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Showing posts with the label Andy

Gaming Vacation

The post schedule around this blog hasn’t been the smoothest as of late. Between life’s pressures and unexpected tragedies such as rock legends (and personal heros) dying , it's not hard to imagine how that would impact a regular day. Unfortunately for our dear readers, one of the things that has kept me from writing over the past few weeks is vacation. Though, while one might expect they'd get more writing done on a vacation, the fact of the matter is that taking your whole family on a trip, even limited to those living in your own household, is something of a job in itself. Vacation is what I want to talk about this week, though, so perhaps it works out after all. While I may have previously talked about gaming while on vacation and finding inspirations in your trips , or even taking a vacation from your weekly gam e,  this week I want to look at something a bit different: giving the characters a vacation.  Time to Party Our characters in tabletop roleplaying ga...

Never Say Disc: Ozzy Osbourne

I’m sure we don’t have to tell you, and our recent post schedule is a reminder -  it’s been a week. It’s been a month, a year. The crushing horror of the daily news makes our daily struggles harder, more draining… and then it only gets worse, in ways you don’t see coming. One of the ways it came this week was the death of John Michael “Ozzy” Osbourne. It’s hit the both of us at Never Say Dice quite hard. Ozzy’s work was a lodestone for both of us, something we’d visit time and again, together and as individuals. We attended multiple Ozzfests together. These “Never Say Disc” posts were begun specifically as a way for us to talk about the anniversary of Black Sabbath’s debut album. Ozzy’s also been family tradition - we both have older siblings who created the space for us to begin our own explorations and from which this one man’s music and, yes, philosophy, would be a constant for both our lives. And now he’s gone. If this medium bears any aspect of who we are, it’s vital that w...

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 ...