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Showing posts from 2024

Columbus the Killer

 " He came dancing across the water With his galleons and guns Looking for the New World And that palace in the sun..." - Neil Young, "Corte z the Killer" (1975) I'm aware that I bring up Ozark Softscape's 1984 game The Seven Cities of Gold rather frequently for a title that's mostly remembered today for its influence later series like Civilization . But it's a very significant game for me personally, not only because it was, for me,  an early demonstration of the medium's potential richness and depth, but because some thirty-six years later, I keep coming back to it. There's the cartographical indulgence Seven Cities foregrounds, of course, and an appreciation of the game's mechanics I wouldn't have had at seven years old, especially since so many are hidden, left for the players themselves to deduce. But there's a reason I kept going back, both as a kid and as an emulator-savvy adult, every Columbus Day: a longing for repai

Trashed Compactor

In Dungeons and Dragons , there have been plenty of "trash" spells over the years. Spells you wouldn’t pick, as they won’t be very useful or are too niche to be worth taking up a slot in your roster. Players and GMs alike will argue over these kinds of spells for hours. Likewise, there are plenty of spells and effects that combine to enhance each other. One example would be casting Grease and Fog over the same area, limiting both your enemies' vision and their mobility. If you’re feeling murder hobo-ish, another might be Sleep and Fireball - keeping your enemies in one spot and then flambéing them. What about Trash Compactor? You don’t know what that is? The thought is to Polymorph an enemy into a small or tiny creature, then cast Resilient Sphere (sometimes known as Otiluke’s Resilient Sphere), release the Polymorph, and watch as your enemy is turned into a thick slurry of meat, blood, and bone. If you follow the blog, you’ll know that seeing a ridiculous description wri

Filling the Sandbox

There have been a lot of box sets when it comes to the history tabletop games like Dungeons & Dragons . Red boxes , Blue boxes , white boxes , reprints , fan collections , etc. That isn’t the kind of box we’re talking about this time, though. On the surface, roleplaying games may look like the ultimate sandbox: you can do or create anything within the context of the agreed-upon rules. When it comes to actually running your own campaigns, of course, your actual mileage may vary. One key factor in that is the nature of the Game Master's role. Even a seasoned storyteller with years of experience may not have the bandwidth to keep up with a campaign that allows a very wide latitude - this is likely why pre-printed campaigns and adventures remain fairly popular. While we all want to tell our own stories, it's a huge benefit for the GM to have a framework of  pre-made challenges, pre-rolled bad guys, and previously-seasoned flavor text . For those running game, the time savings

Peasant Railgun

Peasants are the common commoner amongst the NPCs of many a tabletop role playing game. It doesn’t matter the setting, there's going to be a variety of "common" NPC that's peasant-like in some way. The subject of peasants has come up in my Dungeons and Dragons gaming group once again as the Peasant Railgun meme makes its way through the internet once again. A crazy idea that's been around for many years. Not sure what we’re talking about? The concept goes something like this: we find a big bad target, line up a group of 2,280 peasants all in a row over the distance of two miles, have them all ready their action, and then have them pass an object (usually a spear) down the line over the course of a six-second round, until it reaches the last person in line who throws the ammo at the target - gaining  "velocity damage" based on falling object damage, and dealing somewhere near 400d6 worth of damage. If this idea sounds ridiculous to you, and you’re a reg

Under the Hood

By now, my love of older electronic games should be well-established. Indeed, over the time we've been doing this blog, I've only delved deeper and deeper, more than tripling the number of vintage consoles I have on-hand, hooked up, and ready to go. And while we can look to the pandemic and the money saved by not having to regularly commute lifestyle changes that came with it, the fact is, the propensity was always there - I have always loved older technology, especially if it operates in ways fundamentally different than modern equivalents. And compared to, say, vintage guitar and bass amplifiers (something else I have in... "generous" quantities), consoles are relatively cheap, don't take up much space, and can be used late into the night without risk of noise complaints (provided I'm using headphones). They all have their own quirks, their own histories and unique libraries, and, since they were all released in my lifetime, personal connotations. Each cons

