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Let's get rich! This week on the Vintage RPG Podcast, we chat with Games Omnivorous mastermind Andre Novoa about The Job: Boxset Edition! Now on Backerkit, this is the deluxe expanded edition of Andre's excellent 2023 heist game, inspired by flicks like The Italian Job and Ocean's Eleven. Unlike most Games Omnivorous game products, which hew towards the OSR, The Job veers into more narrative territory, drawing inspiration from games like Apocalypse World and Dread. The result is a fast-paced, light-weight storytelling game with enough mechanical tooth to satisfy OSR-type players. Grab some 6-sided dice and knock over a bank in less that three hours! * * * Instagram? Old news. Join the Vintage RPG Newsletter! That's where all the cool kids are now! Stu's book, Monsters, Aliens, and Holes in the Ground is for sale now! Buy it! Patreon? Discord? Cool RPG things to buy? All the Vintage RPG links you need are right here in one place! Like, Rate, Subscribe and Review the Vintage RPG Podcast! Edited by the one and only R. Alex Murray. Send questions, comments or corrections to info@vintagerpg.com. Available on iTunes, Google Podcasts, iHeartRadio, Spotify, YouTube and your favorite podcast clients. The Vintage RPG illustration is by Shafer Brown. Follow him on Twitter. Tune in next week for the next episode. Until then, may the dice always roll in your favor!
THIS EPISODE COVERS DOGS IN THE VINEYARD, a 2004 game by Vincent Baker, who is better known as the co-designer of Apocalypse World, the game that the entire Powered by the Apocalypse (PbtA) RPG design movement is based on. Dogs in the Vineyard is no longer available for sale, for reasons that we discuss in the episode.“Mormon Judge Dredd” – Greg StolzeRead the Full Show Notes HereSee the Wikipedia entry for Dogs in the VineyardSee Vincent Baker's homepageTalk about this on the LND Discord!Today's episode is brought to you by the Tabletop Arts Fund! The Tabletop Arts Fund is a community nonprofit dedicated to supporting independent TTRPG and actual play creators through professional development, networking opportunities, and charitable grants. Are you an independent creator with a game or scenario nearing the finish line? Submissions open February 15th for the first round of TTRPG Creator Grants, providing financial support for art, editing, layout, and other professional services. Full details on these and other projects are available at tabletopartsfund.org, or via social media at tabletopartsfund.org.
Invitée : SylphelleAnimation : Farfa et Lam SonMontage : Lam Son En jeu de rôle, on monte ses compétences. Et pas seulement les compétences de son personnage, mais ses compétences propres, en particulier ses compétences sociales, et ses compétences cognitives. Dans cette émission, nous allons voir comment on peut utiliser toutes ces compétences en thérapie. Pour ce faire, nous recevons Sylphelle, autrice de jeu de rôle et psychopédagogue. Les jeux de Sylphelle BullesMoon DragarLe casse des vieille canailles Le protocole COHEN-MISON Pour aller plus loin Explication du concept de cercle magique Jeux permettant de développer des compétences Cette émission a été préparée par Sylphelle, et les Lapins Marteaux (Coralie David et Jérome Brand Larré) lui ont fourni une longue liste de jeux permettant de développer telle ou telle compétence utile en thérapie. On n'a pas pu tous les citer pendant l'émission, donc on vous la fourni ci-dessous Des jeux qui favorisent la prise de risque Otherkind dice : mécanique (pas un jeu complet donc) où on repartit des dés sur des conséquences. ex : Psy RunMoonlight on roseville beachHellywood (mécanique inspiré du craps)Abstract Dungeon (on mise ses dés sur des compétences)Tenga : “se déchirer” (permet d'annuler ses malus pour une action mais réouvre toutes ses blessures)E6 : hack de d&d avec la mécanique de “raise the flag” : le perso regagne immédiatement 6 points de conviction mais il peut désormais mourir dans la partie. Des jeux pour travailler la résilience, la flexibilité et l'adaptabilité Run Die RepeatSwords without Master avec les tons jovial et lugubre, les motifs Des jeux où la communauté est centrale pour travailler la place en groupe, la gestion de conflits, l'empathie et l'inclusion MonsterheartBois DormantDream Askew[Smallville et sa carte relationnelle (mais c'est pas une communauté au sens de Dream Askew par exemple) ou cops et commissariat]Battlestar : vie en communauté et conséquences des actions importantes (ressources limitées, être dans l'espace, soupçons de cylons), mais c'est plus pour le contexte que pour la mécanique.Cozy town et assimilésAlien : un groupe avec des objectifs différents chez les individus, et qui vont devoir faire ça à l'alien.Montsegur 1244 : jeu où on choisit de “trahir” ou pas sa foi et donc sa communauté cathare.Mars to stay : il faut collaborer pour quitter la planète, et si tu ne le fais pas, ça risque fort de ne pas marcher.L'Anneau unique : il y a des phases de communauté, et pour les voyages, il y a des rôles à prendre pour que ça se passe bien.Ryuutama : répartition des rôles à l'intérieur du groupe de joueurs (plus que les personnages).Ars Magica : on gère sa communauté de mages.Nightwitches : trouver sa place en tant que pilotes femmes et queer.Buffy & Angel : pour le groupe de PJ construit autour de la Tueuse, avec des spécialités différentes.Yazeba.Viva la queer bar.Fiasco (pour le conflit) Des jeux qui favorisent la négociation et le diplomatie pour travailler sur la prise de parole, l'argumentation, le respect des limites, l'affirmation de soi Château Falkestein et les scenar diplomatiquesLa clé des nuages (prise de parole)Dying Earth : comme il y a des styles de combat, il y a des styles de discussion, de baratin. La parole est une arme, et ça devient vite le bordel si on ne s'écoute pas.Le Roi est mort.The Extraordinary Adventures of Baron Munchausen : on fait un concours de racontage d'aventures.Doctor Who : règles d'initiative : les gens qui parlent agissent en premier (par opposition à ceux qui font des actions violentes).Thirsty sword lesbians : importance de la discussion (mais beaucoup de drague). Des jeux où les actions ont de vrai grosses conséquences DémiurgesTous les jeux Apocalypse World avec les conséquences sur les 6-. ex : MonsterheartArc Doom : on doit empêcher la fin du monde (à vérifier).Black Sword Hack (mécanique du Doom Die) Des jeux où les émotions occupent une place centrale, Pour les comprendre, les apprivoiser, les réguler ArchipèlerinsBullesDream Askew (Belonging outside Belonging)Masks: a new Generation(Powered by Apocalypse)Monsterhearts (Powered by Apocalypse)RyuutamaSwords Without MasterTales from the LoopTengaTerres de sangUltraviolet Grasslands Des jeux qui poussent à la coopération Pour faire avec l'autre, demander de l'aide, élaborer des stratégies communes Tous les jeux qui ont des classes de persos complémentaires ou qui sont organisés autour d'équipes de personnages très complémentaires (par exemple, unité militaire, unité de flics à la COPS, etc.).Marvel superheros roleplaying : on peut se créer des avantages les uns les autres. Le dé est différent si on est seul, en duo ou en équipe.Oltrée : les joueurs choisissent ensemble ce qui va leur permettre de passer un niveau. Des jeux qui favorisent la création et l'innovation : Sonja et Conan contre les Ninjas (pour le rôle de Barbare qui peut s'exprimer avec peux de mots, et pour le rôle des Ninjas qui doivent agir sans communiquer entre eux)MicroscopeOn Mighty thewsEpitaph (mais attention deuil)In this world Tous les Pour la reine. Apocalypse world et hacks (retour des questions sur l'univers).Cosy town et assimilés Des jeux où on a de grands pouvoirs mais aussi de grandes responsabilités Masks Démiurges Minute par minute 00:01:22 Qu'est-ce qu'une thérapie ?00:04:58 Alibis du personnage00:11:06 Bleed00:12:21 Agentivité00:13:25 Activité modulable00:16:46 Théorie de l'esprit00:21:29 Microcosme social00:26:36 Accepter l'imprévu00:27:15 Flow00:34:53 Émotions00:44:33 Bulles00:46:42 Parcours de Sylphelle00:49:29 Troubles de l'apprentissage00:55:10 Défis physique00:56:59 Jeux qui permettent travailler les émotions01:01:41 gestion de conflit et communauté01:11:11 Gestion de la peur01:19:54 Flexibilité, adaptabilité01:21:50 Mémoire de travail01:26:07 Écoute01:28:52 Attendre son tour, capacité d'inhibition01:35:23 Synthétiser01:37:47 Handicap invisible01:45:25 Mot de la fin01:46:58 Remerciement Lapin Marteau01:50:13 Bêtisier01:50:35 Surface projective
In this episode, I reflect on my first time in the Game Master's seat running Yochai Gal's Cairn 2nd Edition. Here's a link to Yochai running Rise of the Blood Olms https://youtu.be/HcY1Ytwznyk?si=SFQZf4p4fueTLyCO Games and adventures mentioned: Apocalypse World by D. Vincent Baker & Meguey Baker One Shot World, Cairn, & Rise of the Blood Olms by Yochai Gal https://yochaigal.itch.io Into the Odd, & Electric Bastionland by Chris McDowall Knave by Ben Milton Mausritter by Isaac Williams Osseous by FreeThrall Barrow of the Elf King by Nate Treme Feast by Chriss Bissette https://loottheroom.itch.io/feast Honourable mentions: Colin Green of Spikepit (podcast & YouTube), Barney Dicker of Loco Ludus (podcast), Yochai Gal & Brad Kerr of Between Two Cairns (podcast) "Warning" by Lieren of Updates From the Middle of Nowhere You can leave me an audio message via https://www.speakpipe.com/KeepOffTheBorderlands Email me at spencer.freethrall@gmail.com Follow me on BlueSky @freethrall.bsky.social or look me up on Discord by searching for freethrall You can find me in a bunch of other places here https://freethrall.carrd.co You can also hear me in actual plays on Grizzly Peaks Radio This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit freethrall.substack.com
You can support this show on Patreon! On this episode, I'm joined by Meguey Baker. She's the designer of PsiRun and 1001 Nights, published under her label, Night Sky Games. She's also the co-designer of Apocalypse World, which started the fundamental Powered by the Apocalypse design movement. She wrote the influential Fair Games blog with Emily Care Boss for many years. She's a textile conservation specialist who works with museums, a quilter, a trained sex ed teacher, and a breast cancer survivor. Meguey and Vincent Baker's patreon: https://www.patreon.com/lumpley Blog: https://lumpley.games Itch store: https://lumpley.itch.io/ Show Notes: Children's Books Roxaboxen by Alice McLerran and Barbara Cooney (read aloud) Dragon Scales and Willow Leaves by Terry L Givens (read aloud) A Hole Is To Dig by Ruth Krauss and Maurice Sendak (read aloud) Once Upon A Pirate Ship by Mircea Vasiliu Games The Old, The Cold and the Bold by Whitney Delaglio / Little Wish Productions If you liked this podcast, check out the weekly Indie RPG Newsletter
Transcripts available at diceexploder.com 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. Further Reading: Deep Cuts by John Harper How to Overcome Your Hyperdiegesis Allergy by Idle Cartulary Errant by Otherkind Dice on Dice Exploder, with John Harper Socials John on Bluesky and Twitter. Sam on Bluesky and itch. The Dice Exploder blog is at diceexploder.com Our logo was designed by sporgory, and our theme song is Sunset Bridge by Purely Grey. Join the Dice Exploder Discord to talk about the show!
