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Showing posts with the label Star Wars

Wrestling with Retcons

How did we get by so long without the term “retcon?” As a phrase, “retroactive continuity” goes back to at least 1973, with our current definition appearing a decade later to describe some of the way DC comics was engaging contemporary storylines with characters and plots from decades prior. Even without a name, the concept is about as old as storytelling itself, with some retcons becoming such a significant part of their respective narratives that they’d be unthinkable without them - no one involved in the creation of the 1977 film considered Vader to be Luke’s father, but inserting that retcon into The Empire Strikes Back has defined every iteration of Star Wars ever since. But “retcon” is a term that carries as many connotations as it has applications, with plenty of room for interpretation as to what exactly counts as a retcon, what it effect retconning has on a work, and how that in turn affects an audience’s relationship with that work and its creators. So this week, let’s take a...

Get Them Gaming: The Pitch

How do you teach a person gaming? Back when I was in high school, it's no surprise I was a bit of a nerdy outcast. Lunchtime was a big concern, even more so than in middle school. The mix of kids there was different, and many of my friends from former years had gone to different high schools - even the two of us at Never Say Dice, were split up. However, this time I was fortunate: a group of card players sat next to me. As creatures of habit, we pretty much stuck to those same seats throughout the year. Every day while they ate, they’d play round after round of Spades. Occasionally they might mix it up with poker, hearts, or some other game, but Spades was the go-to. After a month or two, one of them was out sick and the rest were bummed that they wouldn't be able to pursue their favorite pastime. Showing unusual courage and social acuity, I piped up and offered to play a hand. I’d never played before, but had picked it up by watching them. From then on, I was always an alterna...

Star Wars Gaming in the Outer Rim

B : There’s a term Doctor Who fans use to describe the period from 1990 to 2003 when, with the exception of the US-made 1996 TV movie, there were no new “official” installments of the series: the Wilderness Years. The reason they have a specific name, as opposed to simply referring to this time as “when the show was off the air” or simply a lack of new episodes, is that the Wilderness Years were anything but devoid of new Who material. Entire series of novels, comics, audio plays, and even “ serial numbers filed off ” fan movies starring the original actors proliferated during this period - many of which were made by people who would be involved in resuscitating the “official” franchise in 2004. One thing that characterized  Wilderness Years years works was a willingness to expand far beyond what had been seen in the original series, both thematically and tonally, taking the franchise in wildly different directions. Without having to worry about tying things back to the status q...

Explosive Realism

Let's get this out there now: I love explosions. Like any 80s kid, it originated with cartoons - although I'm sure each of us has our own story, going back to a specific movie or show. For me, it was the original Danger Mouse , which premiered in the UK the year Andy and I were both born: 1981. By the mid-80s, it was on Nickelodeon here in the states, and required viewing for my father, my sister, and myself. The opening is a frenetic, yet oddly sparse, mess of energy, serving as a great lead-in to the show itself, with the titular Danger Mouse and his hamster assistant Penfold running from a number of old-fashioned  bombs, each punctuated with an onscreen "BANG" or "BOOM." With each of these "blow-ups," as I called them, my father would lift me and my sister into the air and we'd go into the episode energized and giggling. Blow-ups were not only moments of excitement, but familial joy. Before long, I'd be exposed to the ur-text of cinemat...

Enter... the Entrance Theme!

It happens in all sorts of media that incorporates music: movies, TV, plays, audio dramas... a few notes play and, at least if you’re a fan, you know who's about to show up even before they actually enter. It even happens in other live activities such as sports - that song starts, the crowd gets pumped,  and you know exactly who's coming out onto the field or into the ring. While we’ve had posts about music in the form of Never Say Disc , and even a few posts that mention choosing music to set the scene in your tabletop games, we’ve never focused on music for a particular group or character. Something to bring you into the game, get you pumped, put you in the right mindset and/or set you up for a good gaming session. So this week, let’s do just that - discuss using music to bring you into the game and increase your immersion at the tabletop. - A A : Picking intro music for a group can be an easy task, depending upon what you’re playing. If you’re sitting down to a Star Wars se...

...And Services

Twenty dollars?! I wanted a peanut! Twenty dollars can buy many peanuts. Explain how. Money can be exchanged for goods and services.   When we talk about tabletop roleplaying games, one thing often featured prominently (usually via tables) is all the things you can buy in-game. You’ve got standard adventuring gear such as rope, backpacks, and bedrooms. You have arms and armor from rapiers and plate mail to blasters and jumpsuits. You can find specialty consumables such as scrolls, potions, ammo and energy packs. You might even have magical, or mystical, items such as bags of holding or kyber crystals. There are also the purchases that almost split the difference between "good" and "service" - for example, the meal you might eat at an inn includes the not only the food itself, but also its preparation, having it served to you, and the clean up. So for all the talk about purchasing goods, you ever hear about other services far less often. (And no, we’re not talking a...

DMs, GMs, and AIs (Oh, My!)

Playing TTRPGs solo has been around almost as long as TTRPGs have been a concept. While a traditional TTRPG is a social group activity, solo roleplaying games can be more like a journaling experience or guided storytelling through a gamebook (some of which involve dice and stat-tracking, and even modified versions of rules from group-centered games). We’ve talked a bit about solo-tabletop RPGs before - the trouble with solo gaming when want to go beyond the limits of what's been written into a gamebook or published electronic RPG is the GM/DM. There are, of course, many ways people have attempted to solve this . There are the Mythic Game Master Emulator books . There are storytelling dice if all you need is a nudge in a direction. There are even systems that attempt bring in a few different approaches into a single package like RPG Solo . While these are all fine solutions, they all came out before we had AI, or at least before we had what we currently refer to as "AI" ...

Never Say Disc: Return of the Jedi

Star Wars Day may have come and gone, but this May has a different significance for the franchise: the fortieth anniversary of the third film, The Return of the Jedi. Not only did this movie bring the original phase of Star Wars to a close, its significant in the lives of the Never Say Dice founders as the both the first Star Wars movie to be released in our lifetimes, and as the series’ ending during our most formative years (Ewok movies notwithstanding). While it’s no longer Star Wars’s cinematic capstone and many of its plot points have been rendered moot in subsequent installments, Jedi remains an important part of our development, both in our relationship to the franchise and in our understanding of what narrative means and is capable of. So let’s venture to the Galaxy Far, Far Away for the final time… or so we once thought. A : Return of the Jedi is little more than a marketing ploy to get children to buy toys. That's why they put the Ewoks in there. Cute little furry things...