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Showing posts with the label RPG

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

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

Tales from the Grove: Storytelling in San Andreas

Recently, Andy and I found out that we had each started new run-throughs of Grand Theft Auto: San Andreas , a game that both of us have loved since its original release, but neither had ever completed. We took it as an opportunity to play together (even while apart), keeping track of each other’s progress throughout. Now that we’re both done, we thought we’d discuss some of the game’s storytelling and characterization, and what San Andreas can teach writers and gamers looking to tell stories from the more… complicated side of the law. - B B : It’s appropriate that San Andreas starts with CJ’s return home, since picking the game up again felt a homecoming for both of us. My story (far less exciting and tragic than Carl’s) is that, now that I’m satisfied with my current hardware setup, I’ve been using the PS2 a lot more often, which meant returning to a complete Grand Theft Auto series playthrough I had started some years ago. Thanks to the lockdown freetime, I burned through Grand Thef

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

Freedom's Just Another Word for Much Too Much to Choose: Option Paralysis and RPGs

They’ve finally done it, the players have made it to your big set piece. It wasn’t quite how you planned (not that ever is), but you’ve left yourself plenty of room to improvise. So much that… you have no idea which one to go with! Or maybe you’ve got a player who feels utterly incapable of coming to a decision if there isn’t an obvious course of action. Per the Oxford English Dictionary , “Option paralysis” (also known as “choice” or “decision” paralysis) is the inability to make a decision when presented with a wide range of choices, and it can take many forms at the gaming table… and even before you sit down! In an activity where our imaginations are frequently the only limiting factors, option paralysis is a near-universal problem. Let’s talk about the ways it can come up, and how we can cope with it. - B B : I find this often hits at the very first stages of coming up with scenarios, especially if you feel like you don’t have a good starting point, but also when you need to start

Details: The Power-Up Mushroom for Your Narrative

Many of you may be aware already, but March 10 is Mario Day! Maybe you’ll break out one of the 200+ games featuring Mario (no doubt Nintendo will have deals on a few), watch the Super Mario Bros. Super Show or read some Super Mario Bros. comics . No matter how you celebrate the day, you’ll be spending time with a character who has a long history and background. Your first experience with our favorite plumber may have been in Donkey Kong , Donkey Kong Jr. (the only game where Mario plays the villain) or the original Mario Bros . My first Mario experience, as is probably the case with many of you, was with Super Mario Bros. on the NES. Mario had already appeared in 21 games by this point, but it wasn’t really until Super Mario Bros. that audiences saw the character we recognize today. To celebrate the character of Mario, in true Never Say Dice fashion, let's talk about the story within that game. Think about the first time you sat down with that legendary game: Super Mario Bros.

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

Gaming in a Time of Chaos

  For the past few weeks, I’ve struggled with finding the right thing to post on the blog. Between the continuing pandemic looming over our lives, the atrocity of the Capitol Attack, the impeachment proceedings, and the inauguration, these past few weeks have been full of stress. (Okay, maybe you international folks don’t have as much anxiety about the Capitol Attack.) Not to mention all the ongoing systemic racism, voter suppression, and political identity issues in the U.S. If you want to read more about our views on these things, you might want to check out Bugsy’s post from last week -  Limited Imagination: Storytelling and the Politics of Assumed Perspective . I haven’t even touched on my own personal problems with the household plumbing yet. This goes to show one thing, though: our lives are full of drama. So, what's wrong with all this drama? Plenty, but there will always drama in our lives, from ongoing political issues to stressful home repairs. Tabletop games tend to thri

Roll Call: When Should the Dice Decide?

Almost everyone who takes part in tabletop gaming has at least some fondness for dice - they’re the universally recognized symbol of our hobby, after all! (Some weirdos are enamored enough to namecheck dice in the titles of their blogs!) But for their near-omnipresence, there’s no one rule for when dice (or cards, or tiles… insert the appropriate randomizer for your game here) should actually be used. Like so many things, it’s up to the people at the table and what they all want out of the game. We thought a topic as fundamentally important as this would be a good way to start off 2021. So…. when should things come down to a roll, and how much should the results of that roll matter? - B B : It probably says something about me that, when I think about the unspeakable eldritch blasphemy that is F.A.T.A.L. the thing that bothers me the most is the text in its logo: “where the dice never lie.” Aside from the sheer stupidity of the concept of having a whole phrase as part of your logo dec

NSDNYR (Never Say Dice New Year's Resolutions)

Happy New Year from both of us here at Never Say Dice. For many, this is the time of year for reflection and setting goals. It's time for New Year resolutions. A lot of people set themselves up to kick a bad habit. Some use it to start a new healthy habit. Others have lofty goals to reach, like being able to hug their families again or to geting a new job. Remember when setting your goals to make them SMART (specific, measurable, achievable, relevant, and time-bound). Whatever goals you are setting, smart or not, don’t beat yourself up if you aren't able to achieve them! Many start, many fail. As we often say here at Never Say Dice, trying is the first step to failure. For our part though, here are the Never Say Dice resolutions for 2021! - A A : My first goal for 2021 is to play in at least a one-shot TTRPG, if not a regular campaign, and I'd like this to happen by September. I'd prefer to do this with friends, but may have to settle for getting out of my comfort zone