Helpful Hiatus

No, the blog isn’t going on hiatus , at least not any time soon... that we’re aware of... yet. Having co-posts, and each writer taking turns from week to week helps provide a good respite that keeps the pressure off - no need for a short term break. While gaming, and in particular tabletop roleplaying games, can be a release of their own, the pressures of life can leave you feeling a need to take some time away. It might be burnout, major life changes, or some other form of stress, let's say your country’s 500th anniversary to plan, your wedding to arrange, your wife to murder, and Guilder to frame for it. Any of those things alone could leave you feeling simply swamped and with a need to take a rest break for your own self-care and mental health. After all, if you haven’t got your health you haven’t got anything. If you’re feeling any of these things, it might be time to take a hiatus. But before you do, why not take a few moments and review some advice from Never Say Dice. Prepa

Wrestling with Retcons

How did we get by so long without the term “retcon?” As a phrase, “retroactive continuity” goes back to at least 1973, with our current definition appearing a decade later to describe some of the way DC comics was engaging contemporary storylines with characters and plots from decades prior. Even without a name, the concept is about as old as storytelling itself, with some retcons becoming such a significant part of their respective narratives that they’d be unthinkable without them - no one involved in the creation of the 1977 film considered Vader to be Luke’s father, but inserting that retcon into The Empire Strikes Back has defined every iteration of Star Wars ever since. But “retcon” is a term that carries as many connotations as it has applications, with plenty of room for interpretation as to what exactly counts as a retcon, what it effect retconning has on a work, and how that in turn affects an audience’s relationship with that work and its creators. So this week, let’s take a

Get Them Gaming: The Untangled Web

Quick, what’s your favorite tabletop RPG and why? What led you to deciding that was your favorite? Is it the first game you ever played, and if so, how have your opinions about it developed since your first experience? If not, what was the sequence of events between playing your first and playing your favorite? We may not be thinking of it when we’re playing or planning the games we choose to put time into, but there have been a myriad of decisions and experiences going all the way back to our first exposure to TTRPGs. Last week, we talked about using a quick, generic pitch to introduce potential new players to the concept of roleplaying. This time, let’s discuss how to get more specific in teasing apart your gaming lives and loves, and how you can take what you’ve found on your own journey to help someone who’s just starting theirs. - B B : With the way that games model a person’s entire life, or at least a significant part of it, it’s a wonder we don’t get metaphysical with it all th

Get Them Gaming: The Pitch

How do you teach a person gaming? Back when I was in high school, it's no surprise I was a bit of a nerdy outcast. Lunchtime was a big concern, even more so than in middle school. The mix of kids there was different, and many of my friends from former years had gone to different high schools - even the two of us at Never Say Dice, were split up. However, this time I was fortunate: a group of card players sat next to me. As creatures of habit, we pretty much stuck to those same seats throughout the year. Every day while they ate, they’d play round after round of Spades. Occasionally they might mix it up with poker, hearts, or some other game, but Spades was the go-to. After a month or two, one of them was out sick and the rest were bummed that they wouldn't be able to pursue their favorite pastime. Showing unusual courage and social acuity, I piped up and offered to play a hand. I’d never played before, but had picked it up by watching them. From then on, I was always an alterna

Quick (Temporary) Assistance: Loaner Equipment and Special Deals in TTRPGs

Tabletop roleplaying games are, the majority of the time, about accomplishing something despite limited resources. Sure, there's a story with heroes (or anti-heroes, depending on your game), characters' individual plotlines, and plenty of other aspects, but, much non-game life, it typically boils down someone facing challenges using only what they have. It's no wonder so many adventuring parties are money-hungry, near lusting for coin or credits. That isn’t any real shock, though - if we go back to the original Dungeons & Dragons’ Men & Magic back in 1974, characters' experience was literally tied to the amount of treasure they were able to collect. When our tabletop games are originally rooted in that concept, can we really blame players for being money hungry? While experience generally isn’t directly tied to money any longer, and we’ve even slowly moved toward many games advancing player characters according to the development of their personal story, money