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Showing posts with the label Players

What Do We Do With A Murder Hobo (Early in the Session)

Have you noticed your players becoming a little more detached from your tabletop gaming world? Are they going from location to location, indiscriminately killing NPCs and looting whatever they can get their imaginary hands on? If you’ve answered yes to any of these questions, you might have a case of…MURDER HOBOS! Now you’re probably asking yourself…is there any cure for this condition? Can I stop my players from killing and stealing everyone and everything? Won’t somebody please help me stop this insanity!?! Calm down there good fellow, all the yelling and hair pulling is uncalled for. After all, it probably isn’t as big a deal as you might think. Before we get into some helpful tips from your fine friends at Never Say Dice, let's talk a bit about why you may have Murder Hobos, and then delve into what to do about it.  - A A : So you have Murder Hobos. Nothing to be ashamed of. Unless...it's all your fault! Okay, it probably isn’t all your fault, but if these players of yours

Combating Player Indecisiveness

Take the corridor to the left or to the right? (Okay, it's probably the left. That's always where the treasure is, yeah?) Take a caravan north or rent your own horses and head west? Use the targeting computer or trust in the Force? Beam down or take a shuttle? What spell should I cast next round? While specific decisions may be unique to certain tabletop games, TTRPGs are, not unlike real life, a realm of (nearly) unlimited options. Or at least, options limited only by your own imagination. So it isn’t any surprise that a single problem often plagues players: indecisiveness. There are so many choices you’re able to make, it can become difficult or overwhelming to make even the simplest decisions. Often, it isn't a matter of basic "this vs. that" decisions, but situations with a myriad of available options. Couple this with occasionally having to decide things as a group, and it can easily become the kind of catastrophe that would gridlock just about any tabletop g

Special Guest Star: One Session Players

You’ve managed to coordinate all the schedules to get your players to the table (or most of them, at least). You’ve even put in some planning time on the campaign you’re running. Sounding familiar? Everyone who said they would actually show up…actually did! Only this time, one of them brought a friend. No need to fret! You can always incorporate a special guest star. While the preference is to try and have this planned out in advance, often short notice is the only time you’ll get (if any at all), to prepare for someone else at your table. Even with the surprise of a last moment guest addition, there are still different ways you can handle it. In case this happens to you, why not take a look at some of the advice below from your friends at Never Say Dice, so you’re at least a little prepared. (And maybe you’ll let us come guest star at your table sometime, too!) Assuming your guest is familiar with the game/campaign you’re planning to play that night, or at least with the system you’r

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