 4-8 is a success. On a d6 roll, 1-2 is a failure and 3-6 is a success.
Step 7: Determine how the action succeeded or failed.

Making a Character

Step 1: Character Core Thing
Randomly choose two Original Cubes, two Voyages Cubes, and one Cube from any of the other Cube sets that will be used in the game setting. Roll them. Reroll any one Cube if you wish. Choose three of the rolled Cubes. Make a note of the Cubes' images. This is your Character's Core Thing.

A Core Thing is a part of a Character's race, traits, background, role, or education that adds to his overall capability. This includes types of training, personal experiences, places he may have lived, or people he may have known that influenced him in some way. Core Things can be physical, mental, or spiritual traits. Core Things are often general rather than specific.

For example, a trait Core Thing can be extra strong leg muscles. A background Core Thing could be that the Character is a child of a powerful military general. An education Core Thing could be alchemy training or that the Character knows many languages and picks up new languages quickly.

Step 2: Character Things
Randomly choose two Original Cubes, two Voyages Cubes, and one Cube from any of the other Cube sets that will be used in the game setting. Roll them. Create two Things from these Cubes. One Thing can use Cubes that the other Thing used. Make a note of the Cubes' images for each Thing. These are your Character's Things. If you wish, you may reroll any number of the Cubes used to create your first Thing before creating your second Thing; you may not choose to reroll any of the Cubes that were not used to create your first Thing.

A Thing is any power (magic, psychic, mutant, etc.), skill (the outcomes of learning and/or experience), ability (natural talent), or piece of equipment (physical usable objects). Things are often specific rather than general, unlike a Core Thing.

Versions of Play

The Planned Adventure
The Gamemaster has already written the adventure, or is using a written adventure, such as The Temple of the Sun. The Characters are created and they go on their great adventure.

The Sandbox World
The World is created by the Gamemaster and the Players before Character generation by making World Things. To create World Things follow the following steps:

Step 1: Randomly choose two Actions Cubes, two Original Cubes, two Voyages Cubes, and three other Cubes from any of the other Cube sets of the Gamemaster's choosing.
Step 2: The Gamemaster randomly chooses additional Cubes from all available sets until there are at least twice as many Cubes as there are Players, including the Gamemaster, and rolls all the chosen Cubes.
Step 3: Starting with the Gamemaster and going around the table clockwise, each Player selects one Cube and uses the image to describe one part of the world until it is fully described for the Gamermaster's needs.

After the Characters are created, the Gamemaster and the Players create Situation Things to describe the situation they will be dealing with in the Adventure. The Gamemaster randomly chooses one Actions Cube, one Original Cube, one Voyages Cube, and one Cube each of any of the other sets used until there are at least twice as many Cubes as Players, including the Gamemaster. The Cubes are rolled and, starting with the Gamemaster or a Player and going clockwise around the table, each person chooses a Cube and creates a Situation Thing from it. This determines how the adventure will begin using the images on the Cubes. Whenever a scene ends and a new one begins, the Gamemaster can either determine what happens next based on previous scenes or create more Situation Things again until the adventure reaches its end.

The Mixture
The Gamemaster has a setting selected and the Characters are then made. The Gamemaster has an idea for an adventure and then the Cubes are rolled as in The Sandbox World to flesh out the adventure idea or to create new scenes. She can choose to withhold a bit of the adventure information from the Players by rolling one or more Cubes secretly, or interpret one or more of the Cubes differently than the Players do and not tell them.