Skip to main content

Posts

Showing posts with the label Players

Backyard Bonanza

Grilled foods and cold brews are a staple of summer, and with Memorial Day marking the official start of the season in the US, it's no surprise we’ve covered taking tabletop inspiration from both of those subjects on previous holiday weekends. You can already fill some imaginary bellies with a few Risus Burgers and down a cold one from Tapper . It'd be hard to top either of the Risus builds those inspired, so this year we’ve gone with another backyard theme: backyard games! While we’ve talked about incorporating sports into games before, and people have been converting board games into something you can play outdoors for centuries, we’ve never gone into bringing less formal outdoor games brought back to the tabletop.  So let’s jump into our collective backyard to try and find some more tabletop inspirations. A great many backyard games seem to focus on one particular skillset, whether you're hitting a moving target, throwing, or catching, it all boils down to one classic

Watch for TIE(-in) Fighters!

"Tie-in." If you're hearing the term outside of a purely technical sense, odds are it's a pejorative. It's not something we call works we like, even when they fall within the (sometimes blurry) definition. "Tie-in" seems so cold, so mercantile, it might a well be "cash grab" or "knock-off." I'm sure you're already thinking of examples of tie-ins that fit one or both of those descriptions - but I won't name any myself, because all art is experienced subjectively. What might appear as crass commercialization to you may be the take on a character or property that "clicks" for someone else in a unique and meaningful way. Not to mention that, under capitalism, commercialization is inevitable, whether it's an original concept or something adjacent. And if we look at the concept of tie-ins the right way, we can gain some perspective that applies to our own creations... especially, as with most tabletop RPGs, they ex

Under Investigation: PCs, PIs, and the Law

Wizards of the Coast has been in the news frequently over the last few months, thanks to several PR nightmares. (It's possible that WotC sees all press as good press, but the issues have certainly hurt them some financially - most clearly thorough canceled subscriptions.) The first of which, an attempt to change their long-standing open license rules for Dungeons and Dragons, had us wondering what it even means to own a game . The latest debacle has seen them sending the Pinkerton organization after a single gamer and fellow content creator . Could Never Say Dice be next on their list? We may want to tread lightly when mentioning the Wizards, lest we garner their attention! This did get us thinking about how detective agencies, and law enforcement in general, could appear in our tabletop games. How can those concepts be included and should they? - A A : There are many ways to incorporate detectives or law enforcement into your games. In fact, you’re probably doing it already. Sp

Expanding the Idea of "Campaign"

Campaigns are a staple of tabletop adventuring. You and your pals gathering together regularly to tackle challenges in the same game world, session after session. Campaigns can be a great way to explore a tabletop world and your characters' place within it. That continued development and growth, along with the familiarity of that particular fantasy world, is likely what draws us back again and again. When you hear the term "campaign," there's a good chance you picture something pre-made like Curse of Strahd or Ghosts of Saltmarsh . You might think about the running live plays of various groups such as Critical Role, Acquisitions Incorporated or High Rollers. If you’re lucky, maybe your game has a wonderful custom campaign your GM created themselves (or you created if you're the GM.) (Websters' defines campaign as a "white sparkling wine made in the old province of Campaign, France.")   What does it really mean to be "in a campaign," though

Death and Taxes

In this world, nothing is certain except death and taxes. Even if we're paraphrasing Benjamin Franklin, the quote still seems to hold true. While I’d like to be speaking about the indie game Death and Taxes in this post, I didn’t even know about it before I started writing it. (Something else to add to the backlog .) Taxes may be something we haven’t covered yet, but we’ve talked about character deaths on this blog before. What we haven't covered, though is how you get to that character death. That point in the game where the damage a character's taken seems like it could be fatal, but they’re only mostly dead and likely in a lot of pain . How do you turn that corner from mostly dead to mostly alive and where do the taxes fit in? Death Death stalks you at every turn . At least it can seem that way in some tabletop games, although others might avoid the concept entirely. Certainly, in combat-heavy sessions of D&D something (or someone) “dying” is inevitable. If your

Tabletop Fooling Machine

April Fools! You know it’s a good holiday if an important part of it is shouting the name at an opportune moment. But who, and what, are the fools, exactly? The fooler, the foolee, the act of fooling, itself? The fools inside us or the fools we fool along the way? April Fools is somehow all of these and so much more. Rather than do a leg-pulling post of disingenuous nonsense (not to be confused with our regular… “genuous” nonsense?) that doesn’t read as well between April 2 and March 31, we thought we’d talk a little about how you can go about bringing some of that April Fools’ spirit into your games. Maybe even the spirit of the original April Fool, Dickens-style ? - B     B : Working out what makes any kind of joke “work” is always going to be tricky, if not impossible (a “fool’s errand,” one might say”, but pranks have the additional complication of needing the prankee to “buy in,” and accept something as presented to them, while also making the reveal accessible to them in some way

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