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Hey Now Cabalist! The show kicks off with Steve's mailbag and more about Tony Squatty Potties and then we dive into the games: LA-1, Star Wars Outer Rim, The White Castle, Clank! Catacombs w/ Lairs and Lost Chambers, Viticulture Bordeaux, and a feature review of Aquaria from Tomas Holek. Then after Tony T's News segment we take a bunch of questions from listeners. LA-1: 00:06:15, The White Castle: 00:16:50, Clank! Catacombs with Lairs and Lost Chambers: 00:24:24, Star Wars Outer Rim: 00:32:10, Viticulture Bordeaux: 00:42:23, Aquaria Review: 00:50:36, News with Tony T: 01:24:34, Short Topic Extravaganza: 02:22:16. Check out our sponsors Restoration Games at https://restorationgames.com/ and Game Toppers at https://www.gametoppersllc.com/.
Another collection of chit-chats. This week on the Vintage RPG Podcast, we rummage through the grab bag again. We discuss Lite-Brite, Tony Bath's 1975 article "Fantasy Gaming," Aaron Trammell's The Privilege of Play, Dungeon Crawler Carl and doanes, among other things. * * * Check out Stu's essay on the inevitability of RPGs. Or skip right to the PDF of Tony Bath's "Fantasy Gaming" article. * * * 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!
TCW Podcast Episode 254 - The Elder Scrolls: Arena & Daggerfall Bethesda Softworks, founded in 1985 by Christopher Weaver with sports titles like Gridiron and Wayne Gretzky Hockey along with licenses like The Terminator, pivoted to RPGs. Demo scene legend Julian LeFay hired Vijay Lakshman as designer and buffer to management so LeFay could focus on games. Together they birthed The Elder Scrolls: Arena, a gladiator combat simulator that morphed, nine months into a 13-month development cycle, into a first-person 3D epic inspired by Ultima Underworld. Arena evolved from a combat management game to a full RPG with a procedurally generated world, unique races like Argonians and Khajiit, and a plot to topple the wizard Tharn. With the second game, LeFay, challenged by Sandy Petersen's claim that CRPGs could never match tabletop RPGs, made Daggerfall a massive world the size of Great Britain: 15,000 cities, towns, and dungeons; 44 regions; 100 factions; skill leveling based on what players actually did; and reputation grinds to unlock quests and plot. Ted Peterson, who took over lead design after Lakshman left, wove a complex plot with gray themes, diverse motivations, and moral quandaries into a simulator packed with layered systems rather than pure RPG simplicity. It sold out the initial run, hit 700,000 units, and became Bethesda's best game yet, bringing fresh air to a fallow RPG era! TCW 156 - Madden for Some Football: https://www.theycreateworlds.com/episodes/TCW156 Gridiron (Amiga): https://www.youtube.com/watch?v=E0q7sc_T3FU Wayne Gretzky Hockey (NES): https://www.youtube.com/watch?v=m1Apj9IRcpQ Tell Me Your Name (Russia Heat): https://www.youtube.com/watch?v=bYpcZ2NfMYU (Explicit) Sodan & Magician 42 - TechTech (Amiga): https://www.youtube.com/watch?v=mB5CujcTN8A Terminator 2029 (PC/DOS): https://www.youtube.com/watch?v=N-PBi-N1hQo Flesh+Blood (Trailer): https://www.youtube.com/watch?v=lVyLe-k16gw Jason And The Argonauts: https://www.youtube.com/watch?v=qq4requMqvY Khajit/Khajiit Has Wares: https://knowyourmeme.com/memes/khajiit-khajiit-has-wares Ultima Underworld: https://www.youtube.com/watch?v=ee4PUcpGSn8 The Elder Scrolls: Arena (Box Art): https://bigboxcollection.com/TESArena.3DBox The Elder Scrolls: Arena: https://www.youtube.com/watch?v=OjEn6ETA7EM What Do You Do With a B.A. in English? (Avenue Q): https://www.youtube.com/watch?v=pYenQEjvlD0 Walk Across the Entire Map in Dragonfall Unity (Timelapse 512x): https://www.youtube.com/watch?v=4xTvdK88cww The Elder Scrolls: Daggerfall: https://www.youtube.com/watch?v=OpX5y6jiafg New episodes are on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com BlueSky: @theycreateworlds.bsky.social Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode Outro Music: RoleMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
The party had a plan. The Fighter would kick in the door. The Rogue would sneak behind the enemy. The Cleric would prepare a healing spell. And the Sorcerer? The Sorcerer would spend six minutes explaining why Fireball is technically the safest solution to every problem, including diplomacy, stealth, and emotional growth. Because Wizards study magic… Warlocks borrow magic… But a D&D 5e Sorcerer is what happens when magic studies you and decides you're the group's primary tactical error. Today on RPGBOT: Sorcerer Levels 5 - 20 optimization, where your spell list gets bigger, your decisions get more destructive, and your Metamagic makes the DM visibly tired. Show Notes In this episode, the hosts dive deep into D&D 5e Sorcerer levels 5 - 20, focusing on high-level spellcasting strategy and how to survive having fewer spells known than literally every other full caster in the game. The discussion begins with the defining problem of high-level Sorcerers: choice scarcity. Unlike Wizards who prepare spells or Clerics who access entire spell lists, the Sorcerer spell selection becomes a long-term commitment system. Every spell must justify permanent residence in your character sheet. A bad pick at level 7 can haunt you until level 17. The conversation then pivots to Metamagic combinations, the true engine of the Sorcerer's power. Twinned Spell, Quickened Spell, and Subtle Spell are analyzed not as flavor tools but as tools to get more power out of their limited spell selection. From there the hosts analyze essential Sorcerer spells from levels 5 - 20, covering staples like battlefield control, defensive reactions, and encounter-ending options. The episode stresses a core Sorcerer philosophy: your spell list should not just be diverse, it should be ruthlessly efficient. The episode closes by discussing late-game scaling, Sorcery Point economy, and why the optimized Sorcerer becomes less of a caster and more of a reality-editing problem for the DM. At tier 4 play, the class stops solving encounters and starts rewriting them. Key Takeaways D&D 5e Sorcerer levels 5–20 reward planning more than improvisation due to limited spells known Your spell list should focus on encounter-winning effects, not utility redundancy Metamagic optimization 5e is the class's real power — action economy beats raw spell damage Twinned Spell dramatically increases value of single-target spells Quickened Spell converts turns into burst rounds and enables combo casting Subtle Spell bypasses counterspell and social encounter restrictions The best Sorcerer spell choices high level 5e scale across multiple tiers of play Defensive reactions matter more than armor — positioning keeps Sorcerers alive Sorcery Points are a strategic resource, not a panic button A well-built Sorcerer removes threats before durability becomes relevant High-tier Sorcerers specialize in encounter control rather than damage output The optimized Sorcerer plays fewer spells — but each one reshapes the battlefield Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Austin did a review of Monster Hunter Stories 3 for work (that you can read below), and he also had to gush about how great it is on the podcast. Since you all love turn-based RPGs, this one is right up your alley. Austin even says it's his favorite monster taming RPG at this point, and that's saying a lot.Austin's Review: https://screenrant.com/monster-hunter-stories-3-twisted-reflection-review/Bsky: https://bsky.app/profile/dragonquest.fmYouTube: https://youtube.com/@dqfm Twitter/X: https://twitter.com/dragonquestfmPatreon: https://patreon.com/dragonquestfm
The fight with the Leer reaches its breaking point.The creature - a writhing mass of sentient bandages - continues to absorb energy and bodies from the room as alarms scream throughout the facility. Guards that were once controlled by the Leer collapse across the floor as its hold weakens.Silent Monday, now carrying a mysterious symbol burned into his hand, unleashes new power as energy channels through him. Whatever the mark is, it's changing him.The crew escapes the facility battered but alive.But when they return home to recover, they realise they didn't come back alone... PLAY THE DUST WORLD RPG NOW:We've released the epic RPG Dust world and we want your help. Dust World PBTA is RPG Empire's sci-fi western game that's simple, fast, and Powered By The Apocalypse. Are you ready? Enter The Gun-Filled Lands Of An Obliterated Civilization. Play as gunslinging anime-inspired heroes on their mission to discover the truth behind the lost civilization and its technology.GET THE GUIDE NOW:https://www.therpgempire.com/shop/p/b2ck9ai8u8d7i6j5xs48oojt742uq2Dust world RPG Podcast is an actual play Role-playing podcast like the Adventure Zone Podcast or Critical Role. The setting is a sci-fi western a few hundred years after a great war burned the earth and a virus called white horse dissolved most organic matter into dust creating the wastelands.Dust World RPG is a Powered By The Apocalypse game. Dust World is a Tabletop Role-Playing game created by Paul Parnell Copywrite 2020. The setting was created by Paul Parnell and Michael Yatskar. The game was written by Paul-Thomas Parnell and Dumaresq de Pencier.OTHER PROJECTS FROM THE RPG EMPIRE:Strangers in the Pines: A Monster Of The Week actually play roleplaying podcast inspired by things like Gravity Falls, Stranger Things, and Fringe. It takes place in a small strange town called Pine Forge nestled in the Blackwood national park in Northeast Oregon, USA, and follows, the exploits of 3 unusual high school students as they try to unravel the mysteries of the Strangers in the Pines.https://www.therpgempire.com/strangers-in-the-pinesCONNECT WITH US:Join our Discord Server to chat with us and talk all things RPGs: https://discord.gg/2jnyGv9Follow and send us DMs on Instagram: @theRPGempireJoin the Empire!
