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Some of QuestForge’s cast are still learning. When you teach them, YOU learn it best — catch what they get wrong, then quiz them.
Teach Roll
You be the teacher — Roll is still learning. Helping Roll figure it out is the practice. (Roll's progress stays on this device; nothing is sent anywhere.)
🎓 In a minute you'll be the teacher. Get ready to teach Roll: dice have no memory.
Dice have no memory. After three 1s, every number is still 1 in 6 on the next roll.
You've helped them one at a time. The real understanding is how the ideas CONNECT — teach that next.
Sheet (point-buy character creation — every build is a legitimate story) ×Roll (dice probability — dice do not remember; every roll is its own universe)
One character succeeds on a task far more often than another with the same die. Why do Sheet and Roll explain that?
Sheet then says: “A character's stats have no effect on how often the dice succeed; only luck matters.” — is that right?
The link: your build is a set of odds the dice are waiting to roll.
Choose the stats, and you choose the odds.
Hex (the encounter grid — range and area geometry you can SEE) ×Hoard (resource economics — spend limited tools wisely, tools not trophies)
You have one powerful spell left and three enemies on the grid. How do Hex and Hoard work together?
Hex then says: “You should spend resources without ever looking at where things are positioned on the map.” — is that right?
The link: the geometry of the map frames every budget decision.
Read the grid, then spend what it is worth.
Capstone — run one encounter together
Three pieces of a good encounter. Bring in the cast member for each.
Build a character whose stats set the odds. Who?
Who do you bring in?
Roll to resolve the action. Who?
Who do you bring in?
Spend your limited resources wisely. Who?
Who do you bring in?
The synthesis: build the odds, roll the outcome, and budget your tools — how a good encounter plays out.