Transcript 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. Further Reading Apocalypse World by Vincent and Meguey Baker Aaron King's Worksheet Manifesto The SF Ultra podcast Reading the Apocalypse by Aaron King Socials RTFM podcast and Patreon Sam D on Bluesky and itch The Dice Exploder blog is at diceexploder.com Our logo was designed by sporgory, and our theme song is Sunset Bridge by Purely Grey. This episode was edited by Chris Greenbriar. Thanks Chris! Join the Dice Exploder Discord to talk about the show! Ad Links Jukebox by Jar of Eyes Oh Captain My Captain by James D'Amato
Hablamos con Fada de @orgullofreak sobre juegos de rol indies. Nos cuenta cual es la historia de éstos, sus características y filosofía. Además recomienda títulos (los incluimos en esta descripción) y consejos para introducirse en un mundillo cultural alternativo dentro del rol que, por su idiosincrasia, puede atraer a gente que no ha encontrado su espacio en esta forma de entretenimiento o arte. Como siempre... ¡esperamos que os guste! Imagen vía el blog "A Shoghoth on the Roof". La música presente en el programa tiene licencia Creative Commons ("Into the Storm" por Brandon Lew) o está cedida (cierre por el gran Almirante Stargazer, director del fantabuloso podcast "Torpedo Rojo"). ----------------------------------------------------------------------------------------------------------------- DATOS DE INTERÉS: JUEGOS ====== Apocalypse World http://apocalypse-world.com Perros en la viña https://www.nosolorol.com/es/indie/247/perros-en-la-vina-papel Fate https://fate-srd.com Dungeon World https://dungeon-world.com Cthulhu Dark https://rolcondados.com/j/cthulhu-dark-cthulhu-oscuro-cthulhu-tenebros/ Brindlewood bay https://www.thehillspress.es/producto/brindlewood-bay/ The Veil https://www.thehillspress.es/producto/the-veil/ CBR+PNK https://emanoelmelo.itch.io/cbrpnk-core Camaradas https://wmakers.net/comrades OTROS ===== Primigenia Austral (Editorial Indie Latam) https://primigenia-austral.itch.io The Ultimate RPG Gameplay Guide James D'Mato (Teoría practica rolera) https://amzn.eu/d/0c3qWthu Apoyo a Meguey Baker (Co creadora de Apocalypse World) https://www.mealtrain.com/trains/lk908w?rf=1 Partidas Indies https://youtube.com/playlist?list=PLEbrDuHKYV2S6xH2i7zMfJO_HCdxuOb8m&si=htc1Zu9jASfMtJUL Blog "Rol de los 90": https://roldelos90.blogspot.com/ Libro "Jugando con Dragones": https://dolmeneditorial.com/tienda/jugando-con-dragones/
Recorded at Metatopia 2023 Presented by Meguey Baker, Vincent Baker An introduction to PbtA from a designer's point of view. How and why Apocalypse World works the way it does, what your game can take from it, and how and why your own game should work differently. Highlighting PbtA's conversation model, with an emphasis on consent and communication, and PbtA's model of fiction, with an emphasis on adapting it to your own game's needs.
A tome! A tome of forbidden dungeon master knowledge has been unearthed by your intrepid hosts. DMs Matt and Rob discuss the first principles and Apocalypse World-style GM moves for Old School Rules games from the Principia Apocrypha! Principia Apocrypha: Elementary Axioms & Aphorisms On Running & Playing Tabletop RPGs In The Old School Style - Ben Milton, Steven Lumpkin, David Perry, Evlyn Moreau https://lithyscaphe.blogspot.com/p/principia-apocrypha.html Subscribe to the DMofNone Patreon! https://www.patreon.com/DungeonMasterOfNone Join the DMofNone Discord! Music: Pac Div - Roll the Dice; Keith Mansfield - Funky Fanfare.
H.O.N.K. is a rules-lite, chaos-heavy system that will be very comfortable for those familiar with D&D Fifth Edition, or with 2d6 systems such as Monster of the Week and Apocalypse World. This game is perfectly suited to the brand of chaos that only a true goose can invoke. Find out more on from creator Jack Dixon on this week's episode of Not DnD. ----- Pre-order the game: https://thepocketworkshop.co.uk/product/one-honk-before-midnight-adventure-wiro-bound-copy/ Twitter https://twitter.com/Jackaphobia ----- This episode was pre-recorded and released on March 18, 2024. Watch live every week Mondays 10pm GMT at http://twitch.tv/enpublishing
Sam Dunnewold brings Exit to the table. Exit is a scavenger living on the edges of a dangerous psychic mist and a society that demands they conform.Sam and I discuss building a character within the context of a post apocalyptic world, being brave because you have to be, and transparency in gaming.This character is built for Apocalypse World by D. Vincent and Maguey Baker.http://apocalypse-world.comSam Dunnewold is a Minnesotan game designer, screenwriter, and podcaster living in Hollywood like a chump. His podcast, Dice Exploder, breaks down a game mechanic every week with a friend. He's the designer of Doskvol Breathes and Space Train Space Heist, and he was a judge for the 2022 The Awards. Sam used to work for The Onion as a video editor, and he has no colon.You can learn more about Sam at:https://www.characterswithoutstories.com/guests/sam-dunnewoldWe mention VOID 1680 AM by Ken Lowery:https://bannerlessgames.itch.io/void-1680-amWe also mention We Are But Worms: A One Word RPG by Riverhouse Games:https://riverhousegames.itch.io/we-are-but-worms-a-one-word-rpgDungeon Calling is a real-play D&D podcast of high fantasy and low humor:https://www.dungeoncalling.comCover art by The CuriographerInstagram: https://www.instagram.com/thecuriographer Sign up for my Newsletter to stay up-to-date on the podcast:https://dashboard.mailerlite.com/forms/760760/109867356957705889/shareYou can find Star at:Website: http://www.characterswithoutstories.comTikTok: https://www.tiktok.com/@starmamacYouTube: https://www.youtube.com/@characterswithoutstoriesBluesky: https://bsky.app/profile/cwspod.bsky.socialThreads: https://www.threads.net/@characterswithoutstoriesInstagram: https://www.instagram.com/characterswithoutstoriesFacebook: https://www.facebook.com/characterswithoutstoriesThanks for listening, and may all your characters find their stories!
In this week's Flashlight, we explore Dungeon World and chat about Powered by the Apocalypse-based games! Reilly gets some serious firepower, Jake approves of biblical plagues, and we both struggle to recall basic facts about modern American history.Here's the link to the publisher's website for the Dungeon World system, and here are the other Powered by the Apocalypse systems we discuss:Apocalypse World launched this whole style of TTRPG.MASHED is a PbtA game set in the Korean War.Saga of the Icelanders is a PbtA game set during the Norse settlement of Iceland.Thirsty Sword Lesbians is basically exactly what it says on the tinSpirit of 77 is a PbtA game set in 70s movies, we think? Again, neither one of us knows very much about modern American history.The Warren is a PbtA game about intelligent rabbits.Follow us wherever you get your podcasts, including Spotify, Apple Podcasts, and YouTube. You can also get episodes right from the source at our RSS feed. For more on the show, including links to all our social media, visit our website. Do you run your own home game? Tell us about a cool homebrew item and we might feature it in an upcoming episode. Give us a call and tell us about it at 724 320 2020.
Good Goblin Monday, everyone. This week, we're analyzing an essay that claims we're at the end of "The Golden Age of Tabletop Roleplaying Games." As you might expect, the writer is using the 2023 OGL Crisis as the jumping-off point for their argument, so this should be coming right after our "D&D is Stronger than Ever" episode. The essay has all the hallmarks of a hyperbolic reaction that blows things out of proportion, but some nuggets of truth in there are hard to disagree with. Full topics breakdown below the jump, along with a couple of other brief topics we hit at the top of the episode. Have a great one and don't forget to join the Discord, sign up for the newsletter, and subscribe to the YouTube channel. ----more---- Blenko Glass Releases Tabletop-Themed Glassware Collection https://blenko.com/collections/game-night Magic The Gathering: AI Promotional Art Bell of Lost Souls Story: https://www.belloflostsouls.net/2024/01/wotc-swept-up-in-ai-art-controversy-again-over-mtg-promo-art.html The Offending Image: https://img-s-msn-com.akamaized.net/tenant/amp/entityid/AA1mDk1Z.img?w=1920&h=1080&q=60&m=2&f=jpg Wizards of the Coast Reply: https://twitter.com/wizards_magic/status/1744056808254173447 Is this the end of The Golden Age of TTRPGs? The article discusses the perceived end of the golden age of tabletop roleplaying games (TTRPGs) that began around the start of the 2010s. Link to the Essay: https://www.facebook.com/777800284/posts/10168399913785285/?mibextid=K8Wfd2 Rise in Popularity: The rise of TTRPGs was fueled by factors like the popularity of Stranger Things and actual plays like Critical Role, bringing in a significant number of new players. Fracturing Community: The emergence of new TTRPGs is seen as a potential shattering of the community, with players now being asked to choose sides between different systems, leading to division and balkanization. Historical Comparison: The article draws a parallel to the 1990s when TSR, the first publisher of Dungeons & Dragons, faced challenges as the TTRPG audience became fans of specific settings rather than the overall game. Diversity in Games: During this golden age, there was a diverse range of TTRPGs, including D&D 5E dominating the D20 fantasy family, other OGL games, and a flourishing indie scene with games redefining what a TTRPG is, like Apocalypse World. Challenges for New Games: The article argues that despite the potential quality of new TTRPGs, the business is challenging, and the recent changes, including the end of the OGL, may make it even more difficult for companies to succeed. Impact on Content Creators: The author speculates on the impact of the changes on content creators and platforms like MCDM and Critical Role, suggesting potential shifts in focus and potential declines in support for D&D. Predictions for the Future: The article concludes with predictions about the future, including the expectation that 6th edition D&D may not perform as well as its predecessor, potential challenges for crowdfunding campaigns, and a decline in the overall excitement and diversity of TTRPGs unless significant changes occur. Argues that MCDM will be the “Last Big Crowdfunded TTRPG. GET OUR MONTHLY GAMING NEWS NEWSLETTER: https://goblinsandgrowlers.beehiiv.com/subscribe CHECK OUT OUR YOUTUBE AND GIVE US A SUBSCRIBE: https://www.youtube.com/channel/UCtSPHOe-0jQARPpxvi0xgHQ JOIN 800+ GOBLINS ON OUR DISCORD: http://bit.ly/goblindiscord LISTEN, RATE, AND SUBSCRIBE! If you like the show, please tell a friend about it. And if you want to tell more people, then please leave us a review on Apple Podcasts and/or your podcatcher of choice. You can find and/or support us at all the places below: https://instagram.com/WayOfBrandolore https://patreon.com/goblinsgrowlers https://facebook.com/GoblinsAndGrowlers https://goblinsandgrowlers.podbean.com (and basically any other podcatcher) https://quidproroll.podbean.com (our sister podcast, the best narrative play) The Goblins and Growlers Podcast is produced by Goblins and Growlers, a Richmond, Virginia-based tabletop-roleplaying game content and events company dedicated to inclusivity through TTRPGs.