While Mark is off on a Star Trek cruise, the rest of your nice hosts invite Lydia's husband Ian Peters to discuss tabletop games, specifically RPGs! We've split this supersized episode and topic into three different acts for your listening pleasure.0:01:58Holistic Connection of Theme and MechanicBlades in the DarkEvil Hat ProductionsGURPS: Generic Universal RolePlaying SystemSteve Jackson GamesThirsty Sword LesbiansEvil Hat ProductionsDialect: A Game About Language and How It DiesThorny Games0:33:41DiceCall of Cthulhu RPGChaosium Inc.Does a crit always mean success?MolaschiRedditDread the RPGThe Impossible DreamKids on BikesHunters Entertainment1:00:28FlexibilityLydia had talked about tabletop mechanics in her Untitled Memory Mechanic Nice Thinking episodeUntitled Memory MechanicCitizen SleeperJump Over The AgeSteam
An admittedly too-short Season 4 wraps with a little reflection, a little mischief, and a big look at what's coming next.We look back on 2025's theme of Mastery, the unexpected places it led (including GMing at Gen Con), and the ideas that have been lighting our brains on fire lately. Also revealed? The theme guiding 2026 — and where this strange, wonderful adventure might take us next.Thanks for spending another season of ADHd20 with us.
Randall: "So this is a Star Wars RPG where we're not Jedi, not heroes, and not important… we're basically the guy who owes Jabba rent." Tyler: "Correct. You're the reason bounty hunters have a 401k." Ash: "Finally! A system that understands my characters are emotionally complicated, morally questionable, and one hyperdrive failure away from eating space ramen." -The RPGBOT.Podcast cast, probably Show Notes In this Star Wars: Edge of the Empire RPG How to Play, the RPGBOT crew dives into the core concepts and themes of Fantasy Flight's narrative dice system, a tabletop RPG focused less on galactic heroes and more on desperate scoundrels trying to survive under Imperial rule. Unlike traditional D&D-style tabletop RPG mechanics, Edge of the Empire emphasizes storytelling consequences over binary success and failure. Using custom narrative dice pools, players roll not only to determine success, but also complications, advantages, triumphs, and catastrophic disasters. A blaster shot might hit, but now the Empire knows where you are. A failed stealth check might still reveal useful intel. Every roll advances the story. The hosts explain how the three core game lines: Edge of the Empire (scoundrels), Age of Rebellion (soldiers), and Force and Destiny (Jedi). They share identical mechanics but radically different narrative tones. Edge of the Empire specifically captures the Outer Rim survival fantasy: smugglers, bounty hunters, colonists, and criminals living paycheck-to-paycheck in a galaxy ruled by the Empire. A major highlight is the narrative dice system in Star Wars RPG, where opposed dice cancel symbols to create layered outcomes: success with threat, failure with advantage, or rare triumph and despair moments that dramatically alter scenes. This mechanic encourages cinematic storytelling reminiscent of Andor, Firefly, and The Mandalorian. The episode also introduces one of the system's defining features: the party ship. Players don't just own equipment: they share a starship that acts as a character, home base, and constant financial burden. Fuel, repairs, and debts ensure players stay motivated, reinforcing the "scrappy crew survival" tone. Finally, the hosts discuss why Edge of the Empire excels at collaborative storytelling. Instead of heroes destined to save the galaxy, players create flawed people navigating obligations, debts, and consequences, making it one of the most thematic RPG systems available. Key Takeaways Edge of the Empire focuses on scoundrels and survival rather than Jedi heroics The three core books share mechanics but offer different campaign tones (smugglers, soldiers, Jedi) The Fantasy Flight narrative dice system produces multi-layered outcomes (success + complication) Triumph and Despair create cinematic story moments beyond normal RPG success/failure Players share a ship that functions as a party hub and constant source of financial pressure The system encourages collaborative storytelling over tactical optimization Designed to emulate Firefly-style and Mandalorian-style adventures Force users exist but aren't required — the game works best as a crew drama Resource scarcity ("keeping players hungry") drives plot motivation One roll always advances the story — failure never stalls gameplay Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Hearken, loyal Cabalists, and well met! This day the Lords gather in council to speak upon a matter of great import: the keeping of harmony within the fellowship of the gaming table, and the careful tending of the culture of play that binds our company together. Together shall the assembled Lords deliberate on how best to grant the players the experience they seek, and what rightful charge the Game Master must bear within the fellowship. For as in any kingdom, the balance of duty, guidance, and merriment must be wisely kept.
Welcome to Dev Game Club, where this week we begin a new series on The Legend of Zelda: Majora's Mask. We of course set the game first in its time and at Nintendo before turning to the opening and the feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the first Clock Tower entry Issues covered: our ten-year anniversary, 2000 in games, a little timeline of Zelda, making a sequel on a short development cycle, reusing engines and making a better version of your game, reusing technology, switching from cartridges to optical media, asset reuse for characters, pricing changes and getting your money's worth, falling into the warm bath, consumptive conservatism, the strange opening and some title cards, us not remembering things about Navi, choosing the legend based on the hardware or the design idea, fitting the legends together, a continuation of Ocarina, film analogues, wanting to be in the room where it happened, presenting a known quest fabric to present you with not knowing very much, getting your ocarina back to reuse a mechanic, Skull Kid as marionette, getting new masks and therefore new powers, a diversion into a film, an unsettling feel to conversations, talking about RPGs and feeling the pressure of the main plot (or not), a lower-priority feature, thinking about your audience and what types of players you have, writing quality to support your main quest, admitting you're a video game, a debatable priority, building it into your character, how we play games heroically or not, where's the wish fulfillment. Games, people, and influences mentioned or discussed: PlayStation 2, The Sims, Deus Ex, Final Fantasy IX, Diablo II, Baldur's Gate II, RE: Code Veronica, Chrono Cross, Pokemon Yellow, Thief II, SEGA DreamCast, Spyro: Year of the Dragon, Vagrant Story, SSX, Skies of Arcadia, Rayman 2: The Great Escape, Paper Mario, No One Lives Forever, Donkey Kong Country (GBC), Crazy Taxi, Soul Calibur, Jet Set Radio, Star Wars: Starfighter (series), Smuggler's Run, Eiji Aonuma, Shigeru Miyamoto, Uncharted 2, Mass Effect 2, Ultima (series), Warren Spector, Richard Garriott, Ultima Underworld, Jedi Knight, Outlaws, Full Throttle 2, RTX Red Rock, Gladius, SquareSoft, Nintendo 64/GameCube, Twilight Princess, Roblox, Fortnite, Minecraft, LEGO, Capcom, Groundhog's Day, Outer Wilds, Rogue, Run Lola Run, A Trip to the Moon, Georges Méliès, Breath of the Wild, King of Masks, ColonelKovalyo, Morrowind/TES (series), Fallout (series), Metal Gear Solid, Republic Commando, Halo: Infinite, Paul Crocker, Troy Mashburn, Justin Dinges, Richard Lemarchand, Clint Hocking, Naughty Dog, Crystal Dynamics, Insomniac, Spider-Man (series), Sucker Punch, Ghosts of Tsushima (series), Sasha, Symphony of the Night, Lani Lum, Hitman (series), Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Majora's Mask! Notes: The word Brett was searching for was "optical" media. We regret the brain fog and blame the cold medicine. Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Welcome back to the Infinite Lives and Games Podcast! In this episode I catch up with a longtime good friend Zack for a journey through the world of RPGs, with a special spotlight on the legendary game Chrono Trigger. Whether you're a seasoned RPG player or new to the genre, you'll love this energetic and thoughtful conversation.Zack shares how his earliest memories of Super Mario Bros. 3 and watching his brother play Chrono Trigger ignited a lifelong passion for RPGs. We dig into what makes RPGs so emotionally resonant and narratively rich discussing exploration, character growth, and the unique satisfaction of leveling up and discovering new worlds.With Chrono Trigger as the centerpiece, Zack goes deep into the game's captivating time travel mechanics, iconic character design by Akira Toriyama, and its unforgettable soundtrack. The conversation explores why Chrono Trigger stands the test of time, the ways it influenced Zack's taste in games, and even some personal hopes for a long awaited remake.Whether you're curious about what makes RPGs so special or looking for recommendations on where to start, this episode promises plenty of insights, personal stories, and a healthy dose of gaming nostalgia. Key Takeaways:Motivation behind exploring characters and stories in RPGsDiscussion on why the game continues to resonate: nostalgia, story, design perfectionThe evolution of RPGs and their influence on other genresKey Timestamps[0:00] – Chrono Trigger Sparked RPG Obsession[4:14] – Why I Love RPGs[11:23] – RPGs vs Regular Games[22:29] – Prehistoric Monster Sparks Apocalypse[29:39] – The Perfect RPG Experience[32:02] - Embracing Change in RPGs[40:13] - Redefining RPG BoundariesConnect with: ZackInstagram - WeabnendopkballTwitch - ItsboigwapesDon't forget to also follow us across all social media accounts including:Instagram - @InfinitelivesandgamesTiktok - @InfinitelivesandgamesFacebook - @InfinitelivesandgamesTwitch - @InfinitelivesandgamesYouTube - @InfinitelivesandgamesAnd if you want to be a part of the show then please do not hesitate to contact me so we can get your messages and your experiences with your games out there. Stay tuned and stay infinite!
