I do have a dice tray that I really like. It lays flat during transport, but holds together with magnets while in use.
A dice tower would be fun, but coming up with something portable would be ideal.
Without much to talk about on this front, though I'm not technophobic about my gaming and do have some app recommendations for later, I think I'll take a bit of a mulligan and talk about my final Law of Gaming.
Doug's 4th Law of Gaming is: Characters can have secrets, but players shouldn't.
This is a new one, and not too thoroughly tested like the others. It's mostly a response to my wife watching lots of RPG Horror Stories on YouTube.
Players creating secrets for their characters can be a lot of fun, but if they are dedicated to keeping that secret for themselves and revealing it on their terms, there are a lot of ways for that to go wrong.
In conventional narratives, there's a thing called "dramatic irony," which means that there's information that the audience knows that the characters themselves don't, which can affect how they perceive the scene. For example, in a horror film, the audience may have a view of where the killer is headed next. So when the scene switches to that location, they get a heightened thrill knowing that the killer is coming into this scene at any moment.
At the gaming table, this is somewhat tricky to pull off, since the players are both the actors and the audience for the action. But if they're willing to buy in, it can be rewarding.
If the players know the characters' secrets, they can work towards playing entertaining scenes involving them without necessarily blowing the secret wide open. Like all those Silver Age Superman comics with Superman going through elaborate ruses to keep Lois Lane from discovering his secret identity.
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