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Showing posts with the label Players

Risus Burger

Food disagreeing with you lately? The summer holidays are often full of greasy burgers and hot dogs. I know I’ve been grilling more than usual. That wasn’t what I was referring to, though. Does your food want to make hamburger out of you ? Then perhaps you need help from Peter Pepper. You might be asking yourself, “who?” Don’t worry, we’ll cover that in a moment. First we have the "how." We don’t need IntelliVision’s arcade-like super graphics for this post. We need Risus: The Anything RPG . What is Risus ? I won’t bore you with all the details here. (Besides, you can read our very own Introduction to Risus post.) In short, Risus is a rules-lite, versatile, and down-right fun “anything” TTRPG. In previous Risus posts , we have looked at converting the characters from Gauntlet , and taken inspiration from the Pole Position properties for an arcade themed setting I’ve been working on. In actual play, the game world would look something like Wreck-It-Ralph or ReBoot . For

Failing Forward: Using Bad Rolls to Drive the Story

The owlbear rushes forward beating aside your comrades. They now lay on the ground fighting the throes of death to regain consciousness.  The owlbear is wounded though, and you’re up. This is it. Now is the time to charge forward and end the battle. You swing your broadsword, roll a d20 and get...a 4. You duck into a shadowed doorway as stormtroopers march down the hallway. Their blasters are drawn, but you think you’ve found a good spot to avoid them. You’ve almost made it out of the compound. The GM has you roll for stealth. The escape all comes down to this one check. You throw the dice and get...3. The Players and DMs alike yearn for that critical success at a clutch moment, but failures can mean just as much. These situations can even become the defining moment for a character, adventure or campaign. What is the best way to handle those disappointing moments? -A A : Critical successes are something all players are hoping for. Even if skill checks don’t technically “crit”, there is

Stay on Target: Bringing Star Wars to the Table

Star Wars, as a roleplaying universe, is one that is near and dear to my heart. In fact, long before I got into Dungeons and Dragons, Star Wars was my gateway into the world of tabletop roleplaying games. My father had mentioned D&D to me before, and we’d even played Dungeon! , but Star Wars was my first foray into what would become a lifelong hobby. It should be no surprise that the universe of space wizards and scruffy looking nerf-herders drew me to roleplaying. After all, I was already wearing “Jedi robes” and swinging around plastic lightsabers as a wee lad. Obviously, it was an already beloved world of pretend play, I just needed some dice to go with it. Add a best friend who had acquired the West End D6 system books, and the rest is Never Say Dice history. How do you recreate the excitement and magic of Star Wars at the tabletop though? In celebration of Star Wars Day , I’ve done my best to answer that question for my regular Dungeons & Dragons players in what may becom

Whatcha Whatcha Whatcha Want: Crafting Character Motivation

There’s an old axiom that every story, regardless of medium, is ultimately about someone who wants something, but has obstacles standing in their way. While that’s probably overly reductionist, it’s true that both characters and plots are driven by desires and motivations. But how much do these need to be developed? Does every character need a complex motivation, or were Tears for Fears right when they said that everybody simply wants to rule the world? B : This will be a tough one to tackle, because character motivation comes not only from a creator’s intent, but also from their audience’s interpretations. Whether it’s someone reading words thousands of years after they were written or someone sitting on the other side of a gaming table, every audience member’s own desires and experience will determine how they see a character’s motivations, no matter how those motivations are being presented. Believability often comes down to accessibility. We might not want to become Jedi ourselves

Generic Post

Over the years, I've heard many an author, agent, editor, and publisher claim (facetiously or otherwise) that the concept of “genre” exists solely to make it easier for bookstores to arrange their stock, that it’s ultimately a marketing invention to better move product. It’s funny, though, I don’t think I’ve ever heard this sentiment from the people who enjoy said product, jokingly or otherwise, whether they be readers, players, or audience members. A divide of this scale can’t help but lead to questions. Are both groups talking about the same thing? What exactly is a genre, anyway, and what role does it play in the telling and experiencing of stories? I first began to question "genre" in a college creative writing workshop. Until then, I had taken for granted that the categories of science fiction, fantasy, mystery, horror, and thriller had been structured and organized by nature like the Periodic Table. This certainty wasn’t broken by coursework or  some newfound clari

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

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