We began this series asking a simple question: Is the Pugilist balanced? We continued by asking: How much damage is too much damage? Today we ask the only question left: At what point does the DM legally become a victim? Welcome to the finale of the guide to Optimizing the D&D 5e Pugilist, where the class doesn't just punch monsters, it punches D&D's encounter design. Across three episodes we've had grapples that ignore physics, exhaustion that improves performance, and damage numbers that topple dragon gods. We have reached the final stage of optimization: not just winning fights, but ending them un assisted in a single turn. Show Notes In the final installment of the RPGBOT.Podcast's series on optimizing the Pugilist in Dungeons & Dragons 5e, the hosts move from early-level performance into full class evaluation and overall design conclusions. After previously demonstrating extremely high damage output from low levels, the conversation now focuses on scaling, balance implications, and what the class actually does to a campaign over time. The episode revisits the central mechanical problem: Haymaker. The hosts repeatedly identify it as the feature that converts the Pugilist from a strong martial into a potentially disruptive one, since turning attacks into maximum damage fundamentally breaks the assumptions behind D&D 5e encounter math. As the episode continues, the class's core identity becomes clear. The Pugilist is not merely a striker; it is a layered combat engine combining advantage generation, forced positioning, resource recovery, and survivability. Features like Moxie, temporary hit points, and exhaustion mitigation allow the character to operate at peak output in nearly every encounter instead of pacing resources across the adventuring day. The conclusion of the series is less about banning the Pugilist and more about understanding its problems and how to make the class work at the table without causing problems. The class is effective, flavorful, and fun, but its mechanics change how D&D works around it. There's a real question about how much damage output is too much, and the Pugilist is clearly well past that line. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Introducing new players to tabletop RPGs can feel intimidating — especially if you're not sure how much to teach or where to start. In this episode of The Bearded Nerd Podcast, Brian shares five beginner-friendly strategies for teaching Dungeons & Dragons and other TTRPGs without overwhelming new players. You'll learn: How to simplify rules for first-time players Why pre-generated characters help How to run a great intro session How to build confidence early How to create positive first experiences Perfect for new Game Masters, parents, teachers, and anyone running a learn-to-play session. If you would like player-friendly resources, check out Discord for community-driven content
This episode is about the end of our Curse of Strahd campaign, and more specifically, about how I ended it.Not Sean Scanlon, our excellent Dungeon Master. Not Strahd. Not just the dice. Me.In what I can only describe as a perfect storm of stupid, I managed to take a campaign that probably still had another 18 to 24 months of life in it and drive it straight into a wall in about sixty seconds. That sounds melodramatic until you hear the story. Then it starts sounding annoyingly accurate.We were deep inside Castle Ravenloft, already battered, exhausted, and inside that special kind of late-session Barovian dread where every room feels like it was built by a sadist with a theology degree. Perlan Goodshadow was dead. Urihorn Tenpenny was down. Radley Fullthorn, my character, was somehow still alive, mostly because the dice briefly took pity on me and handed me a natural 20 on a death save. I came back with one hit point. One. Not “wounded.” Not “in rough shape.” One hit point, which in D&D is the difference between “technically alive” and oblivion.That should have been the moment I got wise. That should have been the moment I took the hint, used one of the teleport stones in the brazier room to get out, preserved the campaign, saved what I could, and lived to make more mistakes another day.Instead, I got seduced by the shape of a dramatic ending.That's really what this episode is about. Not just a tactical blunder in a tabletop game, but the much more embarrassing and human tendency to mistake a cinematic gesture for a wise decision. I had one hit point, no stake, no real anti-vampire kill condition, no party at my back, and no business going after Strahd in his coffin. I also had just enough adrenaline, exhaustion, self-insertion, and table-energy to convince myself that maybe this was the moment. Maybe this was the shot. Maybe this was the story.So I took the yellow stone.I went to the master's tomb.I opened the coffin.And I destroyed our campaign.What makes this sting, and what makes it worth talking about, is that this was not pure ignorance. I knew enough to know better. I also know enough about myself to recognize exactly why I did it. I am, apparently, the kind of person who can be lured into exchanging a survivable future for one vivid, incandescent, catastrophically bad scene. That's funny in a game, until it isn't. Or rather, until it is funny and awful at the same time.This episode is part campaign postmortem, part confession, part character autopsy, and part meditation on why some of us are so vulnerable to heroic stupidity, especially when someone says exactly the wrong magical words at exactly the wrong moment and suddenly the dumbest move in the room starts glowing with moral significance.I talk about Radley Fullthorn, Sean Scanlon's handling of Curse of Strahd, the table dynamics in those final moments, the role of suggestion and agency, why I can't honestly blame anyone else even though I was definitely “made wiggly,” and why this has stayed lodged in my head more deeply than a simple “well, the character died” story should.Because Radley didn't just die.He died at the exact moment when his death meant the end of the road.And that's the part I can't quite shake.If you've ever played tabletop RPGs, especially long campaigns where the party becomes a little family and the story starts to feel like a second life, you'll understand this immediately. If you've never played, I still think the story lands, because underneath the dice, vampires, and cursed castle architecture, this is about something familiar: the temptation to do the dramatic thing instead of the wise thing, the lure of the last stand, and the cost of letting one stupid idea override common sense.This is the story of how I confused courage with vanity, story with strategy, and one glowing chance with destiny.And yes, if D&D had Heroic Inspiration powerful enough to let me mulligan one minute of bad judgment, I would spend it here.
We began this series asking a simple question: Is the Pugilist balanced? We continued by asking: How much damage is too much damage? Today we ask the only question left: At what point does the DM legally become a victim? Welcome to the finale of the guide to Optimizing the D&D 5e Pugilist, where the class doesn't just punch monsters, it punches D&D's encounter design. Across three episodes we've had grapples that ignore physics, exhaustion that improves performance, and damage numbers that topple dragon gods. We have reached the final stage of optimization: not just winning fights, but ending them un assisted in a single turn. Show Notes In the final installment of the RPGBOT.Podcast's series on optimizing the Pugilist in Dungeons & Dragons 5e, the hosts move from early-level performance into full class evaluation and overall design conclusions. After previously demonstrating extremely high damage output from low levels, the conversation now focuses on scaling, balance implications, and what the class actually does to a campaign over time. The episode revisits the central mechanical problem: Haymaker. The hosts repeatedly identify it as the feature that converts the Pugilist from a strong martial into a potentially disruptive one, since turning attacks into maximum damage fundamentally breaks the assumptions behind D&D 5e encounter math. As the episode continues, the class's core identity becomes clear. The Pugilist is not merely a striker; it is a layered combat engine combining advantage generation, forced positioning, resource recovery, and survivability. Features like Moxie, temporary hit points, and exhaustion mitigation allow the character to operate at peak output in nearly every encounter instead of pacing resources across the adventuring day. The conclusion of the series is less about banning the Pugilist and more about understanding its problems and how to make the class work at the table without causing problems. The class is effective, flavorful, and fun, but its mechanics change how D&D works around it. There's a real question about how much damage output is too much, and the Pugilist is clearly well past that line. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In the latest episode of the podcast, we look at the use of chaos in RPGs. The post Chaos in RPGs and beyond (with Tomas Rawlings) first appeared on The GROGNARD Files.