This episode, Keepers Murph, Dave, and Bridgett welcome Lumpley Games - Vincent Baker and Meg Baker! Patreon Plug & Update We have a Patreon! To back us you can click the button on the sidebar of our website, mu-podcast.com or head over to Patreon directly at www.patreon.com/mup! And as we discussed recently - we'll be sending out a backer survey soon so we can tune our backer rewards in January. Dave is working on it now, so look for that in late November. New Members Davin Flateau Lauren Williams Heather Poirier The Discord Plug We have our MUP Discord and we are all there! We invite all of our listeners to come and enjoy the community of horror gaming and cute pet pics. Link in the show notes: MU Discord server invite link: https://discord.gg/vNjEv9D And thank you to our editor Max for editing this episode. Thanks Max! Bridgett's Pet Pick Shout Out Happy 5th birthday Thessaly from everyone at MUP! We hope that you've enjoyed your special day! If you're having a bad day, go to the show notes and check out bulldogs, in party hats, preparing to eat a cake. Get your serotonin hits where you can! Thanks HelloSpaceBoy! Main Topic -- https://lumpley.games/ https://lumpley.games/portfolio/ Games such as The Wolf King's Son (2023) Under Hollow Hills (2022) Bedlam Beautiful (2017; limited publication) Apocalypse World (2010; 2nd Edition 2016) and the PbtA framework https://www.patreon.com/lumpley Our Travelling Home by Ash Crider? https://wundergeek.itch.io/our-traveling-home Wolf Spell by https://epidiah.itch.io/wolfspell Bloody Handed Name of Bronze by Joshua Newman https://joshuaacnewman.itch.io/the-bloody-handed-name-of-bronze Mashed https://www.drivethrurpg.com/product/199282/MASHED-A-Korean-War-MASH-RPG--Core-Rulebook Sagas of the Icelanders https://www.drivethrurpg.com/product/254224/Sagas-of-the-Icelanders Pasions d' Pasion https://www.drivethrurpg.com/product/409558/Pasion-de-las-Pasiones Nahual https://www.nahualrpg.com/
This episode, Keepers Murph, Dave, and Bridgett welcome Lumpley Games - Vincent Baker and Meg Baker! Patreon Plug & Update We have a Patreon! To back us you can click the button on the sidebar of our website, mu-podcast.com or head over to Patreon directly at www.patreon.com/mup! And as we discussed recently - we'll be sending out a backer survey soon so we can tune our backer rewards in January. Dave is working on it now, so look for that in late November. New Members Davin Flateau Lauren Williams Heather Poirier The Discord Plug We have our MUP Discord and we are all there! We invite all of our listeners to come and enjoy the community of horror gaming and cute pet pics. Link in the show notes: MU Discord server invite link: https://discord.gg/vNjEv9D And thank you to our editor Max for editing this episode. Thanks Max! Bridgett's Pet Pick Shout Out Happy 5th birthday Thessaly from everyone at MUP! We hope that you've enjoyed your special day! If you're having a bad day, go to the show notes and check out bulldogs, in party hats, preparing to eat a cake. Get your serotonin hits where you can! Thanks HelloSpaceBoy! Main Topic -- https://lumpley.games/ https://lumpley.games/portfolio/ Games such as The Wolf King's Son (2023) Under Hollow Hills (2022) Bedlam Beautiful (2017; limited publication) Apocalypse World (2010; 2nd Edition 2016) and the PbtA framework https://www.patreon.com/lumpley Our Travelling Home by Ash Crider? https://wundergeek.itch.io/our-traveling-home Wolf Spell by https://epidiah.itch.io/wolfspell Bloody Handed Name of Bronze by Joshua Newman https://joshuaacnewman.itch.io/the-bloody-handed-name-of-bronze Mashed https://www.drivethrurpg.com/product/199282/MASHED-A-Korean-War-MASH-RPG--Core-Rulebook Sagas of the Icelanders https://www.drivethrurpg.com/product/254224/Sagas-of-the-Icelanders Pasions d' Pasion https://www.drivethrurpg.com/product/409558/Pasion-de-las-Pasiones Nahual https://www.nahualrpg.com/
Yeah, that is right! Hodag, the multidimensional illustrator and game designer returns to the show to flood us with his wisdom and ideas! You can listen to the first time Hodag came to the show here: https://anchor.fm/wgnwp/episodes/17-Hodag-e2bt2v3 This episode is then, basically, a bonus episode, but not like other bonus episodes you can basically skip, this one is chock full of wisdom and insight from an accomplished and wise artist (and we just had a great time talking and exploring the themes we talked). So with little to no preparation, this chat brought us talks about how he hates metric system, how was his experience with D&D, anime, what would be his favorite cartoons (we discussed our favorite pokemons), our relationship with superheroes RPGs and comics (and we praise Tiny Supers as a great option for super games). The chat also goes into safety tools and their importance, sessions zero, world building, MDA framework (game design stuff), and so much more. Let's get weird with Hodag Part II! Check out Hodag's works! https://hodagrpg.itch.io/ https://www.instagram.com/hodagrpg/ Thank you for listening! Please subscribe to the show to keep up with new episodes! If you would like to support the show, leave a review and/or head to our ko-fi page and pay us a coffee! It will help keep the podcast going! It would really help! https://ko-fi.com/wgnwp You can also support me buy buying one of my games! Kosmosaurs just got released in print, and it is my new RPG inspired by Saturday morning cartoons about Space Dinosaur Rangers defending the galaxy from evildoers! Get your copy right here: bit.ly/kosmosaurs Stuff mentioned in the Episode: Record of Lodoss War: https://pt.wikipedia.org/wiki/The_Record_of_Lodoss_War Star Wars RPG: https://pt.wikipedia.org/wiki/Star_Wars_(RPG) Dragon Ball Z: https://pt.wikipedia.org/wiki/Dragon_Ball_Z Batman Beyond: https://www.imdb.com/title/tt0147746/ Batman The Animated Series: https://www.imdb.com/title/tt0103359/ Justice League Unlimited: https://www.imdb.com/title/tt6025022/ Pokemon: https://www.pokemon.com/us MDA Framework: https://en.wikipedia.org/wiki/MDA_framework Masks: https://magpiegames.com/pages/masks Tiny Supers: https://www.gallantknightgames.com/tiny-supers/ DC Adventures: https://en.wikipedia.org/wiki/DC_Adventures Mutants & Masterminds: https://en.wikipedia.org/wiki/Mutants_%26_Masterminds Dungeon World: https://dungeon-world.com/ Apocalypse World: http://apocalypse-world.com/ D&D 3rd Edition: https://www.drivethrurpg.com/browse.php?filters=44833_0_0_0_0 D&D 4th Edition: https://www.drivethrurpg.com/browse/pub/44/Wizards-of-the-Coast/subcategory/9730_9739/Dungeons--Dragons-4e DC Comics: https://www.dc.com/ Xena - Warrior Princess: https://www.imdb.com/title/tt0112230/ G.I. JOE RPG: https://renegadegamestudios.com/game-worlds/g-i-joe/g-i-joe-roleplaying-game/ Mortal Kombat: https://www.mortalkombat.com/pt-br Street Fighter: https://www.streetfighter.com/
On this episode, Hunter and Ryan read and review
Invités : Melville, KhelrenChroniqueur : Matthieu BAnimation et montage : Lam Son Couverture de la version Française du jeu « Mobile Frame Zero: Firebrands » de D. Vincent Baker De plus en plus de jeux sont dits « Propulsés par l'Apocalypse » (PbtA). Dernièrement par exemple Avatar Legendes, s'est foulancé en Français pour plusieurs centaines de milliers d'euros en étant à la fois adossé à la licence Avatar le dernier maître de l'air et propulsé par le système de jeu d'Apocalypse World. Les créateurs de ce système, Meguey et Vincent Baker, ne sont pas du genre à se contenter de ce succès. Leur créativité débordante nous a valu de nombreux jeux toujours extrêmement novateurs mais au succès plus confidentiel (sauf dans les cercles alternatifs) comme Dogs in the Vineyard, Psi*Run, ou la sanglante quête du barbare récemment publiée en Français par Gulix. Et puis il y a eu Mobile Frame Zero: Firebrands, dont on décortique le système pendant cette émission, ainsi que les jeux qui en descendent comme autant d'escarbilles issues du même brandon enflammé. Même si aucun anglophone n'a revendiqué un terme spécifique pour désigner ces jeux, nos chroniqueu.r.euse.s sont assez tête-brûlées pour leur assigner un nom: Enflammés par Firebrands (Ignited by Firebrands). Ces jeux enflammés par Firebrands ont la particularité d'être constitués de plusieurs mini-jeux. Chaque mini-jeu est régit par ses règles propres et permet de gérer un type de scène typique d'une fiction pleine de drama : duel, bal, poursuite, escarmouche, romance et intimité entre deux personnages, etc. Le lien mécanique entre ces mini-jeux est souvent ténu voir inexistant, ce qui n'empêche pas de construire des histoires cohérentes et cinématographiques avec le minimum de préparation. Minute par minute 0:02:23Mobile Frame Zero: Firebrands0:02:58Once more into the void0:04:22Le Roi est Mort0:05:52Kissing capes0:07:25Structure et définition0:09:29Party game pour tous0:11:17Semer une belle pagaille ! Tomber amoureux de ses ennemis ! Combattre ses amis et s'allier à ses rivaux ! 0:12:59On ne joue pas un groupe de personnages0:14:12Le mini-jeu solitaire0:14:57Par quoi sont définis les personnages (spoiler, pas par des stats)0:17:20Historique: de Swashbuckling Romance aux descendants récents0:25:26Chaînons entre Apocalypse World et Firebrands0:30:21Spin the beetle : romance entre insectes0:32:05Vast and Starlit, le grand-père des jeux itch.io0:33:40Gestion de la conversation dans les PbtA vs dans Firebrands0:36:49Le mini-jeu de romance: une merveille de consentement0:40:03Le mini-jeu de duel0:42:04Le mini-jeu de poursuite0:42:19Le mini-jeu de bal0:44:40Aspect cinématographique0:46:20Comment se construit la cohérence ?0:51:27Paralysie du choix de mini-jeu0:58:07Culture de jeu américaine vs européenne1:01:31Peut-on jouer en campagne ?1:04:16La fine fleur, un jeu Flower Punk de Melville, à paraître1:05:24Difficulté à écrire1:11:24Réutilisation des mini-jeux1:20:36La Reine a aspiré l'oxygène des brandons1:22:08Yazeba's Bed and Breakfast, une descendance probable1:29:25Le passé et le futur du JdR c'est des mini-jeux1:31:51Autres jeux allumés par Firebrands1:34:31Nom ? Jeux cités dans cette émission Les ancêtres Vast and Starlit d'Epidiah RavacholA Swashbuckling Romance Game de D. Vincent BakerThe Sundered land de Meguey et Vincent BakerSpin the beetle de Meguey et Vincent BakerMobile Frame Zero: Rapid Attack de Joshua A.C. Newman, Vincent et Sebastian BakerMobile Frame Zero: Firebrands de Vincent Baker, traduit en Français par Volsung, JC Nau et Matthieu B Les descendants revendiqués The King is Dead de Meguey & Vincent Baker, traduit en Français par Khelren sous le titre : Le roi est mortIn dreaming Avalon de Meguey & Vincent BakerOnce more into the void de Rae NedjadiKissing Capes de Loren PetersonSharehouse de Idle CartularyMiss Bernburg's Finishing School for Young Ladies de Andrea RickPreparing for Paris de Logan TimminsAces in Space: Firebrands de HaraldFor the Honor par VegaOne particular Harbor de Meghan CrossYou can check out any time you like but you can never leave, de MarnTo See with Eyes Unclouded by Hate de WaytooshinySuperstars : Racing Icons de Britt A Willis et Pete Volk traduit en Français par Matthieu BDans la cour de la Princesse de la Lune par TyrannoeilEt au delà, une collection de 47 jeux enflammés par Firebrands Descendance probable Yazeba's Bed And Breakfast de Jay Dragons
