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Showing posts with the label GM

You're Dead! What Do You Do Next?

The spiked mace crashes through the warrior’s helm, the fully charged energy rifle burns a hole right through the smuggler’s chest, the vampire detective lost in the desert, unable to escape the deadly sun, is consumed by flames… if there’s one thing tabletop roleplaying games are good at, it’s finding ways to kill characters. But how often should that actually happen? We’ve talked before about dealing with bad rolls and how you can use to them to advance the story , but sometimes killing a Player Character is the right thing to do. How do you know when that should happen, and what happens after that? In worlds where resurrection is just a roadside temple or replacement clone body away, what implications should character death have, and when should a character be killed off for good? - B   A: Death is a tricky enough subject to deal with in our regular lives, not to mention including it in what are supposed to be our games. If you’re playing a lot of roleplaying games though, characte

RPG Sports: Combat Without the Danger

There may come a time in your campaigns where you want the fun of combat without the stress that can bring. You probably want something a little heavier than pure roleplaying, possibly a team challenge featuring the thrill and random chance of combat, but less dangerous for the Player Characters. Enter... sports! (Something many of us into tabletop games haven’t been good at.) Sports offer an opportunity to include a game within your tabletop game. You can frame it as a local game regularly played wherever your players are currently visiting, a touring exhibition, or your universe’s very own Olympics. No matter what route you take, players love opportunities to test their luck, their character’s skill, and get a chance to win prizes or accolades without (too much) danger involved. It can be a great break if your campaign has been full of tense moments, and makes a good pause between major story arcs. The Olympics of our own mortal plane present a ton of great examples: protected, monit

Gaming Out Stress

It's been a tough week, a tough month, a tough year... If your lives are anything like ours, things are a bit hectic right now. Whether it's climate anxiety, the "open everything up" push running smack into the Delta Variant, the conflicts and contradictions of school reopenings, or plain, everyday, run-of-the mill chaos, it all gets to you. This week, we thought we'd return to the topic how real-life stress intersects with gaming... and the stresses gaming can bring. - B   A : The fighter just went down and is starting to bleed out. The magic user appears to be out of spells and seems to be floundering on what to do next. The rogue? They're looking pretty rough, and without the fighter to play off of, they might be brown bread after the next assault.  The Big Bad Evil Guy looks like he may be on the ropes, though.... but maybe they're faking? What do you do? Should you rush to the fighter and dump your last healing spell on them? Perhaps you should launc

Blue's Clues for Tabletop Gumshoes

We just figured out Blue's Clues, we just figured out Blue's Clues, we just figured out Blue's Clues, because we're really smart! If you have had or known a kid at any point between 1996 and now, you might be familiar with this saccharine refrain or some variation of it, which has appeared in every episode of the popular children’s series. If you’re not familiar with the show, an animated dog leaves clues with their paw prints for something they’d like to do, and the human host of the show bumbles along constantly talking directly to the young audience, asking for help and advice. Educational content aside, this is the premise of Blue’s Clues . What in the name of Gary Gygax does this have to do with storytelling and tabletop gaming, you may ask? Mysteries are something many of us like to feature in our games, but planning them can be difficult, and players are often quite good at spoiling your carefully-laid plans. As a series, Blue’s Clues uses basic storytelling an

Fifth Dimension

There is a fifth dimension, beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call The Twilight Zone. A Side :  If you’re familiar with the words above, you’ve probably seen at least one episode of the stalwart classic The Twilight Zone . (Or maybe you remember them from our previous Twilight Zone post where we reviewed a few episodes and the series itself? In which case, we hope you went and watched a few episodes afterwards.) The 2019 series revival may have been cancelled this year, but that doesn’t mean we can’t welcome these newer entries into our strange home. While some of the new Zones may have been rehashes of old material, a number of new episodes can join the ranks of that "middle ground between sc

The Space Between Blows: The Audience's Role in Narrative Combat

POW! BIFF! ZOT! Fight scenes have been a part of narrative media for... well, as long as there has been narrative media . The Illiad , for instance, is full of the granular blow-by-blow we expect of fight scenes today, regardless of medium . So this is not a topic for which I can do any kind of justice - I'm sure there are people who have dedicated their entire careers to the study of narrative combat, and there will always be more to talk about, more to discover. Rather, this post will explore some recent thoughts inspired by (what else) a mostly-forgotten twenty-year old video game. Oni is a third-person action game with a focus, despite the arsenal of weapons featured in the official art, on melee combat. Today, it's remembered mostly as the game Bungie made after Marathon and Myth , but before Halo . Culturally, it's a rather bizarre relic: a western attempt at making an "anime game" based on limited reference points that the creators lifted wholesale, partic