In this episode, Geoff and Katrina talk about Northern European folk and the tales they tell. Last year, Geoff reached out to Free League Publishing to ask them about their role playing game, Vaesen and was gifted some books to explore. While he and Katrina try to figure out the best use of RPGs for them and the podcast, Katrina has dived into the folklore that inspired the game. She starts with a fan favorite, The Devil, and a folk song with a deadly fiddler. Geoff retells a tale of a boy and his beer (with a splash of Death). Then Katrina tells us a Norwegian tale about a blustering pastor. Books Used in this Episode: Vaesen by Johan Egerkrans Norwegian Folktales by Peter Christen Ashjornsen and Jorgen Moe
Today the RPGBOT crew explains how to survive levels 1-4 without becoming a cautionary tale titled "Local Wizard College Denies Knowing This Child." We discuss the best low level sorcerer spells, metamagic optimization, and other essentials for a low level Sorcerer build. Show Notes In this episode, the RPGBOT hosts dive into the chaotic beauty of the Dungeons & Dragons 5e sorcerer from levels 1-4, exploring how to construct a functional magical character before the class truly "comes online." Early sorcerer gameplay is defined by scarcity: limited spell slots, fragile hit points, and the emotional stability of a shaken soda can. The discussion begins with the identity crisis at the heart of the class. Unlike the wizards in D&D 5e, the sorcerer does not study magic: they are magic. This shapes both mechanics and roleplay. We also discuss picking the best Sorcerer subclass. Your subclass determines not only your features, but also your big thematic parts of your character: divine heir, chaotic anomaly, draconic nepo-baby, or walking cosmic accident. The hosts emphasize survival strategy first. At levels 1-2, your goal is not dominance — it's remaining alive long enough to become interesting. Spell selection becomes critical: choosing the best level 1 5e sorcerer spells like Shield, Mage Armor, and Chromatic Orb dramatically increases longevity. Bad spell selection, meanwhile, results in a character sheet that doubles as a memorial plaque. Metamagic arrives at level 3, transforming the class from fragile caster into tactical specialist. The conversation highlights best metamagic options for a low level sorcerer such as Twinned Spell and Quickened Spell, explaining how action economy manipulation creates disproportionate power spikes in early encounters. Suddenly the Sorcerer stops being a liability and becomes the party's artillery platform. The episode closes with practical advice: early sorcerers are specialists, not generalists. You cannot solve every problem, but you can solve a few problems spectacularly. Pick a lane (damage, control, or support) and commit. A focused build produces a memorable character; a scattered one produces a smear on dungeon flooring. Key Takeaways Early D&D 5e sorcerer levels 1-4 are about survival, not dominance Always take staple defensive spells like Shield and Mage Armor Subclass choice defines both mechanics and roleplay identity Metamagic at level 3 is the class's first real power spike Metamagic like Twinned Spell and Quickened Spell dramatically improve your spells Pick a specialization: blaster, controller, or support; don't split your focus until you can learn more spells Sorcerers excel when casting fewer spells more effectively Strong backstory enhances the experience of roleplaying a sorcerer in D&D 5e A bad spell list hurts more than low hit points Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Today the RPGBOT crew explains how to survive levels 1-4 without becoming a cautionary tale titled "Local Wizard College Denies Knowing This Child." We discuss the best low level sorcerer spells, metamagic optimization, and other essentials for a low level Sorcerer build. Show Notes In this episode, the RPGBOT hosts dive into the chaotic beauty of the Dungeons & Dragons 5e sorcerer from levels 1-4, exploring how to construct a functional magical character before the class truly "comes online." Early sorcerer gameplay is defined by scarcity: limited spell slots, fragile hit points, and the emotional stability of a shaken soda can. The discussion begins with the identity crisis at the heart of the class. Unlike the wizards in D&D 5e, the sorcerer does not study magic: they are magic. This shapes both mechanics and roleplay. We also discuss picking the best Sorcerer subclass. Your subclass determines not only your features, but also your big thematic parts of your character: divine heir, chaotic anomaly, draconic nepo-baby, or walking cosmic accident. The hosts emphasize survival strategy first. At levels 1-2, your goal is not dominance — it's remaining alive long enough to become interesting. Spell selection becomes critical: choosing the best level 1 5e sorcerer spells like Shield, Mage Armor, and Chromatic Orb dramatically increases longevity. Bad spell selection, meanwhile, results in a character sheet that doubles as a memorial plaque. Metamagic arrives at level 3, transforming the class from fragile caster into tactical specialist. The conversation highlights best metamagic options for a low level sorcerer such as Twinned Spell and Quickened Spell, explaining how action economy manipulation creates disproportionate power spikes in early encounters. Suddenly the Sorcerer stops being a liability and becomes the party's artillery platform. The episode closes with practical advice: early sorcerers are specialists, not generalists. You cannot solve every problem, but you can solve a few problems spectacularly. Pick a lane (damage, control, or support) and commit. A focused build produces a memorable character; a scattered one produces a smear on dungeon flooring. Key Takeaways Early D&D 5e sorcerer levels 1-4 are about survival, not dominance Always take staple defensive spells like Shield and Mage Armor Subclass choice defines both mechanics and roleplay identity Metamagic at level 3 is the class's first real power spike Metamagic like Twinned Spell and Quickened Spell dramatically improve your spells Pick a specialization: blaster, controller, or support; don't split your focus until you can learn more spells Sorcerers excel when casting fewer spells more effectively Strong backstory enhances the experience of roleplaying a sorcerer in D&D 5e A bad spell list hurts more than low hit points Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Last episode we discovered the Pugilist can punch above its weight class. This episode we discovered the Pugilist can punch above the entire encounter budget. Today on RPGBOT: One character becomes a professional wrestler air-dropping enemies from low orbit One character summons eldritch tentacles to commit mathematically irresponsible violence One character crits often enough to make the Rogue question their life choices Welcome back to our D&D 5e Pugilist build guide, where "balanced combat encounter" is more of a philosophical suggestion. Show Notes In Part 2 of the RPGBOT.Podcast deep dive into the Pugilist class in Dungeons & Dragons 5e, the hosts shift from theory into practice by building actual characters and analyzing low-level combat performance (levels 1–10 gameplay). After previously discussing the core mechanics like Moxie points, exhaustion gameplay, and Haymaker damage, the episode explores how subclasses dramatically amplify the class's effectiveness, especially during tier 1 and 2 where balance matters most. Each host builds a different Pugilist archetype: A grappling-focused wrestler leveraging shove-prone and movement manipulation A spell-augmented "Hand of Dread" pugilist combining melee and warlock magic A critical-hit boxer maximizing burst damage and counterattacks The discussion highlights a major mechanical theme: the Pugilist excels at advantage generation in D&D 5e combat. By knocking enemies prone, grappling, or using subclass features, the class reliably attacks with advantage, dramatically increasing DPR (damage per round). Once Haymaker is added to the equation, damage spikes sharply. The hosts compare expected damage output to standard design math ("dude-stop damage"), demonstrating that even basic tactics can nearly reach or exceed a full party's intended damage output — especially when combining Hex, advantage stacking, and bonus attacks. The episode also examines character optimization choices such as species, feats, and ability scores. Strength and Constitution dominate builds, while backgrounds and feats further push survivability and burst damage. The result is a martial class that plays less like a traditional striker and more like a hybrid of barbarian durability, monk mobility, and rogue-style burst damage. Ultimately, Part 2 reinforces the earlier conclusion: the Pugilist's real power isn't just numbers — it's how its mechanics interact. The combination of resource refresh, exhaustion mitigation, grappling control, and burst damage allows players to reshape encounters in ways most classes simply cannot at early levels. Key Takeaways D&D Pugilist subclasses drastically increase power at levels 1–5 Grapple + shove prone creates reliable advantage in D&D combat Haymaker turns consistent hits into extreme burst damage Spellcasting options (like Hex) push DPR beyond normal martial scaling The class frequently approaches or exceeds expected 5e damage per round math Tier 1 encounters struggle against optimized Pugilist builds Strength + Constitution are the optimal Pugilist ability scores Moxie point recovery enables aggressive play every fight Exhaustion mechanics become a benefit instead of a drawback The class blends control, durability, and burst damage into one role Basic tactics alone can approach "dude-stop damage" Subclasses determine whether the Pugilist breaks balance… or demolishes it Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
We found what we were looking for and... Welcome to... The Shadows of Davokar campaign, diving deep into the perilous wilderness of the Symbaroum universe. This dark and immersive world is filled with ancient ruins, creeping corruption, and the ever-present danger of what lurks in the shadows. The adventurers will need all their wits and strength to survive the deep forests and face the many threats that await. We can't wait to share more these new episodes with you, so stay tuned for next week's drop! Be sure to like, subscribe, and leave us a comment with your thoughts on the new campaigns and what you're most excited for. As always, your support keeps the adventures alive! The Shadows of Davokar Campaign Embark on a perilous journey into the dark and mysterious depths of Davokar! Join us as we delve into The Shadows of Davokar, an epic new campaign using Free League Publishing's Ruins of Symbaroum for 5th Edition. Set in a world of ancient ruins, creeping corruption, and untold treasures, our adventurers must navigate treacherous wilderness, unearth forgotten relics, and confront the lingering shadows of a fallen empire. This campaign blends dark fantasy storytelling with thrilling gameplay, where every choice could mean glory or doom. In addition to Ruins of Symbaroum, we'll occasionally explore Ironsworn, a narrative-driven RPG of perilous quests and personal sacrifice. Together, these games promise unforgettable adventures and riveting tales.
