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Showing posts with the label Industry

Hollowed Halls

There's something seriously, seriously wrong. You know it, I know it... but more than that, we all can  feel  it.  Anybody who consumes media, especially narrative media, feels it. Every round of layoffs, every cowardly kowtowing to censorious bigots, every work suddenly made unavailable, every creator screwed over... there's a  lot  and it's happening so constantly that it's easy to forget that  it didn't use to be like this . And it ain't like capitalism is anything new, but the system's never been so dead-set on eating itself like it has been the past few... I was going to say "years," but really, it's accelerated to an unfathomable degree over the past few  months . We're going to need to stop and take stock of what's going on and what we need to prepare for, as both consumers and creators. Did this whirlwind have a starting point, the flap of a butterfly's wing or the the first tightness in a coalmine canary's tiny chest? C...

GMing on the Cheap

Let’s say upfront one thing we lifers tend to take for granted: TTRPGs can be an expensive hobby, especially if you prefer (or need) printed editions of materials. To be fair, a well-made book can last for years or even decades, and the costs can be spread across numerous purchases. But, as is often described via boots and toasters [find appropriate link or alternate metaphor], it doesn’t matter how much one saves over the long term if you can’t afford the initial investment… not to mention that beginners are often only aware of the most prominent (and, thus, expensive) RPGs on the market. While old-timers like us know well how to navigate and/or mitigate costs when it comes to our TTRPG purchases, it can seem like a wild, pricey world out there for newbies. So this week, we thought we’d talk about the different ways to battle fiduciary gatekeeping, whether it be for yourself, or any newcomers you know looking to break into the hobby. - B B : If there's a standard baseline form for...

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,...