Invités : Melville, KhelrenChroniqueur : Matthieu BAnimation et montage : Lam Son Couverture de la version Française du jeu « Mobile Frame Zero: Firebrands » de D. Vincent Baker De plus en plus de jeux sont dits « Propulsés par l'Apocalypse » (PbtA). Dernièrement par exemple Avatar Legendes, s'est foulancé en Français pour plusieurs centaines de milliers d'euros en étant à la fois adossé à la licence Avatar le dernier maître de l'air et propulsé par le système de jeu d'Apocalypse World. Les créateurs de ce système, Meguey et Vincent Baker, ne sont pas du genre à se contenter de ce succès. Leur créativité débordante nous a valu de nombreux jeux toujours extrêmement novateurs mais au succès plus confidentiel (sauf dans les cercles alternatifs) comme Dogs in the Vineyard, Psi*Run, ou la sanglante quête du barbare récemment publiée en Français par Gulix. Et puis il y a eu Mobile Frame Zero: Firebrands, dont on décortique le système pendant cette émission, ainsi que les jeux qui en descendent comme autant d'escarbilles issues du même brandon enflammé. Même si aucun anglophone n'a revendiqué un terme spécifique pour désigner ces jeux, nos chroniqueu.r.euse.s sont assez tête-brûlées pour leur assigner un nom: Enflammés par Firebrands (Ignited by Firebrands). Ces jeux enflammés par Firebrands ont la particularité d'être constitués de plusieurs mini-jeux. Chaque mini-jeu est régit par ses règles propres et permet de gérer un type de scène typique d'une fiction pleine de drama : duel, bal, poursuite, escarmouche, romance et intimité entre deux personnages, etc. Le lien mécanique entre ces mini-jeux est souvent ténu voir inexistant, ce qui n'empêche pas de construire des histoires cohérentes et cinématographiques avec le minimum de préparation. Minute par minute 0:02:23Mobile Frame Zero: Firebrands0:02:58Once more into the void0:04:22Le Roi est Mort0:05:52Kissing capes0:07:25Structure et définition0:09:29Party game pour tous0:11:17Semer une belle pagaille ! Tomber amoureux de ses ennemis ! Combattre ses amis et s'allier à ses rivaux ! 0:12:59On ne joue pas un groupe de personnages0:14:12Le mini-jeu solitaire0:14:57Par quoi sont définis les personnages (spoiler, pas par des stats)0:17:20Historique: de Swashbuckling Romance aux descendants récents0:25:26Chaînons entre Apocalypse World et Firebrands0:30:21Spin the beetle : romance entre insectes0:32:05Vast and Starlit, le grand-père des jeux itch.io0:33:40Gestion de la conversation dans les PbtA vs dans Firebrands0:36:49Le mini-jeu de romance: une merveille de consentement0:40:03Le mini-jeu de duel0:42:04Le mini-jeu de poursuite0:42:19Le mini-jeu de bal0:44:40Aspect cinématographique0:46:20Comment se construit la cohérence ?0:51:27Paralysie du choix de mini-jeu0:58:07Culture de jeu américaine vs européenne1:01:31Peut-on jouer en campagne ?1:04:16La fine fleur, un jeu Flower Punk de Melville, à paraître1:05:24Difficulté à écrire1:11:24Réutilisation des mini-jeux1:20:36La Reine a aspiré l'oxygène des brandons1:22:08Yazeba's Bed and Breakfast, une descendance probable1:29:25Le passé et le futur du JdR c'est des mini-jeux1:31:51Autres jeux allumés par Firebrands1:34:31Nom ? Jeux cités dans cette émission Les ancêtres Vast and Starlit d'Epidiah RavacholA Swashbuckling Romance Game de D. Vincent BakerThe Sundered land de Meguey et Vincent BakerSpin the beetle de Meguey et Vincent BakerMobile Frame Zero: Rapid Attack de Joshua A.C. Newman, Vincent et Sebastian BakerMobile Frame Zero: Firebrands de Vincent Baker, traduit en Français par Volsung, JC Nau et Matthieu B Les descendants revendiqués The King is Dead de Meguey & Vincent Baker, traduit en Français par Khelren sous le titre : Le roi est mortIn dreaming Avalon de Meguey & Vincent BakerOnce more into the void de Rae NedjadiKissing Capes de Loren PetersonSharehouse de Idle CartularyMiss Bernburg's Finishing School for Young Ladies de Andrea RickPreparing for Paris de Logan TimminsAces in Space: Firebrands de HaraldFor the Honor par VegaOne particular Harbor de Meghan CrossYou can check out any time you like but you can never leave, de MarnTo See with Eyes Unclouded by Hate de WaytooshinySuperstars : Racing Icons de Britt A Willis et Pete Volk traduit en Français par Matthieu BDans la cour de la Princesse de la Lune par TyrannoeilEt au delà, une collection de 47 jeux enflammés par Firebrands Descendance probable Yazeba's Bed And Breakfast de Jay Dragons
On this episode I'm joined by Nychelle Schneider, also known as Mistletoe Kiss, a moderator from the Blades in the Dark discord and contributor to The Wildsea, the upcoming Dagger Isles supplement for Blades, and Underground Maps & Passkeys among others.Nychelle brought on the idea of customizing existing games, homebrewing mechanics for your table (or even publication). This is... a big conversation, chock full of cool ideas that I hope people take and run with. There are so many games out there, and I think there's so much to be gained by making stuff that can plug into and enhance other people's art.Nychelle also has so many interesting trains of thought about in this episode, many of which I didn't follow up on as much as I wish I had. So I encourage you to listen to what she says, and then take those ideas an run with them. I hope that every week, but especially with this one.Further reading:A post-show blogpost about Sam's joke Blades playbook The BoogeymanBlades in the DarkNychelle's Blades playbook The SurgeVincent Baker's blogpost Apocalypse World Custom AdvancementTim Denee's Dogs in the BarkSam's Blades crewsheet Spirit ChasersSam's Blades downtime hack Doskvol BreathesSeveral zines by Aaron King of PBTA moves that exist outside of games: Reading the Apocalypse, PbtA23 January Digest, and PbtA23 February Digest Socials:Nychelle's website, Twitter, and itch.The Blades in the Dark DiscordSam on Bluesky, Twitter, dice.camp, and itch.Our logo was designed by sporgory, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Transcript:Dice Exploder: Nychelle===Sam: Hello and welcome to the season 2 finale of Dice Exploder. Each week we take a tabletop RPG mechanic and pull it apart like your dad fixing a broken vacuum. My name is Sam Dunnewold, and yes, this is the end of Season 2. We've laughed, we've cried, we've funded a whole friggin Kickstarter, and we are now going to take one hell of a break, because damn am I tired.I'm expecting Season 3 at the end of January, but we'll see how it goes. And in the meantime, keep an eye out for a number of bonus episodes I got planned. I've got that Mork Borg and accessibility episode recorded. I'm plotting out a, like, let's celebrate this year in RPGs panel show near the end of the year, and I may have a couple of other treats for you too.But this week, my co host is Nychelle Schneider, also known as Mistletoe Kiss. I knew Nychelle first as a moderator on the Blades in the Dark discord, where she's a community leader and just General encourager of everyone who stops by. Just a lovely human being. But she's also contributed to like a million projects the Underground Maps and Passkeys charity bundle of Blades content I put together a few years ago, the Wildsea, the upcoming Dagger Isles supplement for Blades. She's made A lot of Blades content. And when I asked her to come on the show, I was delighted that Nychelle wanted to talk about just that: adding your own mechanics to existing games. This is a big conversation. It's so full of cool ideas that I hope people really take and run with. There are so many games out there, and I think there's just so much to be gained by making stuff that can be plugged into and enhance other people's art. I've done this a lot with Blades myself, and I just never get enough of it. And Nychelle has so many interesting trains of thoughts about how to do this in this episode, many of which I didn't follow up on as much as I wish I had.So I really encourage you to listen to what she has to say carefully, and then keep pushing at those ideas. I hope that every week, but especially this week. So, with that, here is Nychelle on adding to existing games. And be warned, we get right into it, no hellos or anything. Okay, uh, here we go, prepare your ears for game design.Nychelle: I think a lot of times in game design, we can get caught up a lot in making sure that things function a certain way or are laid out in a certain way that's very easy for the audience or the reader to pick up the book, read it, and then go ahead and produce it.And I think a lot of times that we can get bogged down in mechanics to where we're like, oh, this is the only way you can do this.Sam: Mm-hmm.Nychelle: So like D&D, everyone knows d and d. Everyone's also like, oh, well, we obviously fight them. No, that's not the only thing you can do, but why is it baked that way? Why is our assumption perspective always that? Oh, it's because of how it's written or how it's presented, gives you a certain paradigm for you to interact with the material in a certain manner.And so for me, I like playing with that. How can I interact with the same thing? If I'm handed the same object 14 times, how can I interact with that object 14 different ways or give flexibility to somebody else who play with it in a different way that I didn't even think about. And so that's what I really do do a lot of thinking of what I create mechanics is how much fluidity is built in while it's still having a structure.Sam: Yeah. Interesting. So I think it would be useful to like immediately jump into like some examples of what you mean. So what's one example of what you're talking about?Nychelle: Oh gosh. I would say a really good example of this is in the Blades in the Dark custom playbook that I created called The Surge, which for those who are listening, you can find it on my itch. And one of the abilities is called Can I Learn Rising Moon? And essentially you can gain temporary access to a veteran ability you currently do not have, and you start a four segmented clock. So anytime you go to access this ability, you have a clock that begins, or you add a tick to this clock. And then when the clock fills, the GM will bring in a special entanglement or situation or something that happens. And that is one way that I've really got to enjoy a twist to mechanics and games is adding more flexibility because it opens up a whole new possibility of how you can play with a particular dynamic.Sam: Yeah. Part of what you're talking about here and part of just knowing your history as a designer is that you seem to really enjoy making moves and making abilities and custom content for other games than making your own games from scratch. Do I have that right?Nychelle: Yes, it's a really weird thing. But I find that my creativity, especially when it comes to game design and mechanics, I can talk mechanics all day long. I've got a really, really good grasp of game mechanics. But I also love to build things fiction first. I am definitely a fiction first, mechanic second gm. I've had a regular table, oh gosh, I think we've been playing now like seven plus years or something together and I absolutely love baking and things, but I also love jumping off of somebody else's creativity.So like when I wrote for Wildsea, it was a ton of fun because I got to go through all of the course material and whatnot that Felix had written. And it was really great being able to take little hints or tips that he kind of wove into the core and build upon that and flush it out into something that was even greater than what initially he had planned.So, yeah.Sam: Yeah, just to, to speak personally, like I think it is really hard to come up with an idea from scratch, but it's much easier to find your groove in someone else's framework. Making custom content for games is like that. And to that note, I really wish more people did it. I think you see a lot of people making custom modules and adventures and stuff in this sort of OSR and the NSR scene. But for the story game scene, the tradition is much more to make your own game from scratch. Or at least like, to make a game that is inspired by, but functionally different from and standalone to another game. As opposed to making content that can be used with something like Blades in the Dark or The Wildsea.And yeah, I think it's easier to get started from making content for other people. I think it's really, really validating, and I think more people should do it.Nychelle: Yeah, I also think that, it could be something that is within the industry, but I think there's a lot of expectations of hat wearing when it comes to technical writing or game design specifically, because everyone thinks, oh, I have to do everything. I have to learn how to do layout. I have to learn how to do editing. I have to do the writing. I have to learn the artwork or find somebody who's willing to work with me on that. I have to learn publishing, I have to learn finance regarding hey, am I, publishing this to individual game shops or a big name? Contracts? Like there's so many different hats that we just expect to discover ourselves.Which is great. It's a wonderful way for a person to diversify their skills, learn something, being like, Hey, I really enjoy layout, but I really hate editing. Or like, I have high respect for people who do edits because they come in and they change like four little words in this one paragraph, and suddenly like, I sound so much more eloquent than I was before. But there's alsoSam: I, I just worked with an editor for the first time and it wasNychelle: oh my God. Yeah.Sam: Go on.Nychelle: But you can also learn in so much when you work together as a team. So like with the Blades in the Dark Dagger Isles expansion that we did, there was so many writers that were a part of that.I did the playbooks and crew sheets. But there were so many different writers and people who were doing the setting and the factions and the lore and like the crafting. And I would go ahead and run games for them and then we would just sit back I would just hear all these stories and wonderful aspects of like, oh, well, that's actually a piece from our culture, and you can connect that to this and that. And then we would just have a brainstorming session and I would have so many notes from every single session of like, oh my God, this is amazing. And then I'd try to weave that into the crew sheets and everything, and I have so much fun with that.Something I, I learned at residency for grad school was, what are your verbs doing? What is your verb poetry? And I was like, what is this thing you're talking about? Because we had to bring in pieces and workshop them and. It was so amazing 'cause I