Last episode we discovered the Pugilist can punch above its weight class. This episode we discovered the Pugilist can punch above the entire encounter budget. Today on RPGBOT: One character becomes a professional wrestler air-dropping enemies from low orbit One character summons eldritch tentacles to commit mathematically irresponsible violence One character crits often enough to make the Rogue question their life choices Welcome back to our D&D 5e Pugilist build guide, where "balanced combat encounter" is more of a philosophical suggestion. Show Notes In Part 2 of the RPGBOT.Podcast deep dive into the Pugilist class in Dungeons & Dragons 5e, the hosts shift from theory into practice by building actual characters and analyzing low-level combat performance (levels 1–10 gameplay). After previously discussing the core mechanics like Moxie points, exhaustion gameplay, and Haymaker damage, the episode explores how subclasses dramatically amplify the class's effectiveness, especially during tier 1 and 2 where balance matters most. Each host builds a different Pugilist archetype: A grappling-focused wrestler leveraging shove-prone and movement manipulation A spell-augmented "Hand of Dread" pugilist combining melee and warlock magic A critical-hit boxer maximizing burst damage and counterattacks The discussion highlights a major mechanical theme: the Pugilist excels at advantage generation in D&D 5e combat. By knocking enemies prone, grappling, or using subclass features, the class reliably attacks with advantage, dramatically increasing DPR (damage per round). Once Haymaker is added to the equation, damage spikes sharply. The hosts compare expected damage output to standard design math ("dude-stop damage"), demonstrating that even basic tactics can nearly reach or exceed a full party's intended damage output — especially when combining Hex, advantage stacking, and bonus attacks. The episode also examines character optimization choices such as species, feats, and ability scores. Strength and Constitution dominate builds, while backgrounds and feats further push survivability and burst damage. The result is a martial class that plays less like a traditional striker and more like a hybrid of barbarian durability, monk mobility, and rogue-style burst damage. Ultimately, Part 2 reinforces the earlier conclusion: the Pugilist's real power isn't just numbers — it's how its mechanics interact. The combination of resource refresh, exhaustion mitigation, grappling control, and burst damage allows players to reshape encounters in ways most classes simply cannot at early levels. Key Takeaways D&D Pugilist subclasses drastically increase power at levels 1–5 Grapple + shove prone creates reliable advantage in D&D combat Haymaker turns consistent hits into extreme burst damage Spellcasting options (like Hex) push DPR beyond normal martial scaling The class frequently approaches or exceeds expected 5e damage per round math Tier 1 encounters struggle against optimized Pugilist builds Strength + Constitution are the optimal Pugilist ability scores Moxie point recovery enables aggressive play every fight Exhaustion mechanics become a benefit instead of a drawback The class blends control, durability, and burst damage into one role Basic tactics alone can approach "dude-stop damage" Subclasses determine whether the Pugilist breaks balance… or demolishes it Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In Episode 340, Chris, Don, and Jamie tell stories about their time at TotalCon in Massachusetts including Chris' sleep eating, all the Mikes, and watching themselves poop. Then the gang gets into the games they've been playing including Nemesis Retaliation, Steam Power, Wizards of the Grimoire, Aces and Armor, The Druids of Edora with Dan King the Game Boy Geek, and a feature review of Here Lies from Jasper Beatrix, Jakob Maier, and Bobby West and published by DVC Games. Then after Tony T delivers the Pokemon armed robbery headlines he delivers justice in the Cabalists Court! Nemesis: Retaliation: 00:09:34, Steam Power: 00:22:41, Wizards of the Grimoire: 00:30:02, Aces and Armor: 00:41:44, The Druids of Edora: 00:49:53, Here Lies Review: 01:07:20, News with Tony T: 01:41:30, The Cabalists Court: 02:32:31. Check out our sponsors Restoration Games at https://restorationgames.com/ and Game Toppers at https://www.gametoppersllc.com/. Dan King the Game Boy Geek's Season 14 Kickstarter https://www.kickstarter.com/projects/gameboygeek/game-boy-geek-season-14-2026
Greetings from Erwick! This is a special preview one-shot of Legends of Akeroth: Songs of a Lost Age by Crossed Paths Press, designers of other great games such as Brambletrek, Drakonym, the Covens of Midnight, and more! If you like 90s JRPG video games, this system emulates it in really interesting ways that we hope you like! check out the link above for the Backerkit, which is still live when this episode drops! ----more---- Join the DMs After Dark Discord channel! In case you haven't heard, our Redbubble has incredible RuneQuest art by Katrin Dirim available as shirts, stickers, pillows, and more, so check out all our new DMs After Dark merch!! If you enjoy our streams, podcasts (plural! have you checked out the Rene Plays Games podcast?), or just our general nerdiness, please consider giving us a 5-star rating on your podcast app of choice! Like, follow, and subscribe to our Facebook, Twitter, and Instagram so you can comment & chat with us about all things RPGs. And, as always, come hang out and catch our live streams on our Twitch or catch up on our YouTube. Music in the Episode (in order of appearance): DMs After Dark Theme written & produced by Dan Pomfret | @danfrombothbands
A special blizzard / Valentines one shot of To Serve Her Wintry Hunger by Cavalry Games where we all play winter spirits stalking a human through a snowstorm. Join the DMs After Dark Discord channel! In case you haven't heard, our Redbubble has incredible RuneQuest art by Katrin Dirim available as shirts, stickers, pillows, and more, so check out all our new DMs After Dark merch!! If you enjoy our streams, podcasts (plural! have you checked out the Rene Plays Games podcast?), or just our general nerdiness, please consider giving us a 5-star rating on your podcast app of choice! Like, follow, and subscribe to our Facebook, Twitter, and Instagram so you can comment & chat with us about all things RPGs. And, as always, come hang out and catch our live streams on our Twitch or catch up on our YouTube. Music in the Episode (in order of appearance): DMs After Dark Theme written & produced by Dan Pomfret | @danfrombothbands
Maia's been hiding that she's dropped out of law school, but a surprise visit from her brother unleashes powers neither ever dreamt of. This one's INTENSE, y'all!
D&D and RPG news and commentary by Mike Shea of https://slyflourish.com Contents 00:00:00 Show Start 00:00:54 Sly Flourish News: Greed, Heroism, and Wonder; Do the Eight Steps work for other RPGs?; new secret project packet next week 00:04:12 Patreon Question: Character Creation During Session Zeros for Traveler Online 00:06:51 Kickstarter Spotlight: Stoneshatter Tomb 00:08:38 Commentary: More Dragonbane Thoughts 00:22:15 Commentary: Daggerheart Review Article and Thoughts 00:37:15 Commentary: Discord Enshittification 00:46:41 DM Tip: Move Steps Forward 00:54:07 Patreon Question: What Makes You Play 5e? 01:00:03 Patreon Question: Character Creation During Session Zeros for Traveler Online 01:02:49 Patreon Question: Managing Challenge with Sidekicks Links Subscribe to the Sly Flourish Newsletter Support Sly Flourish on Patreon Buy Sly Flourish Books: Greed, Heroism, Wonder Do the Eight Steps Work for Other RPGs? Pathfinder 2 Bundle Stoneshatter Tomb Kickstarter Daggerheart, a Dishonest Review Full of Lies Communities are not fungible
Lords: Jin https://awesomedonut.github.io/ Brad https://rainwarrior.ca/ Topics: The shareware games business model Thoughts on how to define femininity? https://www.youtube.com/watch?v=bqloPw5wp48 The Great Molasses Flood https://www.youtube.com/watch?v=vrnRNfXm_k4 Entrance by Rainer Maria Rilke https://poemsintranslation.blogspot.com/2010/10/rilke-entrance-from-german.html Combining magic and science in science fantasy. Microtopics: Lizard for the NES. Retrofuturism in ancient China. Silkpunk Origins. Ultima-inspired indie RPGs from 1994. Passing around public domain games on floppy disks. Registering shareware to get rid of the nag screen. Adventure game hint books as a second channel of income. Asking your mom to get a money order to register the shareware version of Impulse Tracker so you can get the Stereo Wav Writer. Front loading all the good levels in the shareware episode and selling the crap in the registered episodes. The Ur-Quan Masters. Printing to PDF. Uploading your music to mp3.com. Cracking shareware using a known plaintext attack. Drawing an image with so much entropy that the Save Robot dances for longer than usual and then plays a sad sound. A three hour deep dive on the very popular vampire novel Twilight. Going online and googling masculine and/or feminine traits. The Four Pillars of Femininity. Pants: they're for barbarians. Whether Stephanie Meyer was trying to write a treatise on idealized gender roles or whether she was just writing what she thought was cool and fun. Popular depictions of women who are masculine in behavior but feminine in appearance. Why can't your girlfriend both look like Buffy the Vampire Slayer and eat hamburgers like Buffy the Vampire Slayer? Why women work so well as horror protagonists. Do people cry less in Marvel movies? Someone crying so hard in a movie that you start to worry about the actor's social life. Tolkien adding a second female character to Lord of the Rings just so he can make the "I am no man" linguistic joke. Boston: it's not a year. Painting your giant molasses tank brown so it's harder to notice that it's leaking. All the children in town walking up and licking the giant leaking molasses tank whenever they feel like a snack. Waking up in a pile of dead bodies with your mouth full of molasses. Big Enough to be Horrible. Getting your architectural plans approved by a government body. Gilding the lily when the lily is already extremely memetic. Fame: look what it does to people. Building a giant tank of anything in the middle of a city. Where do you put your 50 million gallons of molasses? What happens if you poke the Demon Core with a screwdriver? Scientists getting too excited to keep being careful. A black and slender tree. A word kept in the mouth to grow. Eveningfall. Putting a tree in the sky while you're creating the world. The game you're making giving you ideas about the game you're making. Navigating the scientific method in a fantastical universe. Lit RPG. Dungeon Crawler Carl. Using a quarter of the words in your novel to explain the rules of the world like a board game manual. Jedi using their powers to boil water for tea. Enslaving Jedi to run your steam engine with their mind powers. Jedi Inflation. Two words that sound good together and now it's your name.