Roll for Re-Opening

The COVID era, as we’ve taken to calling it, ain’t over yet - not by a long shot. But as vaccination percentages rise, restrictions are being eased at both jurisdictional and individual levels, and, while the decision is up to you and the other members of your pod (at least we get to use some cool futuristic terminology!), options are starting to open up. This week, we'll talk about our ideas for getting back to in-person gaming and and talk about how you can set up your own Post-Vax Agenda. - B    A : Strangely enough, despite how much we talk about it, I haven’t done any in-person tabletop games since over a year before the pandemic even started. Sadder yet, that campaign left a bad taste in my mouth like burnt pizza. I enjoyed it for what it was at the time, but now I wince at that burnt tongue feeling and nasty aftertaste. I have picked up a few games online since the pandemic started, and that’s been fantastic. Fortunately, those people are spread across multiple states, and t

Moment of Silence: One Year Later

One year ago, following the murder of George Floyd, Never Say Dice posted "a moment of silence" in memory of Black Americans who have died as the result of police violence, and out of solidarity to those who stand up to a system designed to break the bodies, minds, and souls of people of color. One year later, we thought we should reflect on what has transpired since then, and where we can go from here. There is always another story, ask anyone who works in words, images, and sounds, including those artists of ephemera who concoct fleeting tales around a table, shaped by dice and panic, lost instantly to time and the savageries of recollection. Every story that's told makes space for those that aren't. The "before" stories. The "after" stories. And the stories beneath. If someone has lived their life privileged enough to never hear the stories of those who suffered and died creating the world they take for granted, even acknowledging the existence

Risus Burger

Food disagreeing with you lately? The summer holidays are often full of greasy burgers and hot dogs. I know I’ve been grilling more than usual. That wasn’t what I was referring to, though. Does your food want to make hamburger out of you ? Then perhaps you need help from Peter Pepper. You might be asking yourself, “who?” Don’t worry, we’ll cover that in a moment. First we have the "how." We don’t need IntelliVision’s arcade-like super graphics for this post. We need Risus: The Anything RPG . What is Risus ? I won’t bore you with all the details here. (Besides, you can read our very own Introduction to Risus post.) In short, Risus is a rules-lite, versatile, and down-right fun “anything” TTRPG. In previous Risus posts , we have looked at converting the characters from Gauntlet , and taken inspiration from the Pole Position properties for an arcade themed setting I’ve been working on. In actual play, the game world would look something like Wreck-It-Ralph or ReBoot . For

Failing Forward: Using Bad Rolls to Drive the Story

The owlbear rushes forward beating aside your comrades. They now lay on the ground fighting the throes of death to regain consciousness.  The owlbear is wounded though, and you’re up. This is it. Now is the time to charge forward and end the battle. You swing your broadsword, roll a d20 and get...a 4. You duck into a shadowed doorway as stormtroopers march down the hallway. Their blasters are drawn, but you think you’ve found a good spot to avoid them. You’ve almost made it out of the compound. The GM has you roll for stealth. The escape all comes down to this one check. You throw the dice and get...3. The Players and DMs alike yearn for that critical success at a clutch moment, but failures can mean just as much. These situations can even become the defining moment for a character, adventure or campaign. What is the best way to handle those disappointing moments? -A A : Critical successes are something all players are hoping for. Even if skill checks don’t technically “crit”, there is

I Am Camp Incarnate: Trash History and Return to Castle Wolfenstein

Today is V-E Day, and earlier this week, by sheer coincidence, I declared victory over Return to Castle Wolfenstein - specifically the Playstation 2 version. I'd started it a while ago, but picked it back up both to try and cut down my gargantuan list of  “in-progress” games and to build up to playing the more recent titles in the series with Andy. Playing RtCW in 2021 was certainly... an experience . I haven't chosen the games I've played during the pandemic specifically because of their relation to current events, but an eerie number have featured infectious disease plots ( Metal Gear Solid V , Dishonored , and Marvel's Spider-Man ), so gunning down Nazis at least gave me a chance to engage with a different aspect of our unfortunate times. Return to Castle Wolfenstein is, obviously, an "historical" game, but in more ways than might seem obvious (or intended)., The era it conveys is not the 1940s in which it was set, but the way that period was conveyed in