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Never Say Disc: Steve Albini

Many years ago, more than I care to count, my girlfriend at the time accused me of saying that "everything cool was invented by Pink Floyd, the Melvins, or Steve Albini." Up to that point, I was unaware of the degree to which I was singing his praises, but it's no surprise that I was doing so to the point of annoyance - at the time, I was listening to his catalogue with alarming regularly... much to the chagrin of anyone who happened to be riding in the car with me. And while that girlfriend did end up a Melvins fan before long, I don't think I converted many members of my captive audiences to Albini's music.. their loss. But then, this week was everyone's loss. I suppose I got to see the news of Steve Albini's death a little before it entered the general consciousness - I'm friends (in both the original and social media senses) with enough musicians and music fans, people who appreciated for him for himself and his work, rather than his adjacency to l
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Star Wars Gaming in the Outer Rim

B : There’s a term Doctor Who fans use to describe the period from 1990 to 2003 when, with the exception of the US-made 1996 TV movie, there were no new “official” installments of the series: the Wilderness Years. The reason they have a specific name, as opposed to simply referring to this time as “when the show was off the air” or simply a lack of new episodes, is that the Wilderness Years were anything but devoid of new Who material. Entire series of novels, comics, audio plays, and even “ serial numbers filed off ” fan movies starring the original actors proliferated during this period - many of which were made by people who would be involved in resuscitating the “official” franchise in 2004. One thing that characterized  Wilderness Years years works was a willingness to expand far beyond what had been seen in the original series, both thematically and tonally, taking the franchise in wildly different directions. Without having to worry about tying things back to the status quo o

Time for Practice

If you want to become proficient, or even competitive, at games it is likely going to  take a lot of practice. You aren’t likely to win the first game of chess you play (unless someone is letting you), and of course there is strategy to learn after you get the basics down. The same can be said for many kinds of games. Certainly the skills required in sports need practice to become good at them. Dribbling, passing, catching, scoring. You might have some innate abilities, but there is always something to improve. If you don’t, you might embarrass yourself when you get out there on the courtfieldpitchrink. Sometimes even seemingly simple games like Go become deceptively complicated when you start digging in. Can the same be said of tabletop roleplaying games? Do we need to practice them, and if so what do we practice? Ponder the answers as Never Say Dice discusses practicing TTRPGs. Isn’t it just "pretend with rules?" What is there to practice? One simple description of tabletop

Realignment

Last week , Andy dove into one of the most "D&D" of all topics, Alignment, to ponder (if you'll pardon the expression) the role it can  play in our modern tabletop experiences. As editor, of my (self-assigned) roles (I swear I'm not doing this on purpose) is to add links wherever possible to back background information, support claims, and, if it's a topic where I have interest, but little experience, act as bookmarks for further research on my own. The links in " Misalignment " largely fell into that last category. I am something of a Dungeons & Dragons outsider - ironic for a person who co-founded a gaming blog, as the game/system is largely synonymous with tabletop roleplaying as a whole. Aside from sitting in on a few games and haphazardly reading the handful of TSR books (spread across multiple editions, naturally), my D&D experience comes from media attached to the franchise: several generations of gamebooks, the original Dragonlance

Misalignment

Alignment, as a concept, has been in tabletop roleplaying games, original Dungeons & Dragons from 1974 . It was different back then, a choice between "honor," "chaos," and "neutrality." What makes a man turn neutral? Lust for gold? Power? Or were they just born with a heart full of neutrality ? In the 1977 reorganization into " Advanced Dungeons & Dragons " and the " Dungeons & Dragons Basic Set " , a second axis of "good vs. evil" was added (allowing for the worst character, the neutral neutral , or "true neutral.") Of all versions, D&D’s third edition probably sees the most recognition today, with nine-box "alignment chart" memes made up for any number of media ventures. The oft-maligned fourth edition changed things yet again, reducing alignments to five options: "lawful good," "good," "evil," "chaotic evil" and "unaligned." Again, Wiz

GMing on the Cheap

Let’s say upfront one thing we lifers tend to take for granted: TTRPGs can be an expensive hobby, especially if you prefer (or need) printed editions of materials. To be fair, a well-made book can last for years or even decades, and the costs can be spread across numerous purchases. But, as is often described via boots and toasters [find appropriate link or alternate metaphor], it doesn’t matter how much one saves over the long term if you can’t afford the initial investment… not to mention that beginners are often only aware of the most prominent (and, thus, expensive) RPGs on the market. While old-timers like us know well how to navigate and/or mitigate costs when it comes to our TTRPG purchases, it can seem like a wild, pricey world out there for newbies. So this week, we thought we’d talk about the different ways to battle fiduciary gatekeeping, whether it be for yourself, or any newcomers you know looking to break into the hobby. - B B : If there's a standard baseline form for

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