This week, on the show, my brother and I are discussing a RPG system he created based on the world of The Thirteenth Hour. This is a work in progress based on a number of RPGs set in that world that we have already done but also with an eye toward creating your own world. In other words, it's meant to be light on rules and structure, heavy on customizability and individuality. So although you could create games based on the fantasy world in the Thirteenth Hour books, you could also use the engine to create games for your own books and worlds. Jeremy and I do the first of likely several of these over the next year as we do play testing with some new Thirteenth Hour RPGs. I have set up a page I will be adding to on itch.io that has the draft of the document we're discussing and will be the site of future updates.Check out Jeremy's work over at Pixel Grotto, CBR.com, and Classic Batman Panels on IG. If you are of the DnD persuasion, his articles on DnD Beyond may be right up your alley, and you can view his entire portfolio here. You can also check out his latest book, where he is a co-author: Pathfinder Adventure Path: No Breath to Cry, the ecology and exploration TTRPG with Three Sail Studios, Mappa Mundi, and their most recent game, Gallows Corner: A Peasants' Revolt RPG. Thanks, Jeremy, for coming on the show! ∞∞∞∞∞∞∞∞Once Upon a Dream, the second Thirteenth Hour soundtrack, is now out in digital form! It is out on most major streaming services such as Bandcamp, Spotify, and YouTube Music. (If you have no preference, I recommend Bandcamp since there is a bonus track there and you will eventually be able to find tapes, CDs, and special editions of the album there as well.)-Check out the pixelart music videos that are out so far from the album:-->Logan's Sunrise Workout: www.youtube.com/watch?v=K7SM1RgsLiM-->Forward: www.youtube.com/watch?v=Z9VgILr1TDc-->Nightsky Stargazing: www.youtube.com/watch?v=2S0p3jKRTBo-->Aurora's Rainy Day Mix: https://youtu.be/zwqPmypBysk∞∞∞∞∞∞∞∞ Signup for the mailing list for a free special edition podcast, a demo copy of The Thirteenth Hour, and access to retro 80s soundtrack!Like what you see or hear? Consider supporting the show over at Thirteenth Hour Arts on Patreon or adding to my virtual tip jar over at Ko-fi. Join the Thirteenth Hour Arts Group over on Facebook, a growing community of creative people.Have this podcast conveniently delivered to you each week on Spotify, iTunes, Stitcher, Player FM, Tunein, and Googleplay Music.Follow The Thirteenth Hour's Instagram pages: @the13thhr for your random postings on ninjas, martial arts, archery, flips, breakdancing, fantasy art and and @the13thhr.ost for more 80s music, movies, and songs from The Thirteenth Hour books and soundtrack.Listen to Long Ago Not So Far Away, the Thirteenth Hour soundtrack online at: https://joshuablum.bandcamp.com/ or Spotify. Join the mailing list for a digital free copy. You can also get it on CD or tape.Website: https://13thhr.wordpress.comBook trailer: http://bit.ly/1VhJhXYInterested in reading and reviewing The Thirteenth Hour for a free book? Just email me at writejoshuablum@gmail.com for more details!https://13thhr.wordpress.com/2026/03/02/the-thirteenth-hour-podcast-551-welcome-my-brother-jeremy-as-we-talk-the-infinite-games-system-a-thirteenth-hour-ttrpg-system/
Welcome to our One Hundred and Sixtieth episode!Our podcast is dedicated to all things board games, RPGs, CGs and more.Pour your favourite beverage, pull up a comfy chair 'cuz we are ready to roll.In this week's episode, we talk sports, games, other things and it's our Anniversary!Until next time, on a Double Double ‘n Dice!--------------The following music was used for this media project:Music: Lobby Time by Kevin MacLeodLink: https://www.chosic.com/download-audio/29284/Music: Ethereal Drift by Sascha EndeLink: https://ende.app/en/song/12299-ethereal-driftSend a textContact us: tripledpodcast@dm-north.comCheck us out on www.dm-north.comSupport us at ko-fi.com/dmnorthtvJoin the dmNorthTV DiscordNeed a dice bag? Contact Jocelyn and/or visit JoceStitch Etsy store
You know how every +1 sword in 5e feels like it came off the same enchanted assembly line? "Congratulations adventurer — your reward is… statistically adequate." This week, the crew grabs a metaphorical chisel, carves glowing symbols into that boredom, and asks: What if your weapon didn't just hit harder — what if it screamed cosmic philosophy while doing it? From axiomatic swords enforcing universal order to anarchic axes overthrowing alignment conventions, we dive into Pathfinder 2e rune system mechanics, shamelessly loot them for D&D 5e magic item customization, and then escalate into tone-bending chaos where you might play villain henchmen or survive horror scenarios for fun. Because nothing says "balanced campaign design" like rewriting metaphysics with Nordic graffiti and then handing the party an axe that hates bureaucracy. Show Notes In this episode, the RPGBOT crew examines one of tabletop fantasy's most persistent mechanical gripes: magic items in Dungeons & Dragons 5th Edition often feel numerically incremental rather than creatively transformative. The discussion pivots toward Pathfinder 2e's rune system, positioning it as a compelling model for deeper customization through layered item enhancement rather than static bonuses. The hosts unpack the distinctions between fundamental and property runes, emphasizing how property runes add unique mechanical effects to weapons and armor, producing gameplay that's both expressive and modular. They explore how these mechanics could be translated into homebrew D&D campaigns, addressing balance through level-based restrictions, rarity adjustments, and vulnerability considerations. Attention shifts toward practical experimentation — allowing multiple runes per item, adjusting enhancement bonuses, and porting armor runes to broaden defensive options. The conversation also touches on systemic design trends like emerging magic item pricing guidance in OneD&D, which could make cross-system adaptation easier for DMs. In true RPGBOT fashion, the episode expands beyond mechanics into narrative structure: The crew suggests using rune-inspired item shifts as gateways for tonal experimentation, recommending session-zero communication, short tonal arcs, villain-perspective one-shots, or survival-horror side stories to re-energize campaigns. The result is an episode that blends TTRPG system design analysis, cross-system mechanical hacking, and campaign tone strategy, demonstrating how rules innovation can reshape storytelling possibilities at the table. Key Takeaways Standard D&D 5e magic item mechanics often rely on numeric scaling rather than narrative identity. Pathfinder 2e rune mechanics provide modular item customization through layered enhancements. Property runes introduce unique combat and thematic effects beyond simple bonuses. Use level restrictions and rarity mapping to maintain balance. Experiment with multiple runes per item for player agency. Extend rune logic to armor for broader gear diversity. Price transparency (e.g., OneD&D item costs) supports homebrew adaptation. Rune mechanics illustrate modular system design principles applicable across TTRPGs. Discuss tonal changes openly with players before implementation. Run experimental arcs or villain POV sessions for variety. Horror survival scenarios can reframe player motivation and stakes. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Watch it here: https://youtu.be/FLHWcsrFkNYIn episode 248 of the Further Your Lifestyle Podcast, host Chris continues last week's theme of taking action without seeking validation by reframing return on investment beyond money and vanity metrics. He explains that trying builds “unseen” ROI—clarity, resilience, confidence, momentum, pattern recognition, problem-solving, courage, and self-trust—which future success depends on. Chris encourages listeners to stop circling ideas and start collecting data through experience, using the “rose, thorn, bud” reflection method to learn what worked, what didn't, and what to improve. He compares personal growth to skill-stacking in RPGs, argues that trying is a skill that compounds through repeated reps, highlights a “ripple ROI” that inspires others to act, and challenges listeners to try one thing they've been putting off this week.00:00 Welcome and Setup01:09 Why Effort Matters02:40 Redefining ROI Beyond Money03:33 Unseen Returns and Skill Stacking04:24 Rose Thorn Bud Review06:10 Trying as a Learnable Skill08:03 Ripple Effect and Community09:22 Identity Shifts Through Reps10:12 Weekly Challenge to Try11:35 Final Thoughts and Wrap UpPodcast Sponsors:Robert PiperHi Voltage BargainsEthan “Rooshock” The BOLO Hunter PODCAST: https://www.furtheryourlifestyle.com/► SUBSCRIBE to the podcast on▹ Spotify | https://bit.ly/FYL_Spotify▹ Apple Podcast | https://bit.ly/FYL_Apple▹ Google Podcast | https://bit.ly/FYL_GooglePod► Let's CONNECT on social media:▹ instagram | http://www.instagram.com/furtheryourlifestyle▹ email | hello@furtheryourlifestyle.comMUSIC:» via https://www.epidemicsound.com/referral/6hfvrvContinue the conversation: @furtheryourlifestyleJoin the Newsletter: check it out
The guards lie scattered across the floor. Something about this creature isn't right. Clarence has fought a Leer before… and that means he might know how to stop it. If he can remember in time.Doc pushes back into the chaos, trying to save anyone still breathing as energy races up the Leer's bandages like veins. The Leer ruptures. Thousands of bandages scatter across the floor like worms. And in the aftermath, something changes. A symbol burns onto Monday. A new Ki awakens.The question is no longer who is Monday - but what can he do? PLAY THE DUST WORLD RPG NOW:We've released the epic RPG Dust world and we want your help. Dust World PBTA is RPG Empire's sci-fi western game that's simple, fast, and Powered By The Apocalypse. Are you ready? Enter The Gun-Filled Lands Of An Obliterated Civilization. Play as gunslinging anime-inspired heroes on their mission to discover the truth behind the lost civilization and its technology.GET THE GUIDE NOW:https://www.therpgempire.com/shop/p/b2ck9ai8u8d7i6j5xs48oojt742uq2Dust world RPG Podcast is an actual play Role-playing podcast like the Adventure Zone Podcast or Critical Role. The setting is a sci-fi western a few hundred years after a great war burned the earth and a virus called white horse dissolved most organic matter into dust creating the wastelands.Dust World RPG is a Powered By The Apocalypse game. Dust World is a Tabletop Role-Playing game created by Paul Parnell Copywrite 2020. The setting was created by Paul Parnell and Michael Yatskar. The game was written by Paul-Thomas Parnell and Dumaresq de Pencier.OTHER PROJECTS FROM THE RPG EMPIRE:Strangers in the Pines: A Monster Of The Week actually play roleplaying podcast inspired by things like Gravity Falls, Stranger Things, and Fringe. It takes place in a small strange town called Pine Forge nestled in the Blackwood national park in Northeast Oregon, USA, and follows, the exploits of 3 unusual high school students as they try to unravel the mysteries of the Strangers in the Pines.https://www.therpgempire.com/strangers-in-the-pinesCONNECT WITH US:Join our Discord Server to chat with us and talk all things RPGs: https://discord.gg/2jnyGv9Follow and send us DMs on Instagram: @theRPGempireJoin the Empire!
