Dice Exploder

Podcast Transcript: Flauros the Demon (Wreck This Deck) with Audrey Stolze

TranscriptSam DunnewoldComment

Don't you hate it when one card in a deck gets a little bent? You ever have someone spill their coffee on your cards while you're playing and wish death upon them? What if I told you there was a game that told you to do these things and worse... on purpose?

We're kicking off season 5 of Dice Exploder with two episodes on physicality in games. Today that's Wreck This Deck, and the transgressive feeling you get when the core mechanic of a game is to fuck up a bunch of playing cards. Specifically, we're talking about the revenge demon Flauros and what exactly he demands you do to your deck.

A Mirror Dungeon

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Idle Cartulary again has me blogging, this time after her post about how to make a zungeon. She’s basically got an almost meditative procedure for creating a cool little dungeon-y location for people to explore. You can use this to write a location in… well it took me about 80 minutes. Here’s what I came up with.

Some Jokes and Manifestos

Sam DunnewoldComment

Last week people started getting physical copies of my short zine of games slash design memoir Dice Forager. Idle Cartulary did this nice review of it, and some folks were talking about it on the Dice Exploder discord. But everyone keeps being cagey about the preamble, not wanting to spoil it I guess? But I think it’s funny and I want people to be able to talk about it, so I’m posting it here.

I Made a Book (and So Can You)

Sam DunnewoldComment

This past month I put out Dice Forager, a 50 page zine/book containing four of my games from the past few years along with some new designer commentary. This is how I did it.

I’m confident you can do this too. Maybe this is the push you need to go make yours, and then we can trade.

Podcast Transcript: The Challenge Deck (Wickedness) with Audrey Stolze and Seraphina Garcia Ramirez

TranscriptSam DunnewoldComment

A few weeks back, a conversation on the Dice Exploder discord lead to a new game jam: the Femininomenon Jam, a jam about femininity and whatever that means to you, happening now on itch.io through February 11th. To help kick off your thinking on what a game in this theme might look like, today two of the hosts of that jam sit down to talk about the challenge deck from Wickedness by M. Veselak. In this game about a coven of three witches, the challenge deck is a bespoke oracle for conflict resolution. And right out of the gate we get to dive into the deep end with this jam's topic as we ask: is this mechanic "feminine"? What would that even mean?

Podcast Transcript: AMA with Merrilee Bufkin

TranscriptSam Dunnewold6 Comments

I usually like to think of Dice Exploder as a pretty focused show with a pretty tight format. Yeah we may sprawl sometimes, but we’re not here shooting the shit, we’re here to talk game mechanics. But sometimes, a guy wants to stretch out like a dog in the sun, hang out for a while, and just yap the day away while answering a bunch of listener questions. And there’s no one I like yapping with more than my friend Merrilee Bufkin. So this week, it’s casual times on Dice exploder as the two of us answer a bunch of listener questions.

Podcast Transcript: Deep Cuts with John Harper

TranscriptSam Dunnewold1 Comment

It’s a Dice Exploder EMERGENCY POD! Less than 24 hours ago as of recording, John Harper, designer of Blades in the Dark, released a brand new official supplement for the game: Blades in the Dark: Deep Cuts. It’s 110 pages packed full of new setting and new mechanic ideas, and I really wanted to talk about it! I love Apocalypse World’s concept of “advanced fuckery,” and I’ve never seen such a good and extended example of it all in one place.

Podcast Transcript: Dice Forager: a Dice Exploder zine

TranscriptSam Dunnewold3 Comments

Hello from the between-season malaise! Today I'm joined by Aaron King, back again, who interviews me about my new zine Dice Forager: a 50 page collection of games, manifestos, and mini written-out episodes of Dice Exploder. We talk about how setting goals is great and people should do it for, what counts as a manifesto, and how making art meant just for your friends can be just as if not more rewarding than for any other reason.

Silly Cairn

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It is the law that every RPG designer must eventually publish an elfgame. Like all those who came before me, there are dozens of such games that are decidedly not for me, a few that I almost love, and nothing that nails it exactly. But Yochai Gal’s Cairn gets close…

Hospitality, Safety, and Calibration

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Safety has been a huge topic of conversation in the past half a decade of TTRPG design. We’ve seen the invention of and popularization of so many tools like the X-Card, lines and veils, script change, and more. Most of these tools are system agnostic, often stapled on to whatever game is at the table this week. They work great for a lot of people and situations. But most people I talk to agree with two problems (that might be a strong word but let’s go with it) with most of these tools.

The first is that no tool can truly keep you safe, in any context or place. The tools above exist to help facilitate the goal of safety, they’re not band-aids you can slap on any situation to guarantee everyone has a grand old time.

The second is that people sometimes feel reluctant to use safety tools, especially at the times they might be needed most. It can be hard to look at a group of people around you having a ton of fun, whether friends or strangers, and say “no, stop.” Even when it’s something you need to say.

I have for some time been reconsidering how I think about safety tools and looking for not just better tools but better vocabulary around them to try and, if nothing else, address my own discomfort around their use. Meguey Baker’s piece Traffic Lights Are Communication Tools was a great starting point for this line of thought, but I’d like to put forth two other ideas.