had one mentor who essentially like took everything out of this one scene and just read the verb poetry of it.Sam: Hmm. Nychelle: And it was like, what are your verbs doing? And then changing up like two of them, legit, only two of them, and removed another thing that didn't need to be in there. And then the verb poetry was just so different. So thinking of like how to apply that to like gain, like what verbs doing a certain passage is just like a whole different way to view it.Sam: Well there's, I was just talking on some server about this, how I was playing The Exiles, em's game, and, in the middle of the campaign I was playing, she put out like a very slightly tweaked version of the rules where essentially all that had changed was a couple of words here and there in order to make the layout, the graphic design of a rules reference page feel a little bit better.And a couple of the words that had left changed the entire vibe of like a whole move in a way that I thought was much worse. And so I just kept using the old rules because I wanted that, like two words of poetry to be in there. It made such a difference at the table. Nychelle: It really does. And I think that's another thing too, is like when you get in the editing, like I don't like editing, first off. I will hands down like editors are amazing, wonderful people and I will 100% hands down pay them what they actually deserve, like the, the work that they do. But there's also, I was talking to Felix about it, when he was doing layout for Wildsea and there was a phrase that he used, but you can't leave off with only like two words or like one word on a sentence. Like if it's the end of a paragraph or something and you start a new line and there's only like two words, you have to cut two words, so it goes back up into the other one. Otherwise it doesn't look correct. Mm-hmm. You can't have, your orphans there. Yeah, that may have been the term he used. But sometimes the words that they wanna cut are the poetry words, Sam: I know Nychelle: and it's like, oh gosh, I can't have you cut that. It's like, you take out my two words, Sam: yeah. You Nychelle: ruined the entire thing. My words have no meaning now.Sam: Sometimes, when I get that note, I'm like, what if I just add a couple of words instead? And, like, that doesn't always work. Sometimes you need the space. But sometimes it does make sense to like inflate the duration of a sentence so that you can keep a couple of those poetic words I think.Nychelle: But also I think that changing up how your verb poetry happens or something else that one of the mentors mentioned was we, especially nowadays, are such in a... not political correctness, it's probably the wrong term for it... we try not to have infliction, personal infliction upon something we say. It's passive versus active voice. You're separating yourself and it's, it becomes passive. And so when you have that in your work, even if it's a technical writing such as game design, you are already putting a barrier between your audience and the words for them to be engaged.And then if your verb poetry is a certain manner and adds another barrier, and by the time they get down to the end of a passage or something, they're not engaged. They don't have the buy-in that you want, and so they're gonna go ahead and walk away.And that's another thing too that got mentioned is a lot of, just kind of like a little side tangent, but a lot of people who are not English first speakers, when they write in English, it becomes passive, not active. 'cause that's how a lot of other languages are set up. So it's kind of a weird thing where they're almost at a disadvantage from being engaged, with their audience. It's kind of interesting thing.But we do the same thing in technical writing. In game design, we do that passive versus active. Sam: Totally totally. So, I want to veer us back to the subject of hacking games for your table. And specifically, I want to talk about one of my favorite blog posts in the hobby. Uh, which comes from Vincent Baker, designer of Apocalypse World, called... Apocalypse World Custom Advancement. In which he gets the question from a reader: “is there any solution that lets players play the same playbook potentially forever?”And Vincent's answer is, yeah, just hack the game. Keep hacking the game so that you can keep playing the same character. And specifically how, like hacking the game such that the rules accommodate really powerful characters because a game like Apocalypse World or Blades can I think really see the characters outgrow the setting that they're in pretty easily. And at a certain point it starts making sense to change the game so that the world can keep up with the players.And Vincent in this post has a bunch of good ideas for how to go about doing that. And you know, there's some great ones too, in the Apocalypse World Rule book and in the Blades in the Dark hacking the game sections.I think the idea of you're going to extend your time with one campaign and one game by bringing your own custom moves to it, by bringing your own hacking and custom materials to it, is really cool.Nychelle: Well, a game core isn't supposed to be the only material we take into a game, is it? It is meant to be a diving board, a foundation for us to go ahead and move on from it. That's the whole point of any particular game system core is, okay, now here's your foundation. Now go on, evolve it, build upon it, take parts out, change things like that's, that's a whole dynamic of what happens at a game table.And one campaign I did for Blades in the Dark was we wanted to really interact with the faction game. How does the mechanics behind factions really interact with each other? And so we did an entire campaign for a year and a half just on factions. And brought in our own factions and did different clocks and things like that. But like we learned and also grew so much just out of taking one particular mechanic and saying, okay, how are we gonna play with this here? And how can we grow this? Because the core should never, I think that's one thing is we should never limit ourselves to strictly one particular thing. We, we should forever be evolving and changing it to make what we enjoy because that's the whole point of playing games is to do something we have fun with. Right?Sam: Yeah. Yeah. That's really fucking cool. Because you are absolutely right, like fundamentally what you are doing at the hobby is making your version of Blades in the Dark.A theme of this season of Dice Exploder has really been that the flavor level of a game is as much mechanics as the like rules level of the game. And every group is bringing their own flavor to play and thus hacking the game. And sometimes you get like, you see someone like Tim Dinee putting out like on the one hand, Dogs in the Bark where you're playing Blades in the Dark as a pack of dogs, which totally works. This supplement is so simple and quite short andNychelle: Dude. I have done like a mini campaign with this. It is legit the best, especially when you play some of like the rat factions as if they're from like Brooklyn and New York. It like the, oh man, it's it's amazing. Sam: It's amazing. And then of course, when you switch back to regular Blades, like suddenly every rat and dog in the city is gonna be like someone you know. Right? It is gonna be amazing, but. Also, it's such a goofy take on the game.And on the other hand, he has also put out Blades in '68, which I guess isn't out yet, but is this moving the tech level like a hundred years in the future for Blades into this like seventies themed almost setting where war is over, superstition is gone and we're doing a much different vibe on the original thing. It's gonna feel really different.And then of course, like I'm coming in like hey, you should, play Doskvol Breathes, this downtime hack where you're just taking like three sessions to play out one downtime. And other people are coming in saying, yeah, I uh, I just like pick my two downtime actions and move the numbers around on my character sheet and get back to the next score 'cause that's the thing that I like.And all of those versions of the game are really valid and really exciting.Nychelle: Oh yeah. Now there was one experiment I did and I've kind of done it throughout Covid. I have run one particular, one shot, six different tables. Same setting, same scenario, everything. Not a single ending was identical. Six different tables, and it was like, it's the same scenario, it's the same setup. You have the NPCs and everything do the exact same thing, and there was a different ending for every single six of those games, which was just amazing.When you think about what a player and what a group of players being a variable can do to a game, so if you're doing that with mechanics, if you're changing a variable in a mechanic, you know that you're gonna get something completely different.Sam: Yeah. Yeah. Yeah, and I think people should not, like a mantra I have about doing this, I don't know if I picked this up from someone else or not, is nothing is safe. Like you should change everything when you're doing this. Just play with everything for your table and what it means. I think this is actually from the Vincent Baker article I was talking about earlier, that really if there's a mechanic that you are using, mess around with it and see if there's something else you can do with it, but do it with intention. Like try to figure out what the purpose is for the thing that you're trying to accomplish. Like I just wrote a custom move last week playing in my regular game where it's like a pirate themed game and someone got a necromantic book. It's me, I'm the someone, I got a necromantic book that can summon a kraken when you cast a spell right. And we just like wrote a move for what happens when you try to do that? 'cause it should be a little bit bigger than just pickin' up some dice and rolling to see if you did it. You know, there should be a little bit more to it than that.And having, this is something I love from this Vincent Baker article, from the Blades in the Dark hacking the game section, is the encouragement to write moves, special abilities, mechanics, whatever you wanna call them, specifically for like named people and objects and locations in your game.There's a, an example one from the Vincent Baker article that goes: “If Groam gets his hands on you, he ties you to a table and you know he is really fucking good at that. If you try to escape, roll plus hard.” And like, then there's a bunch of options for like, specifically what happens when Groam has tied you to a table because he's really good at that.It's just so specific. It's so tailor made, bespoke to whatever table had this character Groam at it and doing that in games is just so exciting.Nychelle: Oh yeah, one of my favorite things as a GM is I've had plenty of players that will just fill out a character sheet and they're just like, yeah, my name's Bob. I'm this alignment. Or sometimes they, they won't fill out the descriptors or, or like, what they look like. They're just like, it's Bob. It doesn't matter what he looks like. But no, no, Bob actually matters. Tell me how Bob looks. Does Bob have a particular person he really likes to talk to and why? Tell me if Bob has a special butter knife that he does and he only uses it on scones. Why does Bob only use this particular butter knife on scones? Well, there's a story behind it.And drawing that story out or encouraging your table to do that, I just absolutely love because then I can have this whole thing on Bob's scone butter knife, or maybe it's a flashback score where, you know, Bob really wanted to stick it to the man, and this is how he does it because he stole so and so's butter scone, you know, for, for being outed a coin or something. Like when you start customizing or home brewing, even if it's just at your table and for anyone who's listening, you don't have to be a game designer or this person that has like all this knowledge of what not to change your game.You simply focus on your table, what you guys are comfortable with, what intention you have behind it and go from there and build it out and change it that makes sense for you guys. Sam: Yeah, the, the secret is if you're playing these games, you're already a game designer Nychelle: Exactly. Sam: But don't tell anyone. Yeah.Nychelle: Everyone's a game designer in a certain flavor or aspect. But yeah. No, it's really great when you start doing that because it also makes 'em more personal. I had a recent conversation with Allison Arth. And we were talking and discussing what does gaming actually mean? And we essentially brought it back around to it is an intended and created community. And I think that really also speaks to game design too, or changing the game, is being really intentional about how you curate and cultivate a community that you're interacting with through game design, mechanic