Maybe try to remember the "tens" value (i.e., 30s, 40s, 50s) of at least one of the last numbers that you chose and then avoid that on the next one. For example, if you chose 31 and 12, which you would add to gather to make 43, and then 4 and 3 is 7, so you rolled a 7. Perhaps try to remember that you chose a number in the 30s and then on the next one have the first number be something in the 40s, 50s, etc. That might work.
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I'll use the THING oracle as an example. If you are playing diedream and want the name of a random object, you would use the THING oracle. You use the diedream system of "rolling" which is thinking up two random two-digit numbers, say 31 and 16, add them together and get 47, add the 4 and the 7 together and get 11, and then add the 1 and the 1 together and get a 2. So, you rolled a 2 on the THING oracle, which is a T, which stands for TOOL. From there, you use imagination and creativity to envision a tool. It could be something to cut, hammer, pry, fasten, or maybe measure.
Page 6 is meant to be a series of columns, so you can see which letters of each oracle correspond to rolls of which numbers. It is meant to be similar to the graphic in the upper right hand corner of page 2 of the core diedream rules.
diedream DEEP is an expanded system of options, often referred to as oracles,for the game Diedream.
https://corvvsgames.itch.io/diedream-deep
Before using this supplement, you need to be familiar with the rules and system of Diedream, by Alfred Valley.
Diedream by Alfred Valley can be downloaded here:
https://corvvsgames.itch.io/ex-nihilo-mvndvs-book-i-downtown
A WORLD FROM NOTHING: The most general use of this book is to create a realistic yet randomized version of the downtown area of a United States-style major city from scratch. The EX NIHILO MVNDVS system will generate everything for you. The system will generate every building on every block, and will do so in a way that is in line with what one would expect given the statistical distributions of building types, heights, and uses in modern major cities in the United States.
EXPLORATION: The second general use of this book is as a tool that guides the exploration of a modern downtown area. For example, the physical state of the environment on a building-by-building and block-by block basis, the nature of any human or non-human activity, the number and types of vehicles encountered, et cetera. Additionally, the system will guide your exploration of each building on a floor- by-floor and space-by-space basis. Providing these types of details will allow you to focus more of your attention and energy on the core narrative and gameplay experience itself. My sincere hope is that this system allows you to observe, react, and immerse instead of spending time in a writer’s block-type state making rolls on non- descriptive tables trying to answer minor questions.
ITEMS: A third use of this book is as a tool or supplement for looting or scavenging in a modern urban setting. This book contains generation tables for eighty- two unique types of buildings and random item tables for over one-hundred unique types of spaces and twenty different types of vehicles. The random items tables contain a variety of items that one could reasonably expect to find in those specific types of locations and spaces, along with a few things to keep the game interesting.
NARRATIVE: Finally, EX NIHILO MVNDVS includes three thirty-six-item random tables that are aimed at helping you develop your story and drive your game narrative forward in interesting ways. These tables include leads that can be discovered, rumors that non-player characters might disclose, as well as pleas for help that non-player characters might make.


