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Lego My Product Placement!

If you're a fan of Dungeons and Dragons , Lego, or (if you’re like me) both of them, then you’ve probably already heard about the latest cross-promotional Lego D&D set. Posts have already spawned on most of the nerd sites, and apparently this week Never Say Dice will be no different. Well, perhaps a bit different. While a review of the soon-to-be-released set will be featured, it seems important to spend a little time talking about cross-promotion in our games. While it may not hit our table-top roleplaying games often, you’ll see it throughout other sorts of tabletop and video games. Before we go into either, though, let's get the Lego and D&D adventure out of the way. Inn Plain Sight Putting Lego into your D&D is a pretty obviously choice, and we’ve been doing it for years. Those who already owned Lego before playing D&D, or, just had easy access to the plastic minifigures, have come upon this idea on their own, if they haven’t already heard about the con

Popular Perception Check

For almost as long as we’ve had tabletop games, they’ve been depicted in various media, from movies and TV shows to news and print. Arguably, at least until the most recent gaming renaissance we’ve entered, that portrayal in mainstream media has mostly been negative. If you lived through the Satanic Panic like the two of us at Never Say Dice did, you’re likely to understand what we’re talking about. For those newer to the hobby, tabletop game fans were depicted as socially-inept, sloppy nerds at best, and Satan-worshiping murder cultists and at worst. (Can’t we just be both in peace!?!) Perhaps as the hobby, and those who partake of it, have matured, these portrayals have softened a bit. Or perhaps positive representations in streaming media have made a significant change. Maybe it's both. This week, we thought we'd talk about how we've seen these depictions change, and how has they've affected our shared hobby and the preconceptions newcomers bring to it?  - A A : C

How Can You, Like... Own a Game, Man?

It’s been quite a week in the world of tabletop RPGs, and, while it’s nice to see our little hobby featured in all kinds of media, we would have preferred it be for more positive reasons. Never Say Dice are by no means qualified (or up-to-date) enough to talk about the OGL kerfuffle, but the discussion around it did get us thinking about the nature of ownership when it comes to games. For an activity centered around the participants’ infinite imaginative possibilities, what does “ownership” of a system, setting, or even a session mean, exactly? What aspects of a game are inherent enough to have a brand name, and how much can the people at a table change things up before it starts to feel like something else? - B A : The whole issue seems pretty broad, which is one part of the problem. Even if you only take a quick look at the idea of “ownership of a system,” it gets pretty complicated. Sure, there might be trademarks on specific things like Beholders, Mind Flayers and Displacer Beasts,

Our 100th Issue!

This week marks an auspicious occasion for the Never Say Dice blog. Although Bugsy and Andy have been having these sorts of conversations in person, in text, and even in song far longer than they should probably admit, this post marks number 100 for the comic blog. For a monthly comic, that would work out to almost 8 and a half years! While we’re just shy of our 2 year Blogaversery , we’d like to do something special. After all, 100 weeks of content without fail is a pretty nifty accomplishment, we feel. While we don’t have a special crossover event (but if you’re interested in writing for the blog, feel free to reach us by email ), or a character death planned (by Lucifer's beard, Bugsy, please stick around. I can’t edit this thing by myself), we did have a special idea in mind. So dear readers, grab a snack, get in a comfortable spot, and enjoy making fun of our predictions of what gaming might look like over the next 100 years. Assuming any number of pending worldwide disasters

They Cajole, You Roll... Blurp Balls!

Horror, in the 80s and early 90s, often worked its macabre influence on the era's more “family friendly” media.  During thus time period, we saw the likes of Goosebumps (er mer gerd!), The Dark Crystal , and blockbuster movies like Ghostbusters . There are cult classics like Goonies (which helped inspire the name of this very blog) and Little Monsters with Fred Savage. The line blurred further when some movies were adapted to cartoons specifically for kids, like Beetlejuice and The Real Ghostbusters for example. With movies like Child’s Play inverting the forumla, it should be no surprise that this mash-up of horror and "kid thing” bled offscreen into toys, as well - many of which were childhood favorites. There were the Garbage Pail Kids, My Pet Monster and Mad Balls, just to name a few. And any of these would make a fantastic conversion into...you guessed it, tabletop RPG monsters! One of these toy lines that really stuck with me were Blurp Balls. So, for this Halloween-ad

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"

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

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

Twenty Years of Fellowship

"In the land of New Zealand, in the fires of an editing room, the Dark Lord Jackson forged in secret a master movie, to control all others...." Twenty years ago this weekend, The Lord of the Rings: The Fellowship of the Ring premiered in US cinemas, forever changing how the fantasy genre is seen in the public consciousness, the way movies are made and presented, and, yes, the games we play and the expectations of those who play them. As nerds who were reading, watching, and playing fantasy stories both before and after the momentous impact of Fellowship, we thought we’d take this opportunity to discuss the movie and the effects it’s had on the things we love. - B A: The release of Fellowship was quite the event. In a time when motion capture and the internet still seemed new, somehow everyone knew about and was excited for this movie. Fellowship , and to a certain extent the opening of the Harry Potter film series, marked the beginning of an era. Prior to the popularity of ep