change, maybe even the environment that you're playing with at the table.Sam: Have you ever like, changed a major rule of Blades that's not like a special ability or anything like that, but like, a more generic rule at the table?Nychelle: Mm. One I haven't really played with too much though I am looking forward to it, is magnitude. This mechanic that I feel is very much a backbone in an aspect of how you can do the thing, but also it doesn't really get brought up a lot. I find, and I feel that it doesn't really get brought, it's more of like a backseat mechanic that gets done. I.Sam: Yeah. Gosh, I should have uh, pushed us to talk about this as the whole framing device for this conversation. But that reminds me of Broken Spire, which is a blade supplement by Sean Nittner where you are starting from a place of trying to kill the Immortal Emperor. You're already on that score. Then every time you do something you like flashback to an entire score of setup in which you prepared another thing in your final attempt to kill the Immortal Emperor.And the downtime system in Broken Spire works like mechanically very similarly to Blades, but the downtime actions have all been changed so that they have much more impact on the game. Nychelle: Because you're, you're working not in micro anymore. You're working on a macro scale. And, and I think that's a, a thing that we a lot of times really get stuck in the micro. And don't realize how much the micro can impact the macro of what is actually going on or how much it doesn't impact what's going on in macro.Sam: Yeah. Yeah.Nychelle: I, I have not had a chance to play broken Spire, but had a couple of conversations with Sean about it, and I am like, dude, I, I need to play this. Sounds so badass. Sam: The, the idea of like one of the downtime actions is “say how you shift your heat to another faction. Roll for your action.” So instead of like reducing your heat, you're taking all of your heat and dumping it onto an enemy. And another one is like you just reduce the tier, the entire tier of an enemy faction. Which is wild. There's like, you're just gonna like casually in your downtime, fuck up an entire organization. Maybe it happens off screen.Even the idea that you could be taking Blades in the Dark, which by default is so much a game about like scrapping your way up from the, like bottom of the streets, you get just a couple of changes and suddenly you are monarchs of the underworld destroying factions left and right at your whim. It's so cool.Nychelle: Oh yeah. And I don't even think you're necessarily just of the underworld at that scale. You're impacting the politics, not only locally but the faction and, and the consequences of those actions across the Shattered Isles. Like there's so much that could be going on here. It's really fascinating to think about, but also to consider that of like, yeah, no, that's, chump change.Sam: Yeah. Yeah. Another, related idea to all of this that I've been pouring over in my mind a lot is the idea that the scarce resource in RPGs for me, right now anyway, is not new games and new systems, it's new settings and especially new scenarios.Like for example, I don't need another variation on Powered by the Apocalypse. Like even if someone's gonna write like a hundred beautiful moves across seven playbooks and all the rest, I'm sure they'll do a better job than me, but the thing that excites me about a new game is not what is it doing differently mechanically, it's what is the premise of the thing itself.Nychelle: Mm. Sam: in part because I know I can bring all of the tools that we're talking about here, of ways to change the game, to take a different system and change it to fit whatever the idea for this game is whether or not you've included a package of rules with your, your setting. Premise or you haven't. And that's just another thing I wanna put out into the world again, that I want to see more weird stuff to do, not ways to play the game. I have plenty of ways to play RPGs. I want more weird ideas, like story ideas that I can bring to my table that I otherwise wouldn't have had myself. Nychelle: Well, that's why you play fiction first, Sam. No, I'm joking. But no, it pretty much is because honestly, learning how to hack the game, learning how to really grasp mechanics, and like lines and veils and like, there's a whole plethora of things that each of us take. Experiences and all that stuff. But really when you pack it down, it's all tools in your toolbox, right? It's everything that you, that you sit down with at a table and you open up your box and you have all the tools there to go ahead and play and tinker with whatever is on the table. But I think that's a thing of especially when it comes to traditional RPGs, I'm going to say, and this probably will be spicy, is I think we get a little too focused on the toolbox that we bring to the table and not actually what the thing is on the table. Sam: Exactly.Nychelle: And I think that's where we really need to focus is, yes, we have the toolbox. A toolbox will evolve. Sometimes you'll, you'll be like, man, this hammer, I use this hammer every single time. It's been my friend for years. And then you switch over to a screwdriver or something else, like your toolbox will always be there. There's plenty of things to help you better utilize your toolbox. But getting the fiction, getting the narrative, and honestly getting that community together where you're creating something completely new and beautiful and it, it takes a life of its own.That's where it's really at to be quite honest.Sam: Yeah, like I am so excited to receive an ultra power badass like nail gun for Christmas, right? I'm excited to add that to my toolbox, but let's not forget that we're trying to build something.Nychelle: Yeah. Sam: The thing that we're building together is, is the exciting. Nychelle: We're trying to build a birdhouse, you know? Sam: Yeah. Yeah. And I want more birdhouses and fewer hammers. To come back out of the metaphor, I feel like I've had a couple of groups that I've played with for many years, and sometimes in those groups I feel like we've found a really comfortable groove, like a kind of story that we come back to again and again. And I, you know, that groove is a hit. I am happy to keep telling the story of that groove in variation.But I also, I'm excited when someone is able to bring me an idea for a new kind of story that's gonna like knock us onto a new groove to find a new space to play in. And mechanics are not the thing that's going to do that very often unless those mechanics are really in support of the new cool story idea.And the new cool story idea to help knock me and my longtime friends into some new place to help us explore some new story? That's the thing that gets me really going in RPGs right now. Bird houses, not hammers.Nychelle: I, I think it also comes down to being willing to explore new things. Sam: Yeah. Nychelle: it is, having that understanding of my paradigm and my perspective and how I'm viewing this game isn't the only one out there, and I want to see the game from as many different angles as possible. And I think that that is one wonderful thing that can happen is how many different bird houses do you end up seeing? if we're staying with the, with the narrative here of like, how many different bird houses do we end up making? How, how many different bird houses do we end up seeing? And again, I think it goes back to that intention of community is what are you doing with intention?Sam: Yeah.Nychelle: Sorry. I know you guys came here to talk about mechanics and we're talking about philosophy of gameplay.Sam: No, no, no. I, I gave up 40Nychelle: Uh, true. Sam: talking about mechanics. So I, I, I kind of knew what I was gonna get to with this episode topic anyway. No, I think oh, here's, here's the variation on the metaphor I wanted to say. I feel like I've made a lot of different birdhouses and I wanna make some fucking chairs now. Like, like I want, like the thing I want out of the RPG design community at large is for people to bring me some new shit to make other than birdhouses. Yeah, and I also, the other thing I wanna say is it's perfectly fine to just love polishing hammers and to really just be on that side of things and to not give a shit about what you're making. And it's perfectly fine too to just make birdhouses and only birdhouses for the rest of your gaming life. If that's what you're enjoying, like more power to you. But for me personally, the thing that I am excited about is something new. And something new on the fiction side rather than, than the mechanics side.Nychelle: I do think we're getting there in the indie gaming space. I think we're moving away from mechanic speak. It seems to be going in a very certain direction in the last few years, and I, I think we're getting more to the story and the process of building other things besides birdhouse. It's like, how many different things can we build with this? What can we build with this? It's really interesting to see like in like five years down the road, I wouldn't be able to tell you what we would build.Sam: Yeah. Make shit weird and make weird shit as uh, Joe DeSimone says. Nychelle: Oh yes. Sam: Thank you so much for coming on Dice Exploder.Nychelle: Thank you for having me, Sam. I greatly appreciate it. You've been a wonderful host.Sam: Oh, you too.Thanks again so much to Nychelle for being here. Like I mentioned in my intro, I think there's so many threads in this one to follow up on, and I want to underline two things that I really took away from it. first, making content for other people's games is just a joy in and of itself. Just like there's joy in the creating of all new games, there's joy in exploring the crevices of others. And it's often a lot easier to do. So go spelunking into someone else's head and set up camp. Second, game design is community building. The goal of these storytelling games is to sit with your friends and tell a story. And the sitting with your friends part of that is just as much something to prioritize and design for as the story part. Maybe more so. Like, deciding what snacks to buy is game design for your playgroup. Love your friends and the people you play with. And I think that's a lovely note to go out on for season 2 of Dice Exploder. If you want more of what this episode is talking about, I do have a post up on the Dice Exploder blog breaking down a custom Blades playbook that I made for playing a character named John Wick. I think it's pretty fun and gets into a little bit more examples of what we talked about today. You can find Nychelle on Twitter at mistletoe trex, on itch at mistletoe kiss itch. io, or on the Blades in the Dark Discord. As always, you can find me on the socials at sdunnewold, Blue Sky and Itch preferred. And there's a Dice Exploder Discord! Come on by and talk about the show, if you like. Our logo was designed by sporgory, and our theme song is Sunset Bridge by Purely Grey.And thanks to you for listening this season! I'll see you in a few months! This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit diceexploder.substack.com
As I have said before Moldvay D&D was my gateway to roleplaying. Traveller, GURPS and Call of Cthulhu came shortly thereafter. Those 4 games heavily shaped the way I felt about roleplaying, from the settings to the mechanics. They were so different from one to the next. Fantasy, Sci-Fi, historical and horror roleplaying, what more could you ask for. D20's, 2D6's, 3D6's, and percentile dice rounded out the mechanics. Seriously everything had been tried, everything had been discovered.Or so I thought.By 2010 I had hit that lull in roleplaying that I think everyone does in their lifetime. Family, work, and life had taken up what little free time I had so the extent of my gaming was glancing at the bookshelves filled with rule systems as I passed by for other things.What that meant was that I missed it. A sea change in the roleplaying community. Something truly new and exciting had shaken up the RPG world.It was a little game called Apocalypse World.The post-apocalyptic setting wasn't anything new, but what was new was the dice mechanics, and more specifically the dice results. In every game prior to Apocalypse World when you rolled the dice you either succeeded or failed. There were only 2 options, but Apocalypse World added a third possibility. Success with consequences.So now when you rolled the dice you could fail, succeed, or have a success at some cost to the character. What cost you might ask? Well, that was up to the GM and the Player to decide.This idea created an explosion in the roleplaying world. A big bang of creativity. Hundreds of new independent roleplaying games were launched by this single idea. Today it is known as Powered by the Apocalypse and Christina and I are going to take a deep dive into the concepts, mechanics, and settings of the PbtA craze.
