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Showing posts with the label Bugsy

Bad Enough Dudes

Quick, name off your favorite video game villains! A number of characters likely come to mind, even if you only have limited experience with the medium, but while you were able to name a few, many would have been simply "that guy from..." But that's understandable - in the format of electronic games, a villain must, first and foremost, present an obstacle for the player (in addition any characters they may currently be inhabiting) to overcome, with all other concerns such as character and motivation secondary. So what makes a memorable and compelling villain in an electronic game, and how are they developed through narrative and gameplay? Let's spend some time talking about the Best of the Bad and how they got there. Before we can explore what makes a great video game villain, though, we'll need to define what "villain" even means in this context. Is Berzerk 's Evil Otto a villain? Are the ghosts in Pac-Man ? The bonus point saucers from Space Invade

A PIE-rate I Shall Be

  Another Pi Day (3/14, if you're too square to know) has come and gone, and with it this blog's birthday. As is tradition , we're going to batter you pie jokes like it's graduation day at clown college! Given our love of the ancient (if questionably-honorable) profession of piracy , it's a bit of a sur-pies we haven't been filling up these posts with pie-rate jokes, but we've been known to be a bit flaky at times. Not wanting anything to come out underdone or half-baked, get ready to break off a peg-leg and roll some dough for our fourth annual Pi-naversarry post!  - B PIErate's Curse - Trouble's a-bakin' aboard the badde ship Golden Cruste . The crew has been cut down the middle: one slice longing for meat pies, the other for fruit. With limited ingredients and the ever-present threats of scurvy and mutiny, the captain must carefully measure a course around desserted islands and torte-uous seas, keeping his crew from overheating and staying

Take a Look, It's in a Book

The second of March is important to this blog for a number of reasons. First, and foremost, it marks the beginning of life for Never Say Dice co-founder Bugsy... who happens to share a birthday with the author Dr. Seuss. While his legacy may have seen some controversy over the years, especially these last few, it's spawned another thing important to this blog: Read Across America Week . While that particular holiday week isn’t something we at NSD had in our formative school years, reading is a pursuit that's been important to both of us throughout our lives and continues to be. After all, we couldn’t ask you to read this blog every week, or even have the background in TTRPGs and other games it takes to write this blog if we didn’t support  and appreciate reading  for its own sake. Reading is fun and mental. - A A: I can go anywhere. I can be anything. These lyrics are part of the Reading Rainbow theme song. The show was a way to bring children into the world of reading and a m

Achievement Unlocked!

In  tabletop adventures, there are certainly a lot of things for the characters to accomplish. You might be hauling around the magic MacGuffin to finally dump into an active volcano. Maybe you’ve slayed your very first dragon. Or perhaps you took down the enemy base with one critical hit to their thermal exhaust port. What does that mean for those characters' players , though? Did they accomplish something as well? They did have a hand in all of their characters' actions, after all, rolling their luck on the dice (or some other determinator, depending on the game). P layer, you are the reason the character achieved what they did. You deserve your own trophy as well. So what are some common personal accomplishments in  the world of tabletop games? Why do some particular moments stick with us? Finally, what can we, as GMs, do to reward our players, and even ourselves in these momentous occasions? - A A : Potential player accomplishments abound. There are all sorts of firsts out

The More You Know...

Back in olden times (okay, it was just the '80s, but that seems forever ago), when there was such a thing as Saturday morning cartoons, every show seemed to have a message. The show’s message for that week might have been teamwork, safety, honesty or whatever important thing they wanted to jam into our skulls while they brainwashed us into demanding toys. Besides serving as the legally mandated "educational" content to keep these shows from technically being commercials , these messages might have given them some credibility with parents or allowed shows to run mildly violent content as long as the message played well with the censors. No matter the reason, you'll see examples throughout those cartoon televisions blocks, from Jem and The Holograms and G.I. Joe to The Adventures of the Gummi Bears and Snorks . Some were more obvious about it (I’m looking at you Chief Warrant Officer Flint!) while others may have weaved it more into the story. What if we took that sa

