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Showing posts with the label Players

It's-a Mario Time Again!

It’s-a Mario Time! Once again, we’re warping into the world of Mario to celebrate another Mar10 (or "Mario") Day. If all kinds of corporations can milk this property year after year, then why can’t we return to the Mushroom Kingdom for some more tabletop inspiration? This year though, instead of talking about Super Cereal or Mario’s details , why don’t we take a look at a comeback of sorts - Super Mario Bros 2 . The game actually has a complicated history, but don’t you panic, some of the best games do. Starting here might give us a sound footing in this sidescroller, though the plot itself is a bit mysterious, as well. Somewhere in there, we’re sure to find a few gems (or coins) of inspiration. So without any further loading time, let's select our player and start the level. Life is but a dream Unless you're a video game history scholar, the words "Dream Factory: Heart-Pounding Panic" probably don’t mean much to you... at least not in that order. That, ho

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

Table for Two: Couples Gaming

Gaming as a pastime is often a solo venture. You pop in the cartridge, disc, or what have you, take the controller in hand and you’re off into the digital world. Likewise, with TTRPGs, you can find ways to game by yourself (we’ve even written about the very subject.) However, gaming, both digitally and at the tabletop, is often a multi-player pursuit. Modern digital games have even been criticized about not having much, or sometimes any, single-player content. What about when it's just two players though? Even board and card games are usually designed with more than two players in mind, so finding the right thing for you and your significant other can be tough. Before you dive right in to pick something out to play, let's do a broad review of potential options and some things you might consider before making your selections. The Digital World Two player games are not uncommon in the digital realm. This is especially true if you’re into indie games like Journey , Cuphead or It

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,

Greyhawk: Underworld & Wilderness Adventures

A while back, I was on an expedition in my attic to find my copy of the Bill & Ted comic book as background material for a post... but I found something else, an old roleplaying artifact. The book? Dungeons and Dragons, Supplement 1: Greyhawk (9th printing). A 68-page pamphlet-like book filled with relics of a bygone age. The rules have changed over the years, but taking a dungeon delve into a piece of history can still inform us today. We’ve already looked at the “ Men & Magic ” and “ Monsters and Treasures ” sections in previous posts and discussed a variety of the topics they contained. Now it's time to take a look at the final section of the book, this one entitled “Underworld & Wilderness Adventures,” to find more interesting pieces of history and a little bit of inspiration. What will come from the epic conclusion to the book? A few "new" adventure ideas or an original take on something we now consider to be "classic?" With essentially only a

Telling Tales of Traps

The season has come once again for the Home Alone movies to make their run on our viewing devices. There's something powerful when you’re a kid about seeing children your age in media take on and defeat adults. Perhaps that's one of the reasons that this movie worked for me so well when it first came out. After all, Kevin/Macaulay and I are around the same age, and not only does he run the house for a few days, but he also defends it from the wet bandits. The movie(s) even entertain and inspire my own children. My older son can often be found studying and making his own battle plans, and my younger guy is usually making traps around the house - just in case bad guys show up. Somehow, though the premise laughs louder and louder at the suspension of disbelief the older it gets , the movie still stands the test of time for holiday entertainment. Maybe it will survive for future generations out of the nostalgia of parental figures, or maybe it will slowly fade into obscurity. For n