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Showing posts with the label Andy

Never Say Disc: Back to the Future

There are generation-defining pieces of genre media, influential works whose presence is immediately felt in everything that comes after it, works in whose facets we can see its peers, its predecessors, and all the many creations it will inspire. And then there’s Back to the Future (1985) , which is somehow the complete opposite. Generation-defining, sure, but also wholly unique to its own vision, an unreplicable artifact, notable entirely for its own brilliance rather than an empire built on its foundation. These actors, these scenes, that direction… there’s really nothing else like it - even the sequels are largely their own things rather than rehashing the original. There were a couple expansions via the short-lived animated series and the much-beloved Telltale adventure game , but on the whole it’s been allowed to simply be - a rarity in today’s media landscapes of constant remakes, reworkings, and rehashes. Back to the Future is a movie that means a lot to us at Never Say Dice, a...

Age of Barber-ism

How often do you visit the barber in your electronic games ? It could be as easy as revisiting the character creation screen. Or it may require you to visit a specific contact in the game, spend some of the game’s currency (special or not)  and select your new hair style. Rarely does a game have some mechanic where your hair, and preferred styling of such, needs to be maintained in some way. That's a huge departure for something so eventful and important in real life, and something that's ever-changing... whether we want it to or not. It grows, it greys, it falls out - all mostly out of our control. We style it, cut it, dye it, and get it as close as we can to how we actually want it to look. It's something we spend a lot of time on, and yet in most media, including tabletop games, it's largely ignored. So this week, let's do up your hair and bring the barber shop into your tabletop games with Never Say Dice.  Do the New 'do Changes in appearances for your table...

Enter... the Collector!

Collecting, and curating those collections, is something that seems to span cliques, cultures, and economic statuses, even throughout history.Though there are some major differences: one would imagine the upper crust collects things such as cars and yachts, and historically what gets collected has certainly changed over time along with tastes change... though you still see Hummel figurines, pressed pennies, and fancy spoons in tourist destinations. Ask any average person today, and they'll likely say they collect something themselves. It might be as simple as coins or stamps (if you’re thinking booooorrriiinnnggg , you're probably right, but don’t yuck their Yum !), as widespread as trading cards, or as nerdly as dice (shout out to our fellow dice goblins ). We even have games based around collecting - the writers of Never Say Dice are certainly no strangers to Magic: the Gathering and other collectible card games, even if we’re not currently wizard-dueling each other. They al...

What If...

A phrase that's probably most associated today with the Marvel What If…? animated series, the concept predates it by some time. Before the phrase even came up in comics (Marvel's original What If series started in 1977), the concept was over all sorts of media. Not necessarily in a What if "B" happened instead of "A", but certainly in a sense of “what if you took a vigilante detective series" (already a popular genre at the time) "and made it bat-themed ?” Often, the answers are very satisfying. They scratch some sort of brain itch we may not even be aware we had. You see it come up in comics, TV shows, movies, even our old favorite Choose Your Own Adventure  books, which are essentially founded on the question. One place where you typically don’t see it, oddly enough, is in our tabletop roleplaying games. So this week on Never Say Dice, let's explore the concept of “What If” sessions in tabletop gaming. - A Book(mark) It! A : In the original ...

Mix It Up

The Pan-Galactic Gargle Blaster. Is there another fictional (or even real-world) mixed drink as well-known to geeks and nerds everywhere? Like much of the larger Hitch-Hiker’s Guide to the Galaxy universe, it doesn’t make much of a direct appearance in the story itself, but establishes the character of the setting and the people who occupy it, especially given how early it appears in the story. The original 1978 radio play text ( unchanged in the 1981 television version ) is a great bit of writing, but it’s expanded upon greatly in the 1979 novel with the actual recipe for the “best drink in existence.” Each ingredient comes from a different planet, each with its own story or tradition, and, even though we never get to see any of these worlds (or their contribution to the Gargle Blaster), the sequence does a massive amount of worldbuilding and tone setting. And that’s one thing that’s interesting about cocktails - unlike most real food, they’re specialty preparations that stand out on ...

Personal Growth Experience

The environment is a pretty big thing in TTRPGs. Perhaps you’re out in space, or in some post-apocalyptic game, but even in D&D, the environment is a big part of the game, with event-specific classes and spells to drive this point home. Specifically, the Druid (not to downplay the Ranger) is one big call-out of D&D. They’re even mentioned as far back as the original Greyhawk supplement from 1975 (you may have already seen our Greyhawk posts ), though they didn’t become playable as a character class until 1976. Along with that, there are plenty of nature-based abilities and spells. It should be no surprise, then, that those spells and abilities get misused. Yes, once again you’re in for another round of Never Say Dice Ruins Your (shitty) TTRPG Memes . This one comes from a frequent offender, and we’re going to stop naming them to (hopefully) discourage these things from happening, or at least going quite as viral. The setup goes something like this: Player : I’m going to use Pl...

Improv on Location

In pre-printed tabletop games, and even morein freeform adventures, we know our location from the start. Your pre-published map shows all three levels of the castle, along with a a list of shops and other points of interest in the town. The spaceship blueprint has a list that covers crew quarters, the engine room, gunner stations, etc. Or maybe your book doesn’t have maps or blueprints, and presents flavor text and broad descriptions of the the people and places it covers. Both maps and descriptions, even general ones, are helpful when you’re running a game, and can cut down prep time for a scene. For those of us who fly by the seat of our GM pants in sessions, though, these may sometimes become a hindrance when we haven’t had a chance to go over them in advance. When presenting players a location, knowing where things are placed, what's secret or hidden, what doors are sealed/locked, where all of the traps are and so on, are all things you should probably know ahead of time. But ...

New Stuff, No/Low Dough

Last week, in the face of an evident (and still extant, if not as prominent) financial crisis, we talked about ways that you can keep getting new experiences with games you’ve already acquired. This time, we wanted to discuss ways that you can access totally new (to you) games without requiring the kind of investment it takes to be on the cutting edge of releases. While we all have those inner voices (that may or may not sound like our parents) telling us to just be happy with what we already have or that we have games at home, if we have any interest in the way the medium of games develops, we want to at least be aware of what’s new and catching people’s attention. So how do we get our hands on games we don’t own (yet) without handing over much loot? - B B : We’re all gamers here, we’re all used to representing concepts as numerical models and converting values within that model. If we’re trying to cut down on one form of currency (cold, hard cash), we need to make up for it in other ...

The Money's In Question But the Adventure Ain't

The way things are going, it looks like we’re headed straight into the third worldwide economic crisis in less than two decades… and the second since we started this blog. So while it seems likely that things will be very, very bad by the time you read this, even if catastrophe is somehow averted, it should be clear that we’re all living in a world that could melt down at any moment. Gaming, in both electronic and tabletop forms, may not be as expensive as some pastimes (particularly if we limit ourselves to… legal activities), but there’s still some degree of investment if you’re pursuing new and innovative experiences. As well there should be, corporate profits notwithstanding, artists and creators should be paid for their work. But, as COVID isolation reminded us, when you’re stuck with the Old Favorites, they well… get old pretty quick. Going into a future where we can assume we’ll all have less money to work with, how are we able to keep having novel gaming experiences and stay on...