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Limited Imagination: Storytelling and the Politics of Assumed Perspective

"The artist must take sides. He must elect to fight for freedom or slavery. I have made my choice. I had no alternative. The history of the capitalist era is characterized by the degradation of my people." - Paul Robeson, Speech in Support of the Spanish Republic (1937) The fact that the modern reactionary surge initially coalesced around an angry reaction to video games (and, significantly, how those games are criticized) might be seen as a darkly comedic indictment of our society. "I can't believe that history books will have to start this chapter with something as stupid as 'Gamergate'," goes the refrain, both presuming electronic gaming to be of lesser cultural value and ignoring the history of reactionary elements targeting new media and the voices it elevates. Comparisons between angry internet rants and Nazi attacks on impressionism and Jazz feel much less hyperbolic following the events of January 6. I've even seen "degenerate," the

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

Be a Grinch! (in a Tabletop RPG)

The Holidays may be almost over (for a while), and we hope you’ve all enjoyed your seasonal music and movies/specials. We here at Never Say Dice have covered the infamous Star Wars Holiday Special and the new LEGO edition a few posts ago. A common thing many of us into tabletop RPGS like to do is incorporate media into our games. After all, many of us have grown up with the blending of media and the holidays as a given. It provides us a framework to build on and a common touchpoint to the people at our tables, virtual or otherwise. One classic character featured in holiday specials and commemorated in his own song is the Grinch, the avocado-green villain with strange cardiac growth problems apparently linked to his personality. The Grinch, villain though he may be, has a slew of characteristics that would make the character an excellent one at the gaming table. Those of you not familiar with Suess-lore may really only know the Grinch from the How the Grinch Stole Christmas animated

Gifting to Gamers

Once again, the holidays are upon us. Well, this is the first holiday season Never Say Dice has been around for, but “for the first time, the holidays are upon us” would just be pretty confusing. Whether your celebrations have already begun or whether you’re in the pre-event panic GMs know all too well, we thought a simpler, briefer post was in order - so here are our Holiday Wish Lists. (Aside from the time to play the games we’d like to play, and for vaccines to magically appear for everyone. And also a billion dollars. And a DeLorean. And a Lego Millennium Falcon. And...) A : I think we’ve slowly been entering an age, both as people and as a culture, where a wish list of gifts has become exceedingly difficult. If I see an RPG book, set of dice, or video game I really want, I’m now old enough to be able to afford the purchase, unless it's something outlandish. Of course, I tend to be a bit more frugal and buy last generation’s gaming system, as we’ve discussed before in Dragons

Shareware Day

This week features a rather obscure holiday honoring something that was a surprisingly large part of our collective youths: National Shareware Day. It can be hard to imagine now, but in the days of dial-up BBSs, disk swapping, and a pre-web internet, there was an entire file sharing ecosystem supporting independent software, which included a wide variety of games. From the “Episode 1 is Free” model to the “Breaks Itself After a Certain Period of Time'' approach to "Too Weird to Release Commercially” examples, shareware was the primary way PC users got to experience new games on the . As Andy and I both grew up at the tail end of this era and were denizens of local BBSs, we got to see a lot of this firsthand, and thought we’d discuss  this strange relic of our collective past, why it’s still intriguing, and how it relates to current publishing models for both electronic and tabletop games. - B B : Andy, what were your earliest shareware experiences? A : To talk about that,

The Phantom Plain: Storytelling through Landscape in MGSV

I’ve recently come to the ending (such as it is) of Metal Gear Solid V: The Phantom Pain . I’d been putting it off for a while, with a whole range of reasonable excuses. I need to play Metal Gear Rising: Revengeance first! I need to make more progress in Peace Walker - sure, I’ve made it to both endings, but not the Monster Hunter missions! I can’t hog the PS3, it’s our main household media device! And I don’t have the time for a game that size, anyway… Maybe I was scared by the reviews and references I had come across - did I want to delve into the final installment of my all-time favorite game series and be disappointed? One by one, though, they all fizzled. We got a PS4, so I was able to spirit its predecessor off to my desk for solo gaming whenever I have a chance… which meant I was able to play Revengeance ... and plow away at Peace Walker until I got sick of failing to take out that damn Attack Chopper (Custom) over and over. And finally… there was COVID. I should mention an a