Dracula and Difficulty

"Difficulty" is a word that invariably comes up in discussion of games of any sort. It's a setting in electronic games. It's a skill check in tabletop games. It's the basis for heated arguments about the relationship between creators and players , between accessibility and experience . But, for all of this, can we really define difficulty as it relates to games? It's a term that can mean all kinds of things in all kinds of situations, but, at its core, it's about the way that audiences engage with stories and their stakes. And speaking of stakes... As I've mentioned previously in this blog, I started reading the original Dracula in October out of some lunatic idea of looking at the Castlevania series as an adaptation of the original novel. (Which may still happen someday, who knows what horrors the future will bring.) Life being what it is, it took significantly longer than I'd originally planned and I only finished the book yesterday. While focu

Right Game, Right People

Choosing who you would defend, or knowing who would have your back when the proverbial dung hits the fan should be pretty easy. When the dice hit the table, who do you want sitting alongside you to help destroy that dragon or make that million-to-one shot against the space station? Your initial reaction might be to name those same people... but is it really going to be those ones you’re already with? We’ve talked before about how you might convince people you know to join a game . For some of us, it really might be the exact same group. For many, however, the answer is probably very different. Why do we pick different people to join us at our tabletops? Have I been gaming with the wrong people? What kind of thought process even goes into deciding who we should game with? These are all very good questions, and this week we’re going to take a look at some potential answers so you can find the right game and the right people. - A A : Choosing your game preferences is a good first step to

Tales of the Extra-Ordinary

We’ve talked before about how gamemasters and narrators can use details to build story. But these details don’t always need to be part of the plot, and are often as much about the worlds the characters occupy as they are the events they’re taking part in. And while we all draw inspiration from our own out-of-game experiences , aren’t people playing games and engaging with stories to get away from everything they have to deal with in the “real world” (such as it is)? What kind of “slice of life” details to build the setting and atmosphere, and what risks bogging things down? And, in collaborative forms of narrative like tabletop roleplaying games, how do we encourage others to share the details of their own characters’ lives in a way that grows the story for everyone? - B B : As I’m sure our readers are no doubt aware, my favorite tabletop game, and the one I have the most experience running, is Paranoia , a game which is as much setting as it is system. Games like this can be somethin

How Can You, Like... Own a Game, Man?

It’s been quite a week in the world of tabletop RPGs, and, while it’s nice to see our little hobby featured in all kinds of media, we would have preferred it be for more positive reasons. Never Say Dice are by no means qualified (or up-to-date) enough to talk about the OGL kerfuffle, but the discussion around it did get us thinking about the nature of ownership when it comes to games. For an activity centered around the participants’ infinite imaginative possibilities, what does “ownership” of a system, setting, or even a session mean, exactly? What aspects of a game are inherent enough to have a brand name, and how much can the people at a table change things up before it starts to feel like something else? - B A : The whole issue seems pretty broad, which is one part of the problem. Even if you only take a quick look at the idea of “ownership of a system,” it gets pretty complicated. Sure, there might be trademarks on specific things like Beholders, Mind Flayers and Displacer Beasts,

Never Say Disc: New Year's Eve Edition! (NSDNYEE)

In previous New Year’s posts , Never Say Dice has gathered up the courage to do some self-reflection and spend a little time reviewing and making New Year's resolutions. It might be time to check in on how we did with 2022’s propositions, but this year we’ve decided to take things a bit easier on ourselves. We’ve all had a few rough years, and while we encourage you to make your own resolutions, and will still make some ourselves, we think everyone could use a break. Instead of the pomp and circumstance of New Year's resolutions, how about we take a look at a few things we plan to enjoy in the coming year taking the guise of past media, present media and media yet to come. - A A : Much to my chagrin, Never Say Dice has yet to complete all of the accomplishments I had hoped it would in 2022. I can say, however, that we've made significant progress on those fronts and leave it at that. As far as personal goals, I’m happy to say that I've spent some time playing games wit