You know how most D&D characters are born fully formed at level one — parents dead, personality optional, and a backstory written five minutes before initiative? Yeah — not today. Today we're rolling childhood trauma on random tables, getting adopted by gnomes after fatal alchemy accidents, committing crimes we didn't commit, and possibly dying before Session One even starts. Because life path character creation doesn't just ask: "Who are you?" It asks: "What if your wizard got fired, drafted, divorced, marooned, or eaten by bureaucracy before the campaign began?" So grab some dice — we're not building characters. We're speedrunning their entire existential crisis. Show Notes This episode explores life path character creation systems — an alternative to traditional menu-driven D&D character building — examining how different RPGs integrate backstory directly into mechanics and narrative identity. The hosts contrast standard Dungeons & Dragons character creation, where mechanics and story can exist independently, with life path approaches that embed history into character structure and development. Instead of assembling a build from selectable options, lifepath systems simulate formative experiences through randomized or semi-structured progression. Life path creation is framed as a form of "session negative one" — a prologue where the character's life unfolds before play begins. Characters might be recruited, drafted, fired, injured, or otherwise transformed during creation, sometimes even dying before gameplay begins (famously in Traveller). This approach produces characters with rich histories and emotional weight while removing optimization control — emphasizing emergent narrative over build efficiency. The conversation examines multiple implementations: D&D (Xanathar's Guide) Random tables generate birthplace, family structure, and life events. These tools help players — especially newcomers — construct organic backstories and roleplaying hooks without mechanical impact. Pathfinder (Ultimate Campaign) A background generator integrates story and mechanics through traits, flaws, and narrative modifiers tied to ancestry, upbringing, and experiences — encouraging characters built from story outward rather than optimization inward. Traveller Presented as the canonical lifepath system, characters advance through four-year career terms determined by rolls and stats. Players attempt education, military service, or careers and face survival checks, advancement, injury, debt, or social gain — producing veterans shaped by experience rather than archetype selection. Across systems, the hosts emphasize that lifepath creation trades predictability for storytelling power — generating flawed, surprising, and memorable characters that feel lived-in before session one begins. The episode ultimately frames lifepaths as a creativity engine: Excellent for players who struggle with backstories Great for emergent storytelling Occasionally traumatic for min-maxers Because sometimes you wanted to be an astronaut — and instead you lost a leg in character creation. Key Takeaways Life path character creation vs traditional D&D character creation Menu-driven builds separate mechanics from narrative, while lifepaths integrate backstory-driven RPG character generation into mechanics and identity "Session Negative One" storytelling approach Lifepaths act as playable prologues generating history through simulated events Randomization encourages emergent roleplay Tables and rolls produce unexpected backgrounds that spark creativity and character depth Optimization vs storytelling tension Lifepaths prioritize narrative authenticity over build control, often frustrating min-max players D&D Xanathar's system — narrative only Useful for generating flavor and roleplay hooks without mechanical changes Pathfinder background generator — mechanical integration Traits, flaws, and story feats connect upbringing to gameplay bonuses Traveller — full simulation lifepath model Career progression, survival checks, and aging create veteran characters with lived histories Ideal use cases Players struggling with creative backstories Groups seeking collaborative storytelling depth Campaigns emphasizing narrative immersion Core philosophical takeaway Characters don't begin at Level One — they arrive shaped by experience Lifepaths transform character creation from assembly to biography Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
We're talking to WF Smith, a.k.a. Prismatic Wasteland, the blogger and game designer behind Barkeep on the Borderlands and the currently heistfunding Into the Oddish. 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.If you want to chat about the episode, join our Discord. And check us out on Patreon for extra episodes!
In Volume 1 of The Best of The Secret Cabal Gaming Podcast, we're cracking open the vault and revisiting some of the wildest, weirdest, and most unforgettable moments from the show's history. We're talking chicken wing sauce on the cards, Catwoman miniatures, Turkey Man, the Wood Booger, anal beads, Chris playing with a pig, Steve Dice Clay, Tony's bathroom habits and night terrors, and almost getting kicked out of Origins Game Fair. It's wild, crazy, bananas, boombastic, brilliant, magnificent, monumental and meshugenah - it's The Secret Cabal Gaming Podcast.
What if your D&D campaign didn't just look and sound immersive… but smelled immersive too?In this episode, we sit down with Scott from Scented Realms to talk about how fantasy-themed scents are transforming tabletop RPGs, Dungeons & Dragons sessions, and immersive storytelling experiences. From taverns and forests to dragon lairs and dark dungeons, Scented Realms is creating scent profiles designed to bring your TTRPG worlds to life in a whole new way.If you're a DM looking to level up your game, a TTRPG fan who loves immersion, or a creator exploring multi-sensory storytelling, this interview is for you.
Sam Richardson (Detroiters, The After Party) joins Heather, Nick and Matt to talk about building gaming PCs and Roguelite RPGs! Check out our brand new merch at kinshipgoods.com/getplayed Follow us on social media @getplayedpodMusic by Ben Prunty benpruntymusic.com Art by Duck Brigade duckbrigade.com For our exclusive show Get Played DLC, ad-free main feed episodes, our complete back catalogue including How Did This Get Played? episodes go to patreon.com/getplayed Join us on our Discord server here: https://discord.gg/getplayed Wanna leave us a voicemail? Call 616-2-PLAYED (616-275-2933) or write us an email at getplayedpod@gmail.com Advertise on Get Played via Gumball.fm All of our links can be found at linktree.com/getplayedpodSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
//The Wire//1900Z February 23, 2026////ROUTINE////BLUF: SECRET SERVICE NEUTRALIZES GUNMAN AT MAR-A-LAGO. BUILDUP CONTINUES IN MIDDLE EAST AS MASS EVACUATIONS BEGIN. CONFLICT REMAINS INTENSE IN MEXICO.// -----BEGIN TEARLINE----- -International Events-Mexico: Following yesterday's intense fighting in Jalisco, most airlines have canceled flights out of Guadalajara and Puerto Vallarta. The main hospital in Guadalajara was evacuated for a few hours, after CJNG forces threatened to attack the facility due to rumors that wounded Federal forces were being treated there. The National Guard base in San Juan de Los Lagos was attacked with explosives (possibly RPGs), which resulted in several casualties.Far to the north, schools throughout Baja and Tijuana have been cancelled for all levels of education until further notice, and various Cartel-affiliated social media pages have declared a 10:00pm curfew for civilians, announcing that anyone caught outside after this hour will be shot.Concerning casualties sustained so far, Government forces report a total of 25x KIA as of this morning, most of which occurred as a result of the attack on the National Guard base. For CJNG, casualties are not known, as they usually withdraw with their wounded/dead without disclosing casualty figures until much later (if at all).Analyst Comment: Officially, the position of the Federal government is that absolutely nothing is happening whatsoever. This morning, President Sheinbaum stated several times that no blockades were in place, no engagements took place at all this morning, and everything is perfectly calm. This is mostly a lie, as multiple arson attacks have been reported this morning, but it's the story that the federales are sticking to. It is true that the knee-jerk response yesterday was an intense flash-in-the-pan, however much more substantial resources are staging throughout the nation, as many different cartels get ready for a protracted fight, if that is the chosen course of action.At lower levels of government, officials are not taking any chances. Authorities being concerned enough to cancel classes and close businesses in Baja is interesting as most people thought that this state was entirely controlled by the Sinaloa Cartel...not CJNG. This also means that conflict is likely to spread throughout the country, not just Jalisco where the violence first began. Cross border-conflict has not yet been observed in American border towns just yet, however with the speed at which hostilities have developed, a hot, shooting war can break out in any location at any time.-HomeFront-Florida: Over the weekend, a suspected assassination attempt was reported at Mar-a-Lago, after an assailant armed with a shotgun and incendiary materials breached the inner perimeter of the compound. Sunday morning, the US Secret Service posted a press statement confirming that one suspect had been killed at Mar-a-Lago after breaching a perimeter fence.Analyst Comment: Due to the sensitivity of the site, zero details have been provided on where the suspect breached the fence, or where the individual was engaged within the compound. No information has been posted regarding the shooter's identity or motive for the attack.-----END TEARLINE-----Analyst Comments: In the Middle East, wartime preparations continue as before. Meanwhile on the diplomatic front, negotiations between the United States and Iran are scheduled to resume in Geneva on Thursday. Over the weekend, the Iranian diplomatic delegation was presented with a letter from the United States, outlining the proposals for limits on the Iranian missile program. As the Iranians have stated from the very start that their missile program itself is not up for discussion in any way, they returned the letter, reportedly unopened. At the time, most surmised that this was the last chance the Iranians h
"If [I] start thinking about the details, [I] will either go down the wrong pathand not record or [I'll] talk [my]self out of it." ISBW 22.3 I finally finished the archives, and learned quite a bit about myself, not all good things. We also touch on Hugo season, book club scams, and AI publicists. This post went live for supporters on February 20, 2026. If you want early, ad-free, and sometimes expanded episodes, support at Patreon! Notes I FINISHED THE ARCHIVES! Now I just have to figure out how to release them. Hugo voting is open! I'm playing Dispatch and Clair Obscur, which are going to be my nominations for the Best Game Hugo. Dispatch has made me think a lot about interactive fiction. Beware the newest book club scam. I want to stream some solo-RPGs. I'm considering ION HEART, Midnight Muscadines, and A Perfect Rock. Annalee Newitz and Charlie Jane Anders made pure gold with Our Opinions Are Correct. Check out my 2026 appearances thus far! Next one is Ret-Con in Durham, NC, March 6-8. Evergreen Links Like the podcast? Get the book! I Should Be Writing. Socials: Bluesky, Instagram, YouTube, Focusmate Theme by John Anealio Support local book stores! Station Eternity, Six Wakes, Solo: A Star Wars Story: Expanded Edition and more! OR Get signed books from my friendly local store, Flyleaf Books! — Some of the links above may be affiliate, allowing you to support the show at no extra cost to you. You can also support by leaving a Spotify or Apple review! CREDITS Theme song by John Anealio, art by Numbers Ninja, and files hosted by Libsyn. Get archives of the show via Patreon. February 23, 2025 | ISBW 22.3 | murverse.com "977 Episodes: What Have I Learned?" by Mur Lafferty is licensed under CC BY-NC-SA 4.0 In case it wasn't clear: Mur and this podcast are fully supportive of LGBTQ+ folks, believe that Black Lives Matter, and trans rights are human rights, despite which direction the political winds blow. If you do not agree, then there are plenty of other places to go on the Internet.
