I first encountered d66 tables in Toon: The Cartoon Roleplaying Game, but I first started taking them seriously because of Maid: The Role-Playing Game. While working on The Dungeon Zone, I started writing a section on creating new moves, which naturally led to a section on creating d66 tables, which didn’t quite fit in TDZ and could be helpful to people working on other sorts of projects anyway. So, these are some tips for assembling good tables, drawing on my fairly unique experience of making literally hundreds of them across various games and even just making tables for their own sake.
“d66” is the term used in the Japanese TRPG scene for a tens-and-ones roll with two six-sided dice. It’s very much like how you can do a percentile roll with two d10s, and each roll gives you one of 36 possible results numbered 11 to 66. I kinda hope that the d66 terminology catches on so that it becomes easier to explain to people, but anyway.
I mainly work in Microsoft Word (I really need to learn InDesign one of these days), and in Word I typically write things up as a numbered list (so that I know when I’ve gotten to 36), and then apply the Normal style to it, and then copy and paste it into a table. (I also like to use the Sort function to alphabetize them, but I’m weird that way.) Word has table styles (in the Design tab of the Table Tools that come up when you’re editing a table), and I like to make them with alternating shaded rows and no borders, but of course you can do what you like. Once you type up 11 to 66 once, you can copy it to future tables you make.
To get started, you basically just have to sit down and pick a topic for your table, then start typing up a list of things to populate it with until you have enough. Chances are you don’t have enough things for the table just off the top of your head, so it helps to look at relevant books, Wikipedia articles, or other websites. If you want to make a random spell table, a Players Handbook or a wiki of spells would be a good place to turn for ideas.
I find it’s not unlike other creative endeavors in that sometimes I need to step away from a project for a bit, or look for sources of inspiration, or just get out a notebook and jot things down as they come to me. Sometimes–especially for stuff like random events–I’ll end up just plain sitting down and watching a TV series with a notebook on hand.
The Right Size
The amount of elements available within the table’s topic will determine the actual size of the table. A basic d66 table has 36 entries, which I find to be just right for most things, but you can vary it a bit:
- x2 Numbering: By numbering the table index 11-12, 13-14, and so on, you can make a table with 18 entries instead of 36. For some topics I’ve found that a full 36 entries is just too many.
- x3 Numbering: You can go one further by numbering the table index in increments of 3 (11-13, 14-16, etc.) to make a table with only 12 entries. You can do it with other multiples (like 4, giving you a table of 9 possible results) or stagger the numbers by uneven amounts, but doing so tends to make the table less readable.
- d6 Table: The very simplest thing you can do is just make a table based on rolling a single die. For some things there are so few possibilities that it makes sense to have a table of only 6 results, or possible even fewer.
- Sub-Tables: The Special Qualities table in Maid RPG makes use of “sub-tables.” If you roll any of the SQs numbered 41 or higher, you then make a 1d6 roll on a secondary table to get a more specific SQ. That gives that particular table 126 possible results, with several being six times more likely to come up. They can be a handy way to drill down and explore a branch of your table in more depth without having to go for a full-on d666 table.
- d666 Table: Adding a hundreds digit to your d66 roll gives you a d666 roll, affording you a grand total of 216 possibilities. This mainly works for topics where you have a fairly large number of small things. You can get more ambitious and have a d666 table with longer individual entries (check out the Morning Announcements table in Kagegami High pp. 136-150), but it’s going to be time-consuming and painful, even if you do end up satisfied with the result.
Number of Columns
One important consideration is the number of columns. Here I’m not talking about how you lay out the table on the page, but the number of things you roll for to use the table in its entirety. Multi-column tables are harder to make, but the random combinations mean literally exponentially more possibilities. A single-column d66 table has 36 possible results, but a double-column one has 1,296 possible results, and if you manage a three-column one it jumps up to 46,646.
Things That Fit
Especially for multi-column tables, you need to look at each entry and think about whether it really fits together with the rest of the table. In the case of a single-column table, that’s just a matter of making sure every entry is an appropriate example of what the table is supposed to be about. For the Pole Arm table in TDZ, I just had to come up with a suitable list of 36 pole arms, and while I nearly exhausted what Wikipedia had to offer on the subject, it was pretty straightforward. The Gamer Additional Languages table was a little trickier, because I had to actually think about and research what kinds of other languages nerds might know. I’m inordinately pleased with myself for having “High School Spanish” be an entry distinct from “Spanish,” and looking over lists of constructed languages yielded Klingon and Dothraki. But given that RPG players are primarily white guys (though I count some very good friends among the exceptions), other real-life languages are trickier. Still, given the range of nerds I’ve met here in California, it felt reasonable to include languages like Vietnamese and Tagalog. The creative challenge of figuring out enough suitable things to reach the right number of elements can force you to come up with some interesting stuff, but sometimes it turns out that you need to make a smaller table or just abandon that particular table altogether.
