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·2 min read·The LiveTale Team

When the dice betray you, roll them again

Each scene now gives you one free do-over on your latest action; reroll the dice on a failure, or re-narrate the prose on a success that landed wrong. Subsequent regens cost 1 Page.

You picked the action. You watched four dice tumble. They landed on FAILURE, and the narrator wrote your hero clinging to a beam over an open furnace. The story is good. The story is dramatic. The story is also not the one you wanted to play this evening.

Until today, that was the take you were stuck with. Now there's a small button under the latest beat that says Reroll, with Free next to it.

An action result showing a failed Athletics roll over a flaming banquet hall, with a Reroll button labelled Free
One free do-over per scene. Use it when the take didn't land.

Two flavors of do-over

The button reads what just happened and offers the right thing:

  • Reroll (when your last action failed). New dice, new outcome. Same action, same trait, same difficulty - only the four Fudge dice are different.
  • Regenerate (when your last action succeeded or partially succeeded). The dice stay, only the prose changes. If the LLM delivered a flat take or framed it weirdly, ask for a different telling. There's a small text box if you want to steer the new narration - "more visceral," "less dialog, more action," "keep my hood up."

Both flavors snapshot the engine before the beat runs and restore it on regen; items you picked up, quests you completed, NPCs you wounded all roll back. A reroll is a real reroll, not a "second go" with the consequences of the first still glued on.

The first one's on us

Every scene gives you one free do-over on your latest action. Use it or don't. The second regen in the same scene costs 1 Page to keep this from becoming a slot machine - but if the AI is going to keep handing you the same flat outcome, that's on us to fix, not you to pay around.

A few small things:

  • The Regenerate button only appears next to the latest action result. Once you take the next action, the previous beat is locked in.
  • Quest completions, item finds, and scene-ending beats lock the beat too. We don't let you undo a reward you've already seen.

Why we built it

We've watched ourselves play and noticed the same small reflex: when a roll goes badly in a way that breaks the fantasy - your master swordsman fumbling against a tavern bouncer, your archer missing at five paces - the impulse is to close the tab and start a different adventure. That's the worst possible outcome for everyone. We'd rather you reroll, keep playing, and tell us when a particular roll consistently feels wrong.

So: roll again. Tell us how it goes.


Cheers,

The LiveTale Team

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