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The Social Backlog Phenomenon

The term "backlog" has really grown in discussions about electronic gaming over the past few years, like... well, like a backlog (as many of us can attest). The pandemic, though, seems to have brought the subject to the forefront - I've certainly brought it up in here more than a few times. Starting around the summer of 2020, dozens of articles began to appear about how and why (or why not ) one should go about "defeating" (or "tackling" or "taking on") their backlog. Interestingly, as above, the choice of verb is often a violent or confrontative one, suggesting that the games that once intrigued us enough to purchase have themselves become bosses to fight. Again, I am guilty of this myself , largely due to cultural osmosis, but recently I used the term "backlog journey," which is closer to how I really feel about the subject. I get to experience these games for the first time, I'm neither trying to achieve a high score in &q

Workin' d8+1 to d4+1

“Get a job!” It's a refrain we're always hearing, as well as the title of a doo-wop classic , but, as that song and anyone who has tried to join the workforce can tell you it’s rarely that easy . Tabletop roleplaying games, on the other hand, offer the freedom to give your characters any employment history you can think of (within the bounds of the setting and their character build), whether it’s the thing they did before answering the call of adventure, or what they’re still doing between your game sessions. This week, we’re going to talk about the ways characters’ former (or current) jobs can flesh out their background and present new roleplaying opportunities, no matter which side of the GM screen they're on. - B B: Of course, I start with the disclaimer that, in the game I run most ( Paranoia XP/25th Anniversary ), job assignment is part of the character creation process. Being Paranoia , of course, the player gets no say in this - it’s purely according to random chanc

A Little Action on the Side

Something that has become ubiquitous in digital roleplaying games, and even video games in general,  is the side quest. In previous New Years Resolution posts, I’ve mentioned skipping side quests (specifically in Breath of the Wild and Marvel's Spider-Man ) in order to complete the main game. After all, at worst, they're something that's easy to ignore. That doesn’t mean we should be ignoring them though - I’ve really only been doing it because of time constraints. Sure, the main story is what moves the game narrative along, but the side quest is where a lot of the gameplay is. That's where your character makes their money, gains experience and powers, learns about the world, and maybe even gets some clues about the main plot. At the very least, side quests add to the world making it feel more vibrant and real - the sort of useful and enjoyable context that we like to see in our stories. This is something that I’ve neglected in the past, and maybe you have as well. W

MasterType and the Surreal World of Educational Games

  January 8 is International Typing Day, a celebration of speed and accuracy in written communication that originated in Malaysia. The date was chosen so that, following a week's worth of thought and deliberation, people can write out their ideas and resolutions for the New Year. While reading about this holiday, I got to thinking about my own history at the keyboard, going back to the Atari 800XL my family acquired shortly before I started the first grade. One game we got early on was called MasterType - I don't know if this purchase was inspired by my father wanting to improve his own typing abilities or if it was more so that  my sister and I could more comfortable at the keys, but it was very likely the very first piece of "edutainment" software I ever experienced... although it certainly wouldn't be the last. MasterType exists in the same weird conceptual space as a lot of games from its era. Like Pac-Man or Qix , the individual elements exist unto themsel

NSDNYR2: 2022 Edition

It doesn’t seem that long ago when we were making our 2021 New Year’s Resolutions ...a year that, unfortunately, didn't end up being too dissimilar from 2020. Fortunately, Never Say Dice are fully vaccinated, boosted, and staying as safe as we can. Before we get to our resolutions for 2022, we thought we'd check in on how we did last year, maybe keeping a few of those for the coming year, and set up some new goals. If you’re setting your own along with us, remember to keep them simple and specific. If you set your sights just low enough right, you can accomplish your goals and still be slightly proud of it. How did Never Say Dice do with our Gamer Resolutions from last year, and what are we anticipating for 2022? - A A : I set a few goals for 2021: the first one in our previous post was to actually play in a TTRPG, apart from just running a regular campaign. I have a few updates this year, and I’ll start with an assurance that my regular campaign is still running with the sam

A Gaming Carol

Preface: We have endeavored in this Ghostly little post, to raise the Ghost of an Idea, which shall not put our readers out of humor with themselves, with each other, with the season, or with us. May it haunt their tables and consoles pleasantly, and no one wish to slay it. Their faithful Friends and Servants, N. S. D.   B : Despite my painstaking labors in the study of chronomancy, the holiday season is again upon us, and, along with it, its attendant gremlins of stress, confusion, violent clashing over textual interpretations at both household and societal levels, and beverages that should, by no means, be alcoholic, but have nevertheless been made so. Luckily, these are all things we, as gamers, are quite used to dealing with. One story, though, seems to withstand cultural shifts, keeping its basic moral and message intact and universal through adaptation after adaptation, even in an era when media is quite comfortable preaching its exact opposite: Charles Dickens’ “Ghost Story of C

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