Things get significantly more complicated when you have multiple columns, because you have to think about how they fit together. That was something I first started to encounter when I decided to try my hand at making my own Cards Against Humanity cards. I haven’t been able to figure out the proper grammatical term, but the white cards in CAH are normally either a noun or an -ing verb, either of which can have various adjectives, adverbs, etc. attached. When I tried to make a black card playing off of that one song from Macross, having it be “My boyfriend’s a _____________ now.” didn’t work with a lot of the white cards because the “a” screwed up the grammar. When you make a multi-column table, even if you don’t have the formal grammatical terminology, you need to figure out what things fit and what don’t.
This is at its easiest when each column has a very simple and clear grammatical form you can follow. Personal names are one of the simplest in this regard, since you can just have columns for first and last names (and possibly split the first names into male and female). I once made a table of monster names, where the first column was all adjectives (Dire, Three-Eyed, Water, Lesser, etc.) and the second was all nouns for monster types (Beast, Golem, Slime, Spawn, etc.). One setup that I’ve gotten a lot of mileage out of for fantasy/pulp sounding names is “The X of Y,” which worked nicely for things like grimoires (“The Codex of Ineffable Magics”) or pulp titles (“The Tomb of the Golden Masks”).
One little workaround that I’ve developed is to include parentheticals that make let a given element click together with multiple types of elements. For example, my Martial Arts Movie Titles table has “Fist of (the)” in the first column, so that it can fit with other entries in the second column to form titles like “Fist of Blood” as well as “Fist of the White Lotus.” Of course, in that respect titles of things like anime and Japanese video games are especially fun to work with, since they largely ignore rules of grammar in both English and Japanese, so that most anything can go with most anything else. (On the other hand, I found it basically impossible to make tables for light novel titles, which are known for being long, baroque, and ridiculous, with no two quite the same.)
Proofing and Testing
Once you have things written up, you need to of course proofread and test the resulting table. Making these tables is partly a writing exercise, so of course you need to do proofing more or less like you would with any other piece of writing.
The single most common issue I run into is simply having duplicate entries. Particularly when I’m having trouble coming up with elements to go into a table, I can end up putting the same thing in twice. Aside from how it satisfies my desire to organize things, one of the benefits of sorting table entries is that it makes duplicate entries much easier to catch. (It also has the benefit of putting the table entries into a new order and forcing you to look at them from a different perspective.)
While the aforementioned exponential nature of multi-column tables makes it totally unreasonable to expect anyone to look at every single possible combination, you should play with the table a bit to see if it’s really producing the right kinds of results (whatever that means for the purpose you have in mind). Eyeball some different possible combinations and do some rolling as well to see if you’re getting results that are sufficiently cool/funny/whatever for your purpose, and try to look at each individual element and see if it generally works. You may need to weed some out and figure out replacements, which may be difficult if you were already straining to get up to the requisite number of elements.
Anyway, that’s what I have to say about making d66 tables, though you can apply these general techniques to other things, like text that goes on cards or other configurations of tables (like I made tables for use with playing card draws in Melancholy Kaiju)–basically anything with discrete elements that you assemble randomly and let people recontextualize and reinterpret.
I’ve found d66 tables to be an incredibly useful tool in RPG design, and through my Ewen’s Tables stuff I’ve ended up turning using them as a sort of metafictional poetic form, most often for humor, and occasionally for satire as well (as in the case of the “Workshop Games” table I made that lampoons the goofy names of units in Games Workshop’s wargames). The major thing I’ve developed that keeps me coming back to using them in so many of my games is marrying various “soft” character traits similar to the questions in Don’t Rest Your Head with optional random tables similar to the ones in Maid RPG. It’s a useful way to package those kinds of things with a set of examples as well as to give players the (very popular!) option to just generate a character randomly. They’re also just a great way to give GMs tools to turn to when they need ideas for basically anything, which is a concept I took to its furthest extreme in Kagegami High, where the majority of the 168-page book has d66 numbering so that you can use a ton of things in a randomized fashion.
1 thought on “Making d66 Tables”
Just posted No GM’s Sky with a d666 table for star systems to visit. And yes, it was time consuming and painful even though I was satisfied with the results. :-)