Actual play audio recordings of AARG RPG system, most GMed by the system designer
Steve Keller, Suburban Robot Games
This week the Headlanders arrive at the library, only to find that Bucco's men beat them to it. But they don't have the key, the Headlanders do. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_30)
This week, the paranoia begins as the Aurors start to wonder if the whole world really is out to get them. Or, more precisely, was out to get their predecessors and they inherited that. (More episode notes at http://www.playaarg.com/podcast/american_auror/AARG_American_Auror_Ep_8)
When a super-powered eco-terrorist wreaks havoc in a small, Louisiana town the super-powered yokel cops wreak havoc right back. You can download the DYNAMO system for free. (More episode notes at http://www.playaarg.com/podcast/non-aarg/PlayAARG-Dynamo-Blackfish)
This week's episode works hard to earn that NSFW tag! And make sure to check the episode notes for a picture of the "key"! (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_29)
There is a short catch-up on the PlayAARG website if you skipped episode 6. Complete show notes for episode 7 also on the website. (More episode notes at http://www.playaarg.com/podcast/american_auror/AARG_American_Auror_Ep_7)
Last episode, the Headlanders returned to the home they've never seen, Fort Headland, only to find that Ambros Bucco's mage boats had beaten them there. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_28)
Please read the notes on this episode on the PlayAARG website. (More episode notes at http://www.playaarg.com/podcast/american_auror/AARG_American_Auror_Ep_6)
The filming of a Z-grade horror flick goes awry when the actor playing the evil necromancer turns out to be a little too method. Guest GM Corey runs us through a game of Dynamo. You can download the DYNAMO system for free. (More episode notes at http://www.playaarg.com/podcast/non-aarg/misdirected)
The Headlanders are back in allied territory and big changes are afoot. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_27)
The Aurors take stock of their recent failure and make plans. But first, a trip to a haunted summer camp. (More episode notes at http://www.playaarg.com/podcast/american_auror/AARG_American_Auror_Ep_5)
Press Bop-It to start! This episode (Bop it!) the Headlanders (Twist it!) get bored (Pull it!) and (Shout it!) make things (Twist it!) happen (Pull it!) at Desolation (Twist it! Bop it!). (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_26)
This week - with special guest moderator Adam from the Amity campaign, who spends the whole time making up a character that he never comes back to play, so don't get attached. (More episode notes at http://www.playaarg.com/podcast/american_auror/AARG_American_Auror_Ep_4)
We're the Headlanders! (disappointed noise) (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_25)
Officer Krupke, you're really a square! This boy don't need a judge, he needs an analyst's care! (More episode notes at http://www.playaarg.com/podcast/american_auror/AARG_American_Auror_Ep_3)
This week on a very special Amity Campaign episode - the Headlanders' learn a lesson about love, life, and demonic posession. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_24)
You think it's frustrating when the cable helpdesk people ask scripted questions, try getting tech support for magical monsters. (More episode notes at http://www.playaarg.com/podcast/american_auror/AARG_American_Auror_Ep_2)
American Auror begins as all good campaigns do - with a bunch of handwaving of introductions and an adventure with zombies. (More episode notes at http://www.playaarg.com/podcast/american_auror/AARG_American_Auror_Ep_1)
This week - the Headlanders make an explosive discovery! Their plan goes off with a bang! This episode is the bomb! Because they blow stuff up! With crates of gun powder! And explosions! (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_23)
This episode - the Headlanders think about getting into real estate. And then, to quote Charlie Callas in History of the World: Part 1, they're going on a loooooooooooong journey. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_22)
This week we take a break and get some player feedback for the campaign so far. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_21)
The Headlanders get down to brass tacks and make a play on Eastman. In typical Headlander fashion, however, things quickly go pear-shaped. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_20)
A group of super powered thugs take on a force even more dispacable than they are - nazis. (More episode notes at http://www.playaarg.com/podcast/non-aarg/terror_of_doctor_toddler)
This episode - things get all timey wimey as the campaign alternately jumps forward in time several weeks and then back a few days. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_18)
The Headlanders get quest fatique and start wishing for a magical quest tracker. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_19)
The showdown with Angus McCourt begins ... just as soon as the Headlanders can get on that damned boat. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_17)
After a few minutes trying to refresh our memories on exactly what had happened in the previous game session, the Headlanders drop back in on the Professor to top off on everything they couldn't remember and didn't write down. Then ... more info dumping! (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_16)
The Headlanders' lightning-bolt-first-ask-questions-later style begins to taint public perception of them. It was only a matter of time before someone took advantage of that. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_15)
The Headlanders, now trapped between a very rich and well connected rock and a well armed military hard place, return to Liegeport to plan out their next move. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_14)
We pick up where last episode ended, with the Headlanders set adrift in that most dangerous of locales - genteel society. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_13)
The Headlanders wander into more monied circles and learn that, even here in Amity, pedigree matters to those with pedigree. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_12)
The Headlanders get stranded in a small town when a landslide prevents them and their equine charges from going forward. But it's ok, nothing bad ever happens to people who get stranded in small towns. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_11)
The Headlanders have made the finals and they've gone down to the dungeon that they pilfered their way through before. Will they be victorious over Krotus' Team? Will they remember any of the traps they saw before? Will Madacam Rat help them win or betray them again? (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_10)
The party compete in the Dungeon Days events. How do they do? Well, they are the stars. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_9)
The party makes its way out of the mushroom cave and stumbles upon something completely baffling which leads to them officially becoming The Headlanders. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_8)
New microphones! No more table noise! More dynamic ranges! You can hear Tim! (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_7)
Adam returns, the Headlanders are a threesome again, and the intrigue continues, then tragedy strikes !! (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_6)
Tim returns to the group and, after a quick recap, they head off without Adam, who was late to the game. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_5)
Tim bails on us and the Headlanders become a duo for the week. (More episode notes at http://www.playaarg.com/podcast/amity/AARG_Amity_Campaign_Ep_4)
With newly restored audio! This is Star Wars, not Torchwood The players awaken in Imperial prison cells. The last thing they remember was fleeing from a star destroyer by flying into an asteroid. Or was it getting frozen in carbonite? And why do they all have that same memory? This is a standalone AARG adventure set loosely (very) in the Star Wars universe. The game began with each of the players being handed a secret, pre-gen character. Nobody knew in advance who they were playing or who the other players were playing. Turns out, they're all playing the same guy (although #5 is the true star of the show). (More episode notes at http://www.playaarg.com/podcast/standalone/han_semble)
Our secret Kung Fu agents succeed in infiltrating Vastapremanovavich's secret lair and uncover his evil plot - but is it already too late ?? (More episode notes at http://www.playaarg.com/podcast/non-aarg/fists_of_deadly_fight_pt2)