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Showing posts with the label Plot Hooks

Fantasy Forward: Economics

Last week, we started a new series of posts on how one might go about changing the stagnant nature of many “default” sword-and-sorcery fantasy settings by exploring how various aspects of the setting might develop over time and how the protagonists (or players, if this is in a tabletop RPG) might have an effect on these changes. While we started with one of the most obvious factors (technology), this week we thought we might go with something a little less so: economics, including the effect dungeon crawling might have on a regional economy that finds itself inundated with recovered treasure and artifacts… not to mention the adventurers who show up looking to get in on the action.  - B A :  The economy might be one of the most difficult things to consider in a game world - it's dangerous to upset the balance of your tabletop games. Just as with our technology post, a small change in the economy can have huge ripple effects. This is something we were even touched on: the city with a

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

Hooked with a Feeling: Reaching Prospective Players through Media

“Oh man, it was so cool when…” We’ve all heard it from our friends and the people around us when talking about the media they’re engaging with, whether it be movies, books, TV, comics... you name it. For those of us who run tabletop games, words like these tend to get our GM-senses tingling. But how do you go about “making the pitch” to get them interested in joining your game? How can you take the things you know people like and build interest through them, even if your game isn’t officially attached to that media property? After all, “I heard you like explosions…” only tends to work on other GMs! - B   A: You'll probably find that there's a decent system for whatever media you overhear someone showing an interest or appreciation in. Spy movies, action flicks, fantasy shows, space operas... they all have their own systems, sometimes multiple, and often even attached to the specific property they’re interested in. It won't necessarily be what you want to run a game in, tho

Open Discussion: Conversations with NPCs

It doesn’t matter if your games are at a tabletop or one in the digital realms of consoles and PCs, at some point in your role playing adventures you'll wind up interacting with a Non-Player Character. Unless you’ve a really weird game going on, you’re probably dealing with multiple NPCs regularly.  Non-Player Characters are the denizens of our imaginary worlds that bring them to bustling life. Even the most mundane outline of a person rounds out the settings we create in ways we don’t often consider. As the blog has discussed before, a lot of storytelling can come from the environment , but we shouldn’t neglect the people that dwell within the places we present and play in. Non-Player Characters are our vendors, our adversaries, our allies, our victims and our quest givers. At times they may just be part of the background, but without them our roleplaying games simply wouldn’t work. Interactions with NPCs can range anywhere from a brief visual description to a full-out member of y

Pi Day 3(.14)

Happy Pi Day everyone, and Happy 3rd Blogiversary to Never Say Dice and all of you dear readers. It's hard to believe that we’ve been putting out posts every Saturday morning for two years now. As mentioned last year , we wouldn’t be able to keep doing this without the support of all of our readers. So, for our Pi Day Post this year, we’ve decided to do something different. You may remember our pie-pun filled adventure hooks in the previous years posts Happy Pi Day and Pi Day^2. This year, we’ve decided to slice up some character concepts that should serve as great  filling for your games. Before we serve those up though, we have another roundup of some of our favorite posts from the past year, and we’ll top it all off with a dollop of what you might see from Never Say Dice in Year 3(.14). - A Andy : It is hard for me to not select " The Matt Mercer Effect " as my favorite post that I did this past year. It's been the most popular post on the blog by far. Was it serio

Pi Day^2

Once again, a Happy Pi Day to everyone and a Happy Blog Anniversary to Never Say Dice! We sure are glad that we've been able to put out some great posts every Saturday over the past year, and we’re especially that you've joined us. Special thanks to everyone following @neversaydice2 on Twitter who's helped us get to (and beyond!) 314 followers for this special occasion. We wouldn’t be here if it weren’t for all of you. Last year, you may remember us baking up a few pie-pun filled adventure hook treats for you. This time around, we’ve decided to do a brand new set that will be radian minute for you. First, though, we’ve rounded up some of our favorite posts from the past year, and a few thoughts on where the blog will go from here. - A Andy : One of my favorite co-posts of the year would be the one we wrote about The Twilight Zone . We covered a lot of ground in that post, and it was one of our first to get over 100 reads in its first week. We posted it right before we got

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

[Backstory Redacted] - Getting Ready to Run Paranoia

Greetings, Citizens! For scheduling reasons Due to Commie sabotage, the benevolent and exceptionally well-prepared individuals in charge of Never Say Dice have chosen to follow up the recent Paranoia post with another, this time about what you need to do before the game. Readers unfamiliar with Paranoia should take this opportunity to educate themselves before their ignorance is discovered and punished, and any readers uninterested in Paranoia should join the line for the nearest Termination Booth forming here . Please fill out the Citizen Satisfaction Survey before stepping into the booth. Have a pleasant daycycle! When we last spoke, I had covered the setting and talked a little about my first (successful) Paranoia session, but closed without sharing the lessons I had learned from my years of running the game. Players: Welcome to Alpha Complex, Six Death Minimum I must admit to having a certain advantage in my pool of available players that other Gamemasters might not: I live in

Happy Pi Day

Welcome to the blog everyone and a Happy Pi Day to all! We here at Never Say Pie Dice enjoy Pi in many forms: savory pies, sweet pies, the raspberry pi computer, tarts, the irrational number, moon pies, whoopie pies...the list is filling up but goes on and on. To celebrate the launch of the blog and the special day, we’ve cobblered together a list of adventure hooks you can use to (s)tart a story or your next gaming session. You may not knead them, but we hope you enjoy the upper crust of our ideas that (s)pan several genres. Post-aPIEcolyptic Out on a hunting trip, the players find a fellow traveler wounded along the side of the road. His mission was to get his grandmother's old pie recipe book to the next town where his sister is living with a band of survivors. The path is fraught with dangers, but if they complete the mission the players will gain the respect and assistance of the small group. VamPIEre: The Crust-erade The local vampire lord has seemingly gone fer