Sigils Update 2: Why Diceless?


I decided to enter the diceless game jam as a means of getting out of my comfort zone and explore new ideas, since I'm so accustomed to associating dice with TTRPGs. Sigils in Seralia was the product of my various ideas about how to make a dicless TTRPG fun and relatively fast to play.

I love dice, and I love game that let players roll lots of dice. Trying to capture the tactile feedback of holding and rolling dice - without using dice - is a difficult task. The idea of drawing tokens from a bag was partially inspired by Bolt Action and other games from Warlord Games, which have players drawing dice from a bag to determine turn order. 

Originally my intention was for Sigils in Seralia to use a series of 40 marbles - black and white or black and red - with the sigils drawn/painted on them. However, in the interest of providing players with the tools necessary to play, I switched to printable "stickers" that could be put on coins, discs, etc. Somebody with 40 dice to spare could even put the sigils on the dice and draw those from a bag.

Since I didn't have a lot of time to playtest the game, there likely are balance issues with probability. Low-likelihood events require drawing two tokens, with success only occurring if both are red. Since I'm not an expert on probability, I'm not sure if this is a reasonably fair way to represent a higher chance of failure. Anybody who happens to play the game is welcome to provide any feedback on the balance.

At some point in the future I may rewrite Sigils in Seralia to utilize dice. Although this was a fun experiment, I still prefer rolling dice to any other system of randomized outcomes that I can imagine. 

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