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Sunday, August 4, 2024

A Sense of Doubt blog post #3456 - SDCC Recaps - Comic Book Sunday 2408.04



A Sense of Doubt blog post #3456 - SDCC Recaps - Comic Book Sunday 2408.04

No, I didn't go.

I used to say I wanted to go some day, and maybe I will change my mind, but this thing has become so huge and sprawling that I am not inspired to go.

But recaps make a good COMIC BOOK SUNDAY.

Thanks for tuning in.




https://reactormag.com/tag/sdcc-2024/

Several recaps at the link above, but here's a few selections...



What Is Going On With the Tone of This Star Trek: Section 31 Trailer?





Marvel Brings Back Robert Downey Jr. and the Russo Brothers for the Next Two Avengers Movies






More Star Trek for You! New Series Announced & Starfleet Academy Will Have Familiar Faces





https://www.comicsbeat.com/sdcc-24-dungeons-dragons-celebrates-50-years/

SDCC ’24: DUNGEONS & DRAGONS celebrates 50 years

TTRPG industry professionals reflect on their love of D&D


It’s estimated that over 50 million people play Dungeons & Dragons, and for the past 50 years, it has remained the number one tabletop roleplaying game in the United States. At San Diego Comic-Con 2024, industry experts Anjali Bhimani (Desi QuestCritical Role), producer Kailey Bray, Gary Con founder Luke GygaxD&D comics writer Jim Zub, and writer and game designer Matt Forbeck (Endless Quest) shared how Dungeons & Dragons has risen to the top of pop culture. The panel was moderated by Ross Thompson.

The panel took place on Gary Gygax Day to celebrate D&D‘s creator. The crowd cheered as the panelists took their places. Before answering any questions, Gygax asked the crowd, “Wuick question, who brought their dice?” He chuckled as the crowd laughed in unison.

Thompson asked: “What do you think is one of the most significant influences of D&D and why it’s kind of penetrated pop culture and allowed it to resonate as long as it has? Matt?

Forbeck seemed surprised to be called out at first, but answered, “I have a lot of opinions on this, as you can imagine, but I think one of the reasons is that it gives people a chance to scratch that creative itch that all of us have as human beings.” Forbeck continued by explaining how we have a human need to share stories and come up with and create stories and share them.

He concluded, “It’s an interactive form of entertainment, as opposed to most entertainment we just consume. You’re actually producing [a story] with your friends in a unique way that’s often never captured.”

Zub said, “It unlocks that ability for you to be bold in a way that in your day-to-day life, you may not feel like you can be. You know, so much entertainment is passive, and we just let it sort of wash over us. And the ability to choose that suddenly, the spotlight is on you in that moment.”

He mentions how powerful it is to be able to swing a session or turn the mood around with one choice.

Gygax picked up immediately: “Even as a game master, I already liked games where I didn’t know what the player is going to do. I like to set up things to ruin my flame.” He noted that GMs who listen to their players may discover their original idea wasn’t as good as the suggestion players make. “Sometimes they’re like, ‘I think it’s this,’ and I’m just like, ‘That is way better than what I had.'”

“I think there’s something to be said for a lasting power of identity in connection with Dungeons & Dragons,” said Bray. “You get to either remotely or at the table really connect with people that you just met, or people that you love dearly, on a deeper level than you can do doing most other activities, and explore and learn things about yourself that you might not know or be brave enough to do in any other context. I think that’s why people keep coming back to this.”

Bhimani said this game is made to be a safe space, as any good game should be. However, she does dig into the root of where that comes from and what it means for players across the globe to be able to put themselves in their characters’ shoes.

“It is very much a safe space to explore what it’s like to have agency in ways that you don’t necessarily feel like you do. In your in your life, like games, in general, video games do the same thing. But TTRPGs and D&D specifically do it to a much greater degree,” Bhimani said. “That view when you get to see a hero that you identify with, and that you then take control of… When you’re doing it with a controller, it’s one thing if you’re in someone else’s voice, but you still have ownership of it. That’s amazing.

“But when it’s your voice and your writing and your choices, and when you can make that natural one work beautifully for a story, there is a sense of empowerment that you have, that you don’t necessarily get in your day-to-day lives or maybe not in that way,” she continued. “When you take that sense of empowerment with you into the world, you are a different person, you are expanded, you’re more of who you are because you experienced something that you wouldn’t have been able to experience in your day-to-day life.”

Inclusion was the running theme of this panel, and couldn’t have been more prominent then when the Q&A session started and so many fans got up to ask their questions. These ranged from asking the panelists about their favorite D&D species to their favorite adventure, what projects they would love to work on again, or their thoughts on the last year’s backlash against Wizards of the Coast.

What stood out the most was when a child walked up to the podium in what was possibly the best Shredder costume that an 8 year old could have and asked, “H do you get your friends into D&D who have short attention spans?” This made everyone in the room roar with laughter. It’s nice to know adults are not the only ones with this problem.

At the same time it was fantastic to see all these generations of fans who were wanting to know more, who cared and were invested. Let’s hope the next 50 years of Dungeons & Dragons are just as good.

Stay tuned for more SDCC ’24 coverage from The Beat.



AND MORE







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- Bloggery committed by chris tower - 2408.04 - 10:10

- Days ago = 3320 days ago

- New note - On 1807.06, I ceased daily transmission of my Hey Mom feature after three years of daily conversations. I plan to continue Hey Mom posts at least twice per week but will continue to post the days since ("Days Ago") count on my blog each day. The blog entry numbering in the title has changed to reflect total Sense of Doubt posts since I began the blog on 0705.04, which include Hey Mom posts, Daily Bowie posts, and Sense of Doubt posts. Hey Mom posts will still be numbered sequentially. New Hey Mom posts will use the same format as all the other Hey Mom posts; all other posts will feature this format seen here.

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