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Showing posts with the label DM

Analog Effects for Your Digital Table

Even before the pandemic, playing tabletop games digitally, or even streaming your sessions as a podcast through a video platform, was becoming pretty widespread. Around this time last year, at the very start of the pandemic, I was writing about gaming in isolation , providing a brief guide on how you could continue your group roleplaying online. Since then, digital tabletop roleplaying games have seen an explosion in popularity with the continued need for social distancing. I’ve used this medium to run a game allowing me to reconnect with old friends across the country, and even joined a few games myself for a chance to play and make some new friends... also across the country - the digital tabletop sure widens options for people to play with! Compared to playing at the table, though, digital play does lack a certain something . It's difficult to match, and probably impossible to beat, sitting around a shared table with friends, rolling out the dice, and just having a good time i

Freedom's Just Another Word for Much Too Much to Choose: Option Paralysis and RPGs

They’ve finally done it, the players have made it to your big set piece. It wasn’t quite how you planned (not that ever is), but you’ve left yourself plenty of room to improvise. So much that… you have no idea which one to go with! Or maybe you’ve got a player who feels utterly incapable of coming to a decision if there isn’t an obvious course of action. Per the Oxford English Dictionary , “Option paralysis” (also known as “choice” or “decision” paralysis) is the inability to make a decision when presented with a wide range of choices, and it can take many forms at the gaming table… and even before you sit down! In an activity where our imaginations are frequently the only limiting factors, option paralysis is a near-universal problem. Let’s talk about the ways it can come up, and how we can cope with it. - B B : I find this often hits at the very first stages of coming up with scenarios, especially if you feel like you don’t have a good starting point, but also when you need to start

The Eternal Conundrum of Session Pacing

Somehow, the stars have aligned, the schedules enmeshed, and all (or enough) players are present.  Now, whether you’re thoroughly prepared or winging it (you will always be winging it), it’s time to get things going. But how do you roll it all out, making sure that everything happens in the best possible places, and for the most appropriate length of times? How do you know when to ramp up, slow down, turn the tables, or call the cops it a night? Let’s talk about pacing your gaming sessions. - B B : Working out how to pace a gaming session is something GMs have had to deal with since the very beginning, and even though there’s never been a one-size-fits all approach, it must have been particularly vexing in the early days, before there was any basis of comparison. Board games and wargames have rhythms entirely determined by their rulesets and the players’ actions, concluding only under specific circumstances: when someone wins, or everyone gets bored and stops playing. Besides trial-an

Choo Choo Choo-sing to include Romance in your RPG

Is romance in the air where you are? It's certainly brewing at Never Say Dice. No, not between Bugsy and Andy*, but as another tool to use in storytelling. Perhaps it's just an invention of the greeting card companies. Maybe it's the Rand Corporation, in conjunction with the Saucer People, under the supervision of the Reverse Vampires, that's forcing our parents to go to bed early in a fiendish plot to eliminate the meal of dinner! Like it or not, the Valentine’s Day holiday happens every year. When it comes around, nearly everyone (including us apparently) trots out their romance related stories. Should this only be a yearly thing? For most, romance and sexuality are a large part of the human experience, so why shouldn’t they feature in our stories and games? So, this week, lets discuss how you can incorporate this aspect of life into your tabletop time. Romance at the Table It isn’t difficult at all to find examples of romantic storytelling elements in literature and

The GM Commandments

There’s an old article from Dragon magazine that’s been making the rounds in internet gaming circles lately: Rig Volný’s “GM's Ten Commandments:Ten Dos and Don'ts for Game Masters Everywhere,” first published in 1987. The Never Say Dice crew got to thinking about how we felt regarding this collection of advice from (relatively) early in RPG history, and what we might add based on our own experiences. We should note that, after we had this initial conversation, fellow RPG blogger DM David made his own posts about updating the GM Ten Commandments. We’re not saying that DM David can read our thoughts (we’re not saying he can’t , either), but since we took different approaches to the subject, we decided to keep it as this week’s topic - and encourage you to go check out his work, as well. After all, when has an overabundance of advice ever harmed the GMs of the world? (Barring the many lost in the bloody Edition Wars, of course.) - B For reference, these are Rig Volný’s original