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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

Tabletop Fooling Machine

April Fools! You know it’s a good holiday if an important part of it is shouting the name at an opportune moment. But who, and what, are the fools, exactly? The fooler, the foolee, the act of fooling, itself? The fools inside us or the fools we fool along the way? April Fools is somehow all of these and so much more. Rather than do a leg-pulling post of disingenuous nonsense (not to be confused with our regular… “genuous” nonsense?) that doesn’t read as well between April 2 and March 31, we thought we’d talk a little about how you can go about bringing some of that April Fools’ spirit into your games. Maybe even the spirit of the original April Fool, Dickens-style ? - B     B : Working out what makes any kind of joke “work” is always going to be tricky, if not impossible (a “fool’s errand,” one might say”, but pranks have the additional complication of needing the prankee to “buy in,” and accept something as presented to them, while also making the reveal accessible to them in some way

Bad Enough Dudes

Quick, name off your favorite video game villains! A number of characters likely come to mind, even if you only have limited experience with the medium, but while you were able to name a few, many would have been simply "that guy from..." But that's understandable - in the format of electronic games, a villain must, first and foremost, present an obstacle for the player (in addition any characters they may currently be inhabiting) to overcome, with all other concerns such as character and motivation secondary. So what makes a memorable and compelling villain in an electronic game, and how are they developed through narrative and gameplay? Let's spend some time talking about the Best of the Bad and how they got there. Before we can explore what makes a great video game villain, though, we'll need to define what "villain" even means in this context. Is Berzerk 's Evil Otto a villain? Are the ghosts in Pac-Man ? The bonus point saucers from Space Invade

A PIE-rate I Shall Be

  Another Pi Day (3/14, if you're too square to know) has come and gone, and with it this blog's birthday. As is tradition , we're going to batter you pie jokes like it's graduation day at clown college! Given our love of the ancient (if questionably-honorable) profession of piracy , it's a bit of a sur-pies we haven't been filling up these posts with pie-rate jokes, but we've been known to be a bit flaky at times. Not wanting anything to come out underdone or half-baked, get ready to break off a peg-leg and roll some dough for our fourth annual Pi-naversarry post!  - B PIErate's Curse - Trouble's a-bakin' aboard the badde ship Golden Cruste . The crew has been cut down the middle: one slice longing for meat pies, the other for fruit. With limited ingredients and the ever-present threats of scurvy and mutiny, the captain must carefully measure a course around desserted islands and torte-uous seas, keeping his crew from overheating and staying

It's-a Mario Time Again!

It’s-a Mario Time! Once again, we’re warping into the world of Mario to celebrate another Mar10 (or "Mario") Day. If all kinds of corporations can milk this property year after year, then why can’t we return to the Mushroom Kingdom for some more tabletop inspiration? This year though, instead of talking about Super Cereal or Mario’s details , why don’t we take a look at a comeback of sorts - Super Mario Bros 2 . The game actually has a complicated history, but don’t you panic, some of the best games do. Starting here might give us a sound footing in this sidescroller, though the plot itself is a bit mysterious, as well. Somewhere in there, we’re sure to find a few gems (or coins) of inspiration. So without any further loading time, let's select our player and start the level. Life is but a dream Unless you're a video game history scholar, the words "Dream Factory: Heart-Pounding Panic" probably don’t mean much to you... at least not in that order. That, ho

Take a Look, It's in a Book

The second of March is important to this blog for a number of reasons. First, and foremost, it marks the beginning of life for Never Say Dice co-founder Bugsy... who happens to share a birthday with the author Dr. Seuss. While his legacy may have seen some controversy over the years, especially these last few, it's spawned another thing important to this blog: Read Across America Week . While that particular holiday week isn’t something we at NSD had in our formative school years, reading is a pursuit that's been important to both of us throughout our lives and continues to be. After all, we couldn’t ask you to read this blog every week, or even have the background in TTRPGs and other games it takes to write this blog if we didn’t support  and appreciate reading  for its own sake. Reading is fun and mental. - A A: I can go anywhere. I can be anything. These lyrics are part of the Reading Rainbow theme song. The show was a way to bring children into the world of reading and a m

Achievement Unlocked!

In  tabletop adventures, there are certainly a lot of things for the characters to accomplish. You might be hauling around the magic MacGuffin to finally dump into an active volcano. Maybe you’ve slayed your very first dragon. Or perhaps you took down the enemy base with one critical hit to their thermal exhaust port. What does that mean for those characters' players , though? Did they accomplish something as well? They did have a hand in all of their characters' actions, after all, rolling their luck on the dice (or some other determinator, depending on the game). P layer, you are the reason the character achieved what they did. You deserve your own trophy as well. So what are some common personal accomplishments in  the world of tabletop games? Why do some particular moments stick with us? Finally, what can we, as GMs, do to reward our players, and even ourselves in these momentous occasions? - A A : Potential player accomplishments abound. There are all sorts of firsts out