Playing Games of Chance

a photograph of a group of adventures playing poker in a cozy tavern, gold and silver coins scattered on the table, pile of gold and silver coins in the center of the table

So I have a player that is a goblin sorcerer that loves to gamble. I was trying to come up with a few ways to allow for this activity as it was part of the character history. I figure I would share my thoughts!

So to play a game of chance like poker or dice the DM could take the following steps:

  1. Determine the game’s rules: The GM should decide on the rules of the game, such as which type of poker or dice game the players will be playing and any variations or special rules that will be in play.
  2. Set the stakes: The GM should determine what’s at stake, such as the amount of money, valuable items, or services the players are wagering.
  3. Roll for the players: Depending on the game, the GM may roll dice or shuffle cards to determine the outcome of the game. For example, in poker, the GM may shuffle a deck of cards and deal them out to each player.
  4. Have players make their bets: Each player should decide how much they want to bet, and then place their bets.
  5. Resolve the game: Once all players have made their bets, the GM should resolve the game. This could involve players rolling dice, drawing cards, or otherwise making choices based on the rules of the game.
  6. Determine the winner: The GM should determine who has won the game, based on the rules and the outcome of the game. The winner should receive the agreed-upon stakes, and the other players should pay their losses.
  7. Roleplay the aftermath: The GM should roleplay the aftermath of the game, describing how the winner celebrates and how the losers react to their losses. This can help to build immersion and engage players in the game.

I would like to add this time to add this disclaimer, it’s important to note that gambling in real life can be problematic, and players should always play responsibly and within their means. In addition, the GM should always ensure that the gambling content is appropriate for their players and fits within the tone of the game.

Now with that out of the way here is a setup I tried for a simple dice game:

  1. Game Setup: The game is played with two six-sided dice, and players take turns rolling the dice. The game can have any number of players.
  2. Place Bets: Each player places a bet on the table, betting on the outcome of the dice roll.
  3. First Roll: The first player rolls the dice. If the total of the two dice is 7 or 11, all players who bet on “pass” win, and those who bet on “don’t pass” lose. If the total is 2, 3, or 12, all players who bet on “don’t pass” win, and those who bet on “pass” lose. If the total is any other number, this number becomes the “point.”
  4. Point Round: The game now enters the “point round.” The player who rolled the point number continues to roll the dice until either the point number is rolled again, in which case all players who bet on “pass” win, and those who bet on “don’t pass” lose. If a 7 is rolled before the point number, all players who bet on “don’t pass” win, and those who bet on “pass” lose.
  5. Next Player: After the point round is over, the next player in line takes a turn, and the game continues as described above.

This is just a basic version of the game, and the DM can add more rules or variations to make the game more interesting. For example, players could be allowed to increase their bets during the point round, or special abilities or spells could be introduced to affect the outcome of the dice rolls. As always, it’s important to make sure the game is appropriate for the players and fits within the tone of the campaign.

So now here is how I plan to implement a poker game:

  1. Game Setup: The game is played with five six-sided dice. Each player starts with a set amount of currency, which they can bet during the game.
  2. Roll Dice: Each player rolls their five dice to get their hand.
  3. Bet: The first round of betting begins, starting with the player to the left of the dealer. Players can choose to bet, raise, or fold based on the value of their hand. The betting continues until all players have either called the highest bet or folded.
  4. Re-Roll: After the first round of betting, each player can choose to re-roll any number of their dice up to two times to improve their hand.
  5. Bet: After each re-roll, there is another round of betting.
  6. Showdown: Once all players have had the opportunity to re-roll their dice, there is a final round of betting. Then, all remaining players reveal their hands, and the player with the highest hand wins the pot.
  7. Hand Rankings: The hand rankings for this game are as follows:
  • Five of a Kind: All five dice are the same value.
  • Four of a Kind: Four of the five dice are the same value.
  • Full House: Three of a kind and a pair.
  • Straight: All five dice are in sequence.
  • Three of a Kind: Three of the five dice are the same value.
  • Two Pair: Two pairs of dice.
  • One Pair: Two of the five dice are the same value.
  • High Card: The highest value dice if no other hand is achieved.

This is just a simple version of the game, and the DM can add more rules or variations to make the game more interesting. For example, special abilities or spells could be introduced to affect the outcome of the dice rolls, or players could be allowed to trade or steal dice from one another. I hate to sound like a broken record but as always, it’s important to make sure the game is appropriate for the players and fits within the tone of the campaign.

So what are your thoughts? Do you add game of chance into your games? I would love to hear your comments!

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