Thanks to Joe Richter of Hindsightless, Jason Connerley of Nerd's RPG Variety Cast and Colin Green of Spikepit for your calls. Apocalypse World by D. Vincent & Meguey Baker http://www.apocalypse-world.com Index Card RPG (ICRPG) by Runehammer https://www.modiphius.net/pages/runehammer Medieval Fantasy Campaign & TURN by Marcia B https://traversefantasy.itch.io Errant by Kill Jester https://www.killjester.com/errant Lost Eons and Eco Mofos!! by David Blandy https://davidblandy.itch.io and the Eco Mofos!! jam https://itch.io/jam/eco-mofos-jam Mail Order Apocalypse by Christian Buggedei https://moa.orkpiraten.de The Spine of Night (2021) Dir. Philip Gelatt & Morgan Galen King Knave Second Edition by Ben Milton https://www.kickstarter.com/projects/questingbeast/knave-rpg-second-edition Dying Earth for Dungeon Crawl Classic from Goodman Games https://goodman-games.com/store/product-category/dcc-setting-dying-earth/ Music by Timothy J. Drennon "Warning" by Lieren of Updates From the Middle of Nowhere Leave me an audio message via https://anchor.fm/free-thrall or https://www.speakpipe.com/KeepOffTheBorderlands You can email me at spencer.freethrall@gmail.com Find me here https://twitter.com/FreeThrall, here https://www.facebook.com/FreeThrall/ and here https://freethrall.carrd.co Check out what else I might be up to here https://free-thrall.itch.io/ --- Send in a voice message: https://podcasters.spotify.com/pod/show/free-thrall/message
Thanks to Joe Richter of Hindsightless and Colin Green of Spikepit for your calls Apocalypse World by D. Vincent & Meguey Baker http://www.apocalypse-world.com The Good Friends of Jackson Elias https://blasphemoustomes.com/2023/04/25/son-of-listener-suggestions/ Mike Shae aka Sly Flourish aka The Lazy DM https://slyflourish.com Chris McDowall's Bastionland blog https://www.bastionland.com/2023/04/getting-rules-wrong.html & https://www.bastionland.com/2023/04/taking-action.html Marcia B's Traverse Fantasy blog https://traversefantasy.blogspot.com & Itch page https://traversefantasy.itch.io Christian Buggedei's Mail Order Apocalypse https://moa.orkpiraten.de Music by Timothy J. Drennon "Warning" by Lieren of Updates From the Middle of Nowhere Leave me an audio message via https://anchor.fm/free-thrall or https://www.speakpipe.com/KeepOffTheBorderlands You can email me at spencer.freethrall@gmail.com Find me here https://twitter.com/FreeThrall, here https://www.facebook.com/FreeThrall/ and here https://freethrall.carrd.co Check out what I'm up to on itch at https://free-thrall.itch.io/ --- Send in a voice message: https://podcasters.spotify.com/pod/show/free-thrall/message
A short reminder of the upcoming fifth anniversary of Art Bell's passing. Calls on martial arts in RPGs from Stan (first time caller!), Colin (Spikepit), & Spezbaby (Peter). Calls on Apocalypse World, The Crow by Joe (Hindsightless). Calls on VTT Character Sheets and more detailed combat by Daniel (Bandit's Keep) and Karl (The GMologist Presents). Daniel also comments on the current management of the Tunnels & Trolls, and Flying Buffalo's, IP. Find the callers here: Colin (Spikepit) https://podcasters.spotify.com/pod/show/spikepit Daniel (Bandit's Keep) https://podcasters.spotify.com/pod/show/daniel-norton Joe (Hindsightless) https://podcasters.spotify.com/pod/show/joe-richter9 Karl (The GMologist) https://podcasters.spotify.com/pod/show/karl-rodriguez The Wandering Heroes of Ogre Gate http://www.bedrockgames.net/Wandering-Heroes-of-Ogre-Gate.html Vin's T&T Trollbridge https://trollbridge.proboards.com/ Come to: DaveCon in Bloomington, MN on 13-16 April, 2023 https://www.davecon.net/ GrogCon in Orlando, FL on 29 Sep to 1 Oct, 2023 https://www.grogcon.com/grogcon4/ Proud member of the Grog-talk Empire having been bestowed the title of The Governor Most Radiant Grandeur Baron The Belligerent Hero of The Valley. https://www.grogcon.com/podcast/ Ways to contact me: Google Voice Number for US callers: (540) 445-1145 Speakpipe for international callers: https://www.speakpipe.com/NerdsRPGVarietyCast The podcast's email at nerdsrpgvarietycast 'at' gmail 'dot' com Find me on a variety of discords including the Audio Dungeon Discord. Home page for this show https://nerdsrpgvarietycast.carrd.co/ Home page for Cerebrevore, the TTRPG panel discussion podcast https://cerebrevore.carrd.co/ Ray Otus did the coffee cup art for this show, you can find his blog at https://rayotus.carrd.co/ TJ Drennon provides music for my show. Colin Green at Spikepit https://anchor.fm/spikepit provided the "Have no fear" sound clip. --- Send in a voice message: https://podcasters.spotify.com/pod/show/jason376/message
Joe from Hindsightless joins me to talk about Apocalypse World and Powered by the Apocalypse style games on today's Spotlight Sunday. Hindsightless Podcast https://anchor.fm/joe-richter9 Apocalypse World https://lumpley.games/apocalypseworld/ Apocalypse World: Burned Over (no sex moves) https://lumpley.games/burnedover/ Also mentioned: Dekahedron RPG Podcast http://www.dekahedron.com/ Masks https://magpiegames.com/pages/masks Monster Hearts https://buriedwithoutceremony.com/monsterhearts Monster of the Week https://evilhat.com/product/monster-of-the-week/ Come to: DaveCon in Bloomington, MN on 13-16 April, 2023 https://www.davecon.net/ GrogCon in Orlando, FL on 29 Sep to 1 Oct, 2023 https://www.grogcon.com/grogcon4/ Proud member of the Grog-talk Empire having been bestowed the title of The Governor Most Radiant Grandeur Baron The Belligerent Hero of The Valley. https://www.grogcon.com/podcast/ Ways to contact me: Google Voice Number for US callers: (540) 445-1145 Speakpipe for international callers: https://www.speakpipe.com/NerdsRPGVarietyCast The podcast's email at nerdsrpgvarietycast 'at' gmail 'dot' com Find me on a variety of discords including the Audio Dungeon Discord. Home page for this show https://nerdsrpgvarietycast.carrd.co/ Home page for Cerebrevore, the TTRPG panel discussion podcast https://cerebrevore.carrd.co/ Ray Otus did the coffee cup art for this show, you can find his blog at https://rayotus.carrd.co/ TJ Drennon provides music for my show. Colin Green at Spikepit https://anchor.fm/spikepit provided the "Have no fear" sound clip. --- Send in a voice message: https://anchor.fm/jason376/message
Content Warning: Dark Themes, Language, Violence ------ Lost in the Wyld is a new Gullacochica! spin-off series where we explore different vignettes of the Wyld through one shots with featured guests. In this episode we play Apocalypse World by Vincent and Meguey Baker, the game on which all PbtA games are based off. We are joined by Lauren, Miah, and Jonny of The Monster's Playbook. ------ You can find the Monster's Playbook any podcatcher, and on twitter @MonsterPlaybook ------ Join our Shrimp and Crits Discord server for the official listening parties. These are every release day at 8:30PM EST. https://discord.gg/qCHktpeTDG ------ In today's announcements we include a promo for the podcast Gimme Da Loot (@Gmdlcast on Twitter) ------ Support us on Patreon: https://www.patreon.com/ShrimpandCrits ------ Follow us on Instagram, Twitter, and TikTok @shrimpandcrits. You can follow our linktree (https://linktr.ee/ShrimpandCrits) to our website, merch store, and much much more. Please subscribe, rate and review us on any podcatchers where you listen. If you'd like to get in touch, feel free to do so by email (shrimpandcritspodcast@gmail.com) or post (PO Box 60934 Nashville TN, 37206) ------ All music written and produced by Shrimp and Crits except "A Clumsy Psychiatrist" by L'Orange.
Skådespelaren Simon J Berger leder ett post-apokalyptiskt äventyr i rollspelet "Apocalypse World". Vinnaren i P3 Spels Musikhjälpen-tävling är med och lever sig in i tillvaron i den svenska kuststaden där ett drama om svamphandel, psykiska vargar, mc-gäng och sexiga vader utspelar sig. Del 1 av 2. Medverkande:Simon J Berger SpelledareEffie T-BoneVictor PityProducent-Simon KattMusikhjälpen-vinnaren Martin Smallus BallusSpola fram till 25:50 om du vill komma direkt in i spelet, och skippa när Simon förklarar reglerna och gänget skapar sina karaktärer.
Skådespelaren Simon J Berger leder ett post-apokalyptiskt äventyr i rollspelet "Apocalypse World". Vinnaren i P3 Spels Musikhjälpen-tävling är med och lever sig in i tillvaron i den svenska kuststaden där ett drama om svamphandel, psykiska vargar, mc-gäng och sexiga vader utspelar sig. Del 2 av 2. Medverkande:Simon J Berger SpelledareEffie T-BoneVictor PityProducent-Simon KattMusikhjälpen-vinnaren Martin Smallus Ballus
Max Lander and Aaron King dig through RPGs of yore to bring you valuable nuggets of mechanics, lore, and strangeness. They read the fucking manual so that you don't have to. We finally break our streak of fighting about books! We're talking Apocalypse World with 0sarahXfrank0. How did it revolutionize game design? How do you untrain your brain from bad game habits? How much can we talk about sex before our listeners get uncomfortable? Small programming note: Max's recording setup got messed up, so some of the audio isn't of the usual quality. Our apologies! Check out Sarah's Apocalypse World actual play, DIRT, on Twitch. And find Max's recent writings on sex in games in Splat #3. If you want to support the hosts, check out the RTMF Ko-Fi store for limited-run zines and merch. If you want to chat about the episode, join our Discord!