The first, and perhaps more controversial of the two, is that I think the term “safety tool” is not ideal. When you start talking about safety tools, people get on edge. It’s intimidating. If we need tools to be safe, does that mean we are inherently in danger? I mean yeah, kinda, but that’s life. Sometimes people are shitty, either accidentally or on purpose. But there are plenty of games where we can talk about that and prepare people for when it happens with less charged language.

If we set a line against child death while setting up for Honey Heist, something is already off, unless maybe we know we’re playing Honey Heist in the style of The Expendables. If you come to my house for dinner, I don’t tell you at the door to make sure not to bring up child death, unless maybe our friend Kristen’s child recently passed away.

As an alternative to the term safety tool, I prefer the terms calibration tool, taken from Nordic larp, or communication tool as Meguey suggests. Both of these terms carry the same implicit goal of safety while underlining a verb you can act with when something is about to go or has gone wrong. They both also have the benefit of framing things in a more welcoming way in the leadup to an uncomfortable situation: calibrating and communicating are both things I want to do constantly, where safety remains a goal out in the nebulous future until it very much is in the present.

The idea of a calibration tool also feels easier to design towards for me. I don’t know how to design a mechanic that’s going to keep everyone safe, because no such mechanic exists. But I do know how to at least try and design a tool that allows people to check in with each other in a way convenient for the game at hand. It’s the same task, but calibration and communication give me places to start. Safety less so.

The second idea about safety, calibration, and communication tools that I want to popularize is the idea of hospitality. I got this from Jason Morningstar, and you can read one version of how we talk about this in our game Northfield, or in basically any game Jason’s designed recently. But he says he first encountered this framing of hospitality via Sean McCoy. Sean’s post Thinking About Safety Tools In RPGs is indeed very, very good. Everyone should read it.

Podcast Transcript: The Sooth Deck (Invisible Sun) and Custom Oracles with James D'Amato

TranscriptSam Dunnewold1 Comment

This week I’ve got James D’Amato (Campaign: Skyjacks, the Ultimate RPG book line, and the upcoming Oh Captain, My Captain) here to talk about custom oracle decks. Yeah a Tarot deck is cool, and great for doing Tarot, but James makes the case that it’s the “custom” in “custom oracle deck” that will really bring the not-quite-but-feels-like magic of an oracle to your table. But before we get into that, we dig deep into a mysterious black cube to get to our specific custom oracle deck: the Sooth Deck of Invisible Sun.

Podcast Transcript: Love Letters (Apocalypse World) with Aaron King

TranscriptSam DunnewoldComment

Thrilled this week to have on one of my favorite movewrights, it’s Aaron King of the RTFM podcast. Aaron brought on Love Letters from Apocalypse World, a kind of custom move the GM can write when it’s been a while since we played and everyone might need a refresher on what was going on to get the ball rolling again. I think custom moves are a wildly overlooked part of Apocalypse World, and today we go deep on why that is and how and when to write your own.

Podcast Transcript: Speak Your Truth (Desperation) with Jeff Stormer

TranscriptSam DunnewoldComment

It’s the crossover event of the season! This week I’m joined by Jeff Stormer of the ⁠Party of One⁠ podcast to talk about the core mechanic of Desperation by Jason Morningstar. In this game full of dread about a small Kansas town struggling through a never-ending winter, instead of deciding what happens, each turn you draw a card and decide who the thing on the card happens to. It’s a super slick mechanic. Meanwhile over on Party of One, you can listen to Jeff and I actually play the game.

Podcast Transcript: THAC0 (AD&D 2e) with My Dad

TranscriptSam DunnewoldComment

For this final episode of the Dice Exploder D&D miniseries, I wanted to go back to the source, to my first experiences playing the game. And I figured who better to do that with than someone else who was there, my first DM, my very own father.

We get plenty nostalgic for back when I was 8 years old, but I also made him talk to me about THAC0, early D&D's needlessly opaque and complicated version of an attack bonus. I made him do this because I think of THAC0 as so representative of how D&D's rules have worked for me over the years, and because my dad has never given a crap about any of those rules. When we played, he barely even read the rulebooks. So how did we still end up playing D&D? What were we even doing?

Podcast Transcript: Rule Zero (D&D) with Ema Acosta

TranscriptSam DunnewoldComment

I have a list of mechanics I’d like to cover on Dice Exploder, and I’d say about a third of them are jokes. One of those jokes is Rule Zero, a maxim that says "the DM (or GM) is always right." I think of Rule Zero as originating in D&D culture, and as part of this D&D miniseries, I thought it'd be interesting to use as a way into talking about the play culture around the game, how it's actually played at the table, and how many of its rules people actually use.

There's no one I'd rather talk with about "do rules matter" than returning cohost Em Acosta (Exiles, Crescent Moon) who's spent a lot of time thinking about what rules they find actually useful in play. And in the end, we find yet another answer to my series-long quest for an answer to the question: "what actually is Dungeons & Dragons?"

Podcast Transcript: Prestige Classes (D&D 3e/3.5e) with Sam Roberts

TranscriptSam DunnewoldComment

This episode I'm joined by Sam Roberts (Escape from Dino Island) to talk about prestige classes, special classes from D&D 3e that you could only take by multiclassing into them. Sam thinks of these things as a noble failure: a very cool idea whose execution almost immediately dropped the ball. But what can we learn from their corpse?

We get into that, along with a boots-on-the-ground discussion of what our experiences were like actually playing D&D 3rd edition and an exploration of advancement as a concept at large: how does it work in most games, and how might it work instead?