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Showing posts with the label Environmental Storytelling

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 ...

Paradise Killer, Cosmic Horror, and the Crimes of Empire

Regardless of its bafflingly incoherent use today, for most of its existence the term "woke" had a very different, and specific, meaning. Coming from Black civil rights movements of the 1920s and 30s, it referred to becoming cognizant of the systems of oppression that exist in every aspect of Western culture, to "wake up"  from the sleepwalk of the blind structural acceptance, and, eventually, involvement in movements to undo those systems. It's a powerful term, implying the sudden collapse of everything one has been taught and accepted as a dream, an enforced fantasy. Coming face-to-face with the brutality inflicted by today's society and acknowledging the centuries of cruelty and destruction it took to build that society is terrifying - often the best we can do is try to push it to the backs of our minds simply to get through the day. Another concept was starting to make its appearance in the 20s and 30s, even if there wasn't a name for it yet: cosmic ...

Fixed In the Edit

Given the power they exert over film and other visual media, it's no surprise that some editors think of themselves as gods... and when it comes to turning raw, disorganized messes of raw footage into complete narrative products, they might as well be. Not to mention the advice that a (possible) god once told (wannabe god) Bender, that goes doubly for editors: "when you do things right, people won't be sure you've done anything at all." Not to say there isn't flashy editing, of course, the kind of cuts that demand a viewer's attention and acknowledgement through sharp juxtaposition or shifting from one part of a story to another in a manner reminiscent of a page being turned or curtain pulled. But these examples are notable because they're standout exceptions - most editing has the far more mundane, but no less miraculous, task of turning a three-walled set filled with lights, cameras, microphones, and all the people running them into the illusion of...

Time for Games!

How much time have you spent on a particular game? How much time have you spent in that game? While modern electronic games present your total playtime with a prominence making it almost impossible to avoid (especially if you're using a service like Steam), it hasn't been that long since the former question was entirely on the player to keep track of and the latter simply nonsensical. While some of this is a function of the way the Almighty Algorithm tracks us and our gaming habits, it's also a result of games having endings - something else that wasn't always present. Not that the ever-running clock exists solely to feed the gnawing hunger of a monstrous inhuman marketing machine, but it really is a useful factor in how we select games and try to fit them into our busy lives. Likewise, time passing within a game's setting is the result of the medium's development in general. The passage of time in Pac-Man 's nightmare world of flashing lights, powerful (i...

Some Great Pumpkins (We Think) For Your Games

Orange gourds and their kin are popping up all over. Halloween decorations are starting to dot the North American landscape. “Basic" people (we're told) are rushing to the shops to get themed lattes. The smell of the fall season is in the air, and the time has come to bring that fall feeling into our tabletop games. And I’m not just talking about the Risus Pumpkin Spice Edition ... no, this week we’re talking about the pumpkins themselves! From the smallest squashes to the greatest of orange fruits (yes, pumpkins are a fruit, not a vegetable!) pumpkins dominate the fall season. And what better way to bring all that autumn-ness into our games than by incorporating this old favorite. And just how will we do that? Grab yourself a slice of pumpkin pie or bread (or maybe some pumpkin soup? Roasted pumpkin? You pick!) and join Never Say Dice as we do a little picking at our pumpkin patches. - A Flavored Text The quickest and easiest way to get fall, and pumpkins, into your game is t...

Portal's Edge

You know the game I’m talking about, right? First-person action/physics puzzler that people first got a look at in 2007, starring a young lady of East Asian descent with specialized footwear? Where the levels are mostly figuring out ways to make it from start to finish intact, and a story that closes with your character, having removed the powerful immediate threat, but facing a totally unknown (and unseen) future, escaping while the song “Still Alive” plays over the credits? No… I mean the other one. I admit that, in my recent playthrough of 2008’s Mirror’s Edge , I didn't start thinking about the similarities to Portal (2007) until I caught the name of the closing song and it all just... came together. While Portal received something of a stealth launch as part of Valve’s Orange Box compilation a few months before ElectronicArts’ first announcement of Mirror’s Edge, I think it’s safe to say the two games were developed largely independently of each other. Which raises the quest...

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...