Grab yer cowl, some spirit bottles, and a blade or two, cause it's time to take a deep dive into the world of Blades in the Dark! Set in the city of Doskvol, Blades is a world of literal darkness. One where the sun has been blasted out of the sky, where there is a veritable cornucopia of monsters, ghosts, and demons who will swallow your soul without a second thought, where there's a gang on every street corner waiting to take you for everything you're worth. Blades in the Dark is a game that's very close to our hearts and one that you should definitely check out right now on this week's episode! – Contact us at: info@philomythia.com – All The Links: https://linktr.ee/philomythia – Music is Provided by Jerry Stenquist. Check his music out at https://theplayercharacter.com/ – EPISODE LINKS https://johnharper.itch.io/ (Johnathan Harper) https://bladesinthedark.com/greetings-scoundrel (Blades in the Dark) https://bladesinthedark.com/basics (Beginner's guide) https://bladesinthedark.com/character-playbook (Playbooks) https://bladesinthedark.com/stress-trauma (Stress & Trauma) https://bladesinthedark.com/action-roll (The Devil's Bargain) https://bladesinthedark.com/progress-clocks (Progress Clocks) https://bladesinthedark.com/planning-engagement (Flashbacks) https://bladesinthedark.com/planning-engagement (Engagement rolls) http://Itch.io (Itch.io) https://evilhat.com/ (Evil Hat Productions) https://evilhat.com/product/thirsty-sword-lesbians/ (Thirsty Sword Lesbians) https://fate-srd.com/ (FATE) https://evilhat.com/product/dresden-files-rpg-our-world/ (Dresden Files) http://apocalypse-world.com/ (Apocalypse World) https://lumpley.itch.io/ (Vincent & Meguey Baker) https://en.wikipedia.org/wiki/Dogs_in_the_Vineyard (Dogs in the Vineyard) https://lumpley.itch.io/murderous-ghosts (Murderous Ghost) https://en.wikipedia.org/wiki/Powered_by_the_Apocalypse (Powered by the Apocalypse) https://bladesinthedark.com/forged-dark (Forged in the Dark) https://bladesinthedark.com/blades-supplements (Moar Forged in the Dark)
Wait, from Psi World to Apocalypse World? Two worlds? One network family? Oh right, I should probably mention that because we both have been down for a bit with the […]
This week we discover Dungeon Babies (Yes, it's a real thing). We also talk about J.R. Konkol, Court of Fae and Flowers, Apocalypse World, Red Dwarf Tiki Bar, Dark City, Malignant, Uncanny Annie, The Eternals, Vaesen, Luxury Trains, the Bioshock movie, Charbli Dean, Batman: Caped Crusader, Zombie Town, Apartment 7A, Drago, Stan Lee's dark universe, Night of the Living Dead biopic, and more. So grab some Carolina reaper chorizo, it's time for a GeekShock!
Mike Ferdinando is the Master of Ceremonies for Daniel, David, and Mark as we conclude our game of Apocalypse World: Burned Over. In this session, Raven (the Vigilant), Kite (the Volatile), and Jessica (the Gearcutter) track the strange lights in the sky to the forbidding giant forest called The Pillars, ally with the Orchid-Eaters of The Pillars, encounter deadly Wolves of the Maelstrom.
As a treat, we're bringing you a clip from our Patreon series of collaborator interviews, featuring Dex Phan from our games of Apocalypse World and Blades in the Dark! To listen to the full interview, join us on Patreon at the link below. If you'd like to help us continue exploring the intersection of theatre and tabletop roleplaying games, consider leaving us a review on your podcast app of choice or supporting us - and getting access to our patron-only bonus content - at patreon.com/dungeonsanddramanerds. You can find our social media and website links, including our cast bios, at our linktree. Be sure to tune in next week for another episode of Dungeons and Drama Nerds!
Mike Ferdinando is the Master of Ceremonies for Daniel, David, Mark, and Robbie as we create characters and build a setting for Apocalypse World: Burned Over. In this session we meet our characters and learn a little about our setting, the Overgrown Wilds. Our protagonists Nocturne (the Monarch), Raven (the Vigilant), Kite (the Volatile), and Jessica (the Gearcutter) meet at a cafe in The Grove to transact a little business, but are interrupted by an impossible radio signal and strange lights in the sky.
Rich and Rach are bringing you something altogether NEW! It's a miniseries of Actual Play, where they bring on guest players Cody and Greg to play Apocalypse World: Burned Over version. Rich is the MC for this three-session series, and after each session of play, we'll have a post-play discussion together. Tune in for opening scenes and our first post-play discussion Time Codes: 00:03:47 - Character Intros 00:08:11 - Starting Move with Druben Ki 00:12:19 - Kyrie's Opening Scene 00:25:13 - Bantha Bren's Opening Scene 00:33:42 - Druben Ki and Kyrie Meet Up 00:45:58 - Session Ending Stuff 00:52:19 - Post Game Show starts 00:54:20 - Slice-of-life Beginning Chat 01:03:35 - The Bang Approach Chat 01:12:16 - Untenable Lives 01:14:09 - Parting Thoughts Greg Gelder on Twitter: https://twitter.com/GroupSoliloquy Cody Eastlick on Twitter: https://twitter.com/CodyEastlick
Erica and Gil chat with returning guest Banana Chan and our own Sen-Foong Lim about designing their game Jiangshi: Blood in the Banquet Hall. What's it like making a game about a specific demographic, and who is this game for? SHOW NOTES 0m54s: Banana was last on the show in Ludology 228 - The Roles We Play. 4m56s: More information about the Chinese Exclusion Act of 1882. 18m31s: James Mendez Hodes discussed cultural consultation with us in Ludology 247 - Orc-kay Computer. 31m25s: Jason Morningstar joined us on Ludology 161 - What's the Story, Morning Glory? 40m33s: "PBTA" refers to a game with the Apocalypse World game system, aka "Powered by the Apocalypse." 46m08s: Calvin Wong Tze Loon 黃子倫 joined us in Ludology 252 - Crazy Rich Storytelling. 53m15s: The Paranoia RPG.
Rich and Rach are bringing you something altogether NEW! It's a miniseries of Actual Play, where they bring on guest players Cody and Greg to play Apocalypse World: Burned Over version. Rich is the MC for this three-session series, and after each session of play, we'll have a post-play discussion together. Tune in for the character introduction and Hx to kick things off. Time Codes: 00:04:41 - Rach's character bio 00:06:05 - Cody's character bio 00:06:55 - Greg's character bio 00:08:23 - Druben's Hx 00:11:45 - Bantha Bren's Hx 00:15:49 - Kyrie's Hx Greg Gelder on Twitter: https://twitter.com/GroupSoliloquy Cody Eastlick on Twitter: https://twitter.com/CodyEastlick
Be Our Guest? – Ever since the actual apocalypse, the Hosts at the Apocalypse World park really haven't had a lot to do. Now that some Guests in dire need of help have arrived, a group of ‘wasteland marauders' and ‘besieged remnants of civilization' have to figure out how to bypass their own programmed scripts […]
Something's wrong with the galaxy and I don't know what it is. It used to be better, of course, it did, or so they say. In the golden age of legend, with the Republic and the Jedi Order, when there was enough to eat and enough hope, when people could lift their eyes and see beyond the horizon, beyond the blazing light of two suns. Children were born happy and some even grew up rich. Now? Wretched, baking desert. Sand people, Hutt crimelords, no account smugglers. And to make it even worse, kriffing pod racing. And you, who are you? This is what we've got, yes. What are you going to make of it?
Something's wrong with the galaxy and I don't know what it is. It used to be better, of course, it did, or so they say. In the golden age of legend, with the Republic and the Jedi Order, when there was enough to eat and enough hope, when people could lift their eyes and see beyond the horizon, beyond the blazing light of two suns. Children were born happy and some even grew up rich. Now? Wretched, baking desert. Sand people, Hutt crimelords, no account smugglers. And to make it even worse, kriffing pod racing. And you, who are you? This is what we've got, yes. What are you going to make of it?
Episode 150 - Meguey & Vincent Baker Interview a.k.a The Secret Is, They're Just Subsystems For the 150th episode, the boys needed something special, and what better way to celebrate than chatting to two of the industry's best and nicest game designers, Vincent and Meg Baker. Between them, authors of Apocalypse World, Dogs in the Vineyard, Psi*Run, Murderous Ghosts and more! A proper after-hours con type discussion occurs getting into the weeds of game design and how to be a better roleplayer. You can find out more about the Baker's games at Lumpley Games. Of particular note is their new game Under Hollow Hills, which you can get the playbooks and basic moves for on their site. Get lots of detail on Apocalypse World here! If you dig actual plays and reviews of played modules, check out the new YouTube channel. Get in touch, the lads love to hear from you!Twitters: twitter.com/the_smart_partyEmail: thesmartparty@hotmail.comKo-Fi: ko-fi.com/thesmartpartyPatreons: patreon.com/thesmartparty We always welcome lovely reviews on iTunes or elsewhere too. If you're less keen, give us a shout, we'd are open to development opportunities! :)
In this episode I am joined by some fantastic guests and although this is the longest episode by far I believe it benefits from us keeping the conversation going. Many thanks to my guests: Paul from The Good Friends of Jackson Elias https://blasphemoustomes.com/ Mark from Chimpions - find him here https://chimpions.co.uk/ Ralph from Fictoplasm - available here http://www.fictoplasm.net/ Wayne - artist extraordinaire here - https://www.artstation.com/wayne_peters Almost too many games to list but these were the nominees (links to purchase where no website exists): Beyond the Wall - https://www.flatlandgames.com/btw/ TORG - https://www.drivethrurpg.com/product/216248/Torg-Eternity--Core-Rules King of Dungeons - https://www.drivethrurpg.com/product/273672/The-King-of-Dungeons Uresia - https://www.drivethrurpg.com/product/297755/BESM-Fourth-Edition-Big-Eyes-Small-Mouth (link to source game!) Midderlands - https://monkeyblooddesign.co.uk/the-midderlands/ Savage Worlds - https://peginc.com/savage-settings/savage-worlds/ Paranoia - https://www.mongoosepublishing.com/rpgs/paranoia.html (latest edition) Apocalypse World - http://apocalypse-world.com/ The Lazy Dungeonmaster - https://slyflourish.com/lazydm/ The One Ring (2nd Edition kickstarter video) - https://www.kickstarter.com/projects/1192053011/the-one-ring-roleplaying-game-second-edition/description Again many thanks to the Fabulous Freak Fandango orchestra for lending us their track through the open content license - "The Gypsy Song" from their album "Wild Goats and Useless Heroes" - find them here: https://freakfandango.bandcamp.com/ --- Send in a voice message: https://anchor.fm/frankensteinrpg/message
Emmy nominated Jerry Wanek discusses his 15 seasons as the Production Designer on the hit show Supernatural. We then go in-depth into the origins and design of the iconic "Men of Letters" bunker. We also highlight his designs for the desolate alternate universe of "Apocalypse World," a world without the Winchesters. And finally we revisit the emotional last season and the chaotic impact of the pandemic on the set designs of the last two episodes.
The one where everyone kind-of learns the rules and Forrest lies to a child.
The one where there are ruffians in Crispin's establishment.
The one where the party considers a book burning but settles for public urination.
The one where Spot helps Crispin finally get weird, and Forrest suffers the horror's of Max's mind.
Paddy Hutchinson and I prepare for the worst as we pull on some In-Brain Puppet Strings. An interesting move, we discuss a lot about the requirements for the move and how we make it sing at our table. This a fun ep, and it's stripped back from more of the deeply theoretical episodes we've had in the past. Some nice variety. The Hard Move was created by Matthew Gravelyn, and is hosted and produced by Sidney Icarus. You can follow the show on Twitter @TheHardMove. Music is by Nick Gravelyn. You can find his work at nickgravelyn.com You can follow Paddy on twitter @paddyhutcho, and at liberationindustries.net Content featured in this episode is from Apocalypse World 2nd Edition, written by Vincent and Meguey Baker, and produced by lumpley games. --- Support this podcast: https://anchor.fm/thehardmove/support