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Showing posts with the label TV

Gaming in the Late Stages

So you’ve reached the final level of your game, maybe even the final boss. Or you’ve just hit level 20 in your D&D campaign. Congrats! Those are all fantastic accomplishments. While we do mean the sentiment, that isn’t what we mean by Late Stage Gaming though. So what do we mean by Late Stage Gaming? Like other media before it, it looks like games are starting to push to the subscription only model. A path where you’re not just paying for extras, but paying to maintain access to the game itself. What exactly is happening? What does this mean for us as gamers, both tabletop and digital? When should we really start to worry? Is there anything we can do about it? Won’t somebody please think of the children?!? Sit down with Never Say Dice this week as we try to cover some of those questions in today’s post. - A B : “Late Stage Capitalism” is a term describing the commodification and industrialization of every aspect of life, especially once the profit motive overtakes even elements of

Raiding Winter

We’ve talked previously about the various holiday specials that may make their rounds at the Never Say Dice households on a yearly basis. We’ve even looked at gathering inspiration from a few of those specials with dives into How the Grinch Stole Christmas and Rudolph the Red-Nosed Reindeer . Lately at the blog, perhaps due to the passing of Jules Bass last year, our collective minds seem to be gravitating toward Rankin-Bass 's holiday productions. Fortunately, there are a number of these holiday stories to choose from. As a child, one of my favorites was Santa Claus is Comin’ to Town . Maybe it had to do with being exposed to Fred Astaire movies at an impressionable age, as he serves as narrator here. It could just be that it's another Rakin-Bass classic. Perhaps, though, it's more about the magic they included in the story. (No Bugsy, I'm not talking about the yo-yos.) While you can take "magic" in a more generic literary sense to describe the supernatur

Hitching a Ride on the Ghoul Bus: Treehouses of Horror and the Freedom of Halloween Episodes

The Halloween Episode is a rarity among rarities, a riddle wrapped in an enigma, wrapped in wax paper. In episodic shows, the passage of time is generally ignored - it draws too much attention to the artificiality of the premise and questions how the world of the setting syncs chronologically with the world of the audience. On top of that, when holiday episodes do come along, they generally have certain expectations of tone and theme - particularly when it comes to Christmas. Halloween episodes, though, are something different: the only real expectation is that they’re going to break from the normal “reality” of the show. They don’t necessarily have to be scary (or even have the trappings of scary things), but they do have to be weird. In some cases, particularly with more serialized shows, this shift allows for a new perspective in the ongoing story, a different way of seeing the narrative that will put past and future events in a new context. My favorite example of this would be Mill

Some Great Pumpkins (We Think) For Your Games

Orange gourds and their kin are popping up all over. Halloween decorations are starting to dot the North American landscape. “Basic" people (we're told) are rushing to the shops to get themed lattes. The smell of the fall season is in the air, and the time has come to bring that fall feeling into our tabletop games. And I’m not just talking about the Risus Pumpkin Spice Edition ... no, this week we’re talking about the pumpkins themselves! From the smallest squashes to the greatest of orange fruits (yes, pumpkins are a fruit, not a vegetable!) pumpkins dominate the fall season. And what better way to bring all that autumn-ness into our games than by incorporating this old favorite. And just how will we do that? Grab yourself a slice of pumpkin pie or bread (or maybe some pumpkin soup? Roasted pumpkin? You pick!) and join Never Say Dice as we do a little picking at our pumpkin patches. - A Flavored Text The quickest and easiest way to get fall, and pumpkins, into your game is t

Doubles & Dares

Game shows were a huge family favorite when I was a kid. I’m pretty  certain that my mom still watches them.  We used to watch everything that was available: Classic Concentration , Family Feud , Jeopardy , Let’s Make a Deal , The Price is Right , Wheel of Fortune , and all the rest. And then there were the game shows for younger audiences - it isn’t any wonder that kids, including myself, would gravitate towards this media when it was targeted directly at them. Shows like Video Power , Where in the World is Carmen Sandiego (which, in its various incarnations, will probably get its own post on this blog at some point) and Finders Keepers found eager viewers in  homes everywhere they were available. Of that era, the most famous was probably a little show called Double Dare . Originally running from 1986 through 1993, with revivals in 2000 and 2019, Nickelodeon’s Double Dare grabbed the attention of kids from all over, a group that expanded even further when it entered broadcast syndi

Style as Story in CounterSpy

It's time to come clean: most of my recent electronic gaming selections have been inspired by genre discussion threads on the Something Awful forum , particularly explorations into the "Shoot 'em Up"( SHMUP ) and JRPG genres. There are plenty of holes in my experiences with the medium, and I always love to hear people talk about why something does (or doesn't) work for them... especially when their suggestions are already part of my gargantuan game backlog . The most recent one, though, was for a genre I was more familiar with: "Stealth Games." Regular readers shouldn't be surprised here - given how often I bring it up, it should be obvious that my all-time favorite series is Metal Gear , which has defined much of the "stealth" genre. Not only those games, though, but also Tenchu, Hitman, Assassins Creed, and Dishonored , all of which I've discussed before as part of the "assassination game" sub-genre, and well as those tha

Enter... the Scary Door!

"You are entering the vicinity of an area adjacent to a location. The kind of place where there might be a monster, or some kind of weird mirror. These are just examples, it could also be something much better. Prepare to enter... The Scary Door!" - Futurama , "A Head In the Polls" (1999) The Twilight Zone was created to be a disturbing mirror held up to our own reality, something we've brought up in this blog a few times during our past trips beyond The Dimension of Imagination and into the Fifth Dimension , and sometimes, especially lately, it can feel a bit too much like we’ve already slipped into the other side of that mirror. But Twilight Zone was always meant to have us think about the world around us and perhaps teach a lesson or two about it. And while  The Scary Door may have just been a parody bit, that can teach us too, even if it's just to laugh at the things we love and at our own seriousness. Certainly, our own stories, tabletop and otherwi

Rewind/Remake (B Side)

It's no wonder most genre fans have an involuntary twitch whenever they hear the word "remake." I don't need to go into examples - if you're reading this, I'm sure you're already thinking of one (or many) that utterly missed the original work's point, or was only tenuously connected, or veered into a more "test audience-friendly" direction. And yet there are legitimately beloved remakes that have largely supplanted their predecessors in popular consciousness: The Thing (1982), The Fly (1986) , Battlestar Galactica (2004), Westworld (2016)... If we include works that respond to, while also recreating, the originals, we can include things like Final Fantasy VII Remake (2020) and The Little Shop of Horrors (1986)... although musical adaptations probably deserve their own category.  With such unpredictable results, why do remakes happen? Setting aside the purely commercial reasons often trotted out as conversation-terminating cliches ("t

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