8 Lessons from the cast of Black Dice Society (In our Opinion)

There’s a lot to be learned from the Black Dice Society*. Here’s some lessons we’ve lifted from the cast’s performances in play and the Patreon round table discussions that you can bring to your next character or table.

1. Making characters for the campaign: In their Patreon material, the cast mention having character ideas but being aware that they were playing a horror game, so the character would not fit the tone of the campaign. Working with their GM in some cases, they construct characters that are able to engage with the content in meaningful ways without feeling out of place. Only two members of the party are from Ravenloft, three if you count the amnesiac but imposing NAHARA, however the character from Faerun fit into the Ravenloft theme and feel out of their depth but not out of place. It may seem simple but being mindful of the type of campaign a character is taking part in can lead to some surprising developments, and – as the cast have said – push the player to play something they have never tried before.

2. Use your words: There are conflicts of goals, ideology, and even of personality between characters but the PCs are aware that there are bigger threats and it never comes to blows. When the game mechanics tell a player all the things that they can do in combat, it can easily feel like violence is the answer with the availability of healing magic. The BDS cast reminds us that you can have disagreements without casting spells about it. In later episodes, we see characters finding ways of managing each other to curve the more explosive ideas.

3. Internal conflict: Decisions that place one at odds with their religious order, oath or mission do not always have to be immediately resolved. There is an element of waiting to see the conflict reaches a pinochle, where meaningful choices will have to be made. The reasons that a character may wish to keep such conflict to themselves are varied but an excellent one is simply, compared to the threat they face, there are bigger concerns to their safety or soul.

4. Leave room for growth: In their Patreon chats, the cast talk about discovering their characters through play and how they have revealed through action some surpassing traits and not necessarily what they envisioned. These gaps at early levels leave room for in-game milestones  where characters have shared moments that lead to why they mistrust certain creatures or why they are hesitant to charge into a fight. These common points and their reaction to them moving forward showcases the differences between the PCs from a common starting point.

5. Know your stuff: Though, of course, no one is perfect, when it comes to combat, knowing what you are going to do and being aware of what has happened shaves critical minutes back. Even when not knowing how what they want to do translates to the rules, knowing that they want to swing out twice or stamp on the flesh zombie’s foot leads to combat never stagnating.

6. Be aware of what you don’t know: There are voices in heads, telepathic conversation and all manner of ways the PCs manage to avoid giving away too much to those who may be listening. The other players at the table simply allow this to play out, not in a particular hurry to uncover, instead considering what they would do if they learned of it. This discipline allows the players to watch the unfolding situation in people’s minds and not break up the session into two players texting back and forth cackling.

7. “We are all friends here”: We learn it’s important to be aware of what type of game you are playing at your table (e.g. is it a dungeon crawl where the PCs die by inches? Or a more free-form narrative exploration?), and who you are playing it with and applying that. Early on, at level 1 at the table, there is an agreement that doing something cool allows for the rules to bend. Though technically you can’t do X on a held action, that isn’t fun and at their table they’re all friends and the game they’re playing doesn’t hang on it all being by the book all the time. Yes, that they used their action, but stamping on the edge of a boneless zombie can only end well right? We also learn in the Patreon content that, especially during more charged exchanges, the players are checking in with each other that they are okay, and that in-character actions aren’t fraying out-of-character nerves.

8. Cut scenes: The Dark Lords chats are an example of cut scenes that matter. They do not take away player agency because the players are not involved. The chats exude character and power of these two frenemies to whom the PCs are simply beneath their notice for the most part. Jason Carl and Mark Meer do an excellent job of alluding to the wider building threat. The PCs can theory craft and wonder how this is going to trickle down to bite them (pun intended #vamily). We have seen some hints at how the machinations of these two legends are shaping the journey of the PCs, but that is a story best seen to be believed.

Bonus fact: Looking for a reason to get involved, no matter where the PCs end up they are always actively looking for reasons to get involved and to engage with the situation they find themselves in. They rarely lose sight of their overarching goal. The PCs engage with the world, allowing it to breathe and feel alive. Taking the small comforts when they can and finding the edges to the calm safety they felt, as the setting closes in around them, because – in the mists – nowhere is ever truly safe.

By Alex Delaney (@libertyotter)

*Haven’t heard of Black Dice Society? You’re missing out. Check out our blog with 13 reasons why you should be watching BDS.


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