Dice Mechanics


Have you ever found when playing RPGs that failure is often more fun than success?  Well, Smile Police's core mechanics is built around that premise.  Success and failure don't really matter -- the Likes you get from the livestream audience is all about how entertaining you are, and they love seeing people fail. 

When you take an action, you roll a d6.  There are no bonuses or skills, or even difficulty modifiers. Whether you're piloting a damaged helicopter or getting a can of Fizz Cola from a vending machine... both are equally dangerous to our poorly trained, accident-prone Smile Police officers. 

Almost half the time, players will cause Collateral Damage, which is kind of a "clock" that advance the mission after too much of it happens.  In other games, you advance by being successful.  In Smile Police, you advance by screwing up (and then deny responsibility or downplay the incident after the fact.)

Also, the GM never rolls dice.  Instead, there is the Bad Luck Roll.  When the GM decides something bad happens to the party, everyone rolls a die and the lowest roller or rollers take damage. 

There is also a social mechanic called Extra Motivation.  If a player rolls Good Enough (4-5) you can force them to re-roll the die until something other than Good Enough comes up, guaranteeing a more extreme result. 

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