In this episode of the Game Deflators podcast, hosts John and Ryan discuss their recent game pickups, including horror titles and RPGs, and share insights on the gaming industry, including Sony's monetization strategies and the closure of Bluepoint Games. They also review Michael Jackson's Moonwalker, highlighting its gameplay and nostalgic value, while addressing broader industry trends and controversies in fast news segments. 00:00 Introduction to the Game Deflators Podcast 01:27 Recent Game Pickups and Discussions 06:00 Current Gameplay Experiences 10:12 Fast News and Industry Insights 24:53 The Necessity of Mini Games in Storytelling 27:50 Monetization Strategies for PS5 33:00 The Closure of Bluepoint Games 38:42 Michael Jackson's Moonwalker: A Retro Review Find us on TheGameDeflators.com Twitter - www.twitter.com/GameDeflators Facebook - www.facebook.com/TheGameDeflators Instagram - www.instagram.com/thegamedeflators The views and opinions expressed on this channel are solely those of the author. The content within these recordings are property of their respective Designers, Writers, Creators, Owners, Organizations, Companies and Producers. Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted. Permission for intro and outro music provided by Matthew Huffaker http://www.youtube.com/user/teknoaxe 2_25_18
Join the RPGBOT crew as they wrap up their Pulp Cthulhu experiment — answering listener questions, unpacking mechanics, debating wizard builds, and confirming once and for all that Pulp Cthulhu is less "existential dread" and more "Indiana Jones punches Nazis with a jetpack." Show Notes The finale Q&A session closes out the RPGBOT Quickstart series on Pulp Cthulhu with a reflective, mechanics-focused discussion on how the system actually played at the table. Framed as a conversation between players and Keeper, the episode explores whether the rules felt intuitive, what stood out, and how pulp action changes the traditional Call of Cthulhu experience. The discussion opens with character advancement — a system largely inherited from Classic Call of Cthulhu. Skills that succeed during play are marked, and during the development phase players roll to see if they improve — ironically increasing faster in weaker skills than stronger ones. This reinforces the system's organic growth model and is supplemented in Pulp by rewards like bonus Luck for completing story arcs. From there, the hosts explore how survivability mechanics shift the tone. Luck emerges as a defining feature of pulp play, enabling cinematic survival and bold risk-taking. The group reflects on moments where characters survived explosive stunts specifically because Luck allowed them to — a core distinction from the deadlier classic ruleset. Combat mechanics and optimization debates dominate the mid-episode. The team examines whether investing in unarmed combat can ever compete with firearms, concluding that while high damage bonuses and melee weapons help, impaling weapons and guns remain significantly deadlier due to extreme success multipliers. This highlights the game's grounded lethality — fists can work, but physics (and dice math) favor bullets. The Q&A also ventures into magic, psychic powers, and build decisions. Spellcasting is contextualized as powerful but dangerous, balanced by sanity costs and narrative risk. Psychic abilities, meanwhile, shine in investigation-driven play, especially those focused on information gathering rather than raw damage. Beyond mechanics, the episode emphasizes tone. Pulp Cthulhu thrives on cinematic improvisation and narrative escalation — encouraging Keepers to "yes-and" player creativity while maintaining credible stakes. The system sits between absurd heroics and genuine peril, echoing adventure films where quips and danger coexist. Balancing that tone is presented as the central challenge for running the game effectively. The session concludes with reflections comparing Classic and Pulp styles. Players note that pulp's higher success rates and survivability foster emotional investment and character attachment, contrasting with the grim inevitability of failure common in classic play. Ultimately, the Q&A serves as both debrief and endorsement — showcasing Pulp Cthulhu as a system that rewards boldness, supports cinematic storytelling, and invites players to lean into chaotic adventure while still respecting cosmic horror roots. Key Takeaways Character advancement mirrors Classic Call of Cthulhu — succeed during play, roll during development, and weaker skills grow fastest. Completing story arcs can reward extra Luck, reinforcing heroic pulp progression. Luck fundamentally changes survivability, enabling high-risk cinematic actions. Guns dominate combat efficiency due to impale mechanics and damage scaling. Melee can compete with investment and weapon choice, but fists alone lag behind ranged lethality. Psychic and investigative abilities often outperform damage powers in mystery-focused play. Spellcasting offers powerful tools but trades stability for sanity and narrative risk. Pulp tone encourages improvisation and cinematic problem-solving over tactical rigidity. Keeper skill lies in balancing absurd heroics with meaningful stakes. Compared to Classic, Pulp promotes character attachment through higher success and survivability. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Every tabletop party eventually meets the same terrifying monster: Not a dragon. Not a lich. Not even a gelatinous cube. No — it's the moment the GM says: "Okay… what do you say to the Duke?" Suddenly the barbarian who decapitated three ogres can't order soup, the bard becomes a hostage negotiator, and someone is Googling "how to Persuasion check in real life." This episode of the RPGBOT.Podcast dives headfirst into the chaotic intersection of roleplay, mechanics, and social awkwardness — breaking down how social skills in TTRPGs, navigating complex social encounters, and roleplaying character interactions can turn conversations into some of the most memorable moments at the table. Show Notes In this episode, the RPGBOT crew explores the nuanced world of social skills in tabletop roleplaying games, unpacking how conversation, persuasion, deception, and negotiation function as core gameplay pillars alongside combat and exploration. The discussion centers on the challenge of translating real-world communication into structured mechanics — and how systems like D&D social interaction checks, Pathfinder diplomacy mechanics, and broader TTRPG roleplay frameworks attempt to balance player performance with character capability. The hosts examine how navigating complex social interactions in TTRPGs often requires collaboration between players and Game Masters. They discuss the importance of establishing expectations around roleplay depth, whether tables prioritize immersive acting or streamlined dice-driven resolution. Through examples ranging from tense political intrigue to comedic tavern banter, the episode highlights how roleplaying character personality traits, leveraging skill proficiencies, and creative problem-solving in narrative encounters can shape outcomes without drawing a weapon. Attention is also given to GM facilitation strategies, including setting clear stakes for social encounters, rewarding clever dialogue, and avoiding binary success/failure outcomes. The conversation underscores how layered NPC motivations, faction dynamics, and evolving story consequences elevate social encounter design for Game Masters beyond simple skill checks into meaningful storytelling tools. Ultimately, the episode frames social play as a vital storytelling engine — encouraging players to embrace vulnerability, experimentation, and collaborative narrative building. Whether negotiating peace treaties, bluffing through palace intrigue, or convincing a dragon not to eat you, mastering tabletop roleplaying social mechanics expands the emotional and strategic scope of any campaign. Key Takeaways Social encounters are a core gameplay pillar alongside combat and exploration in modern TTRPG design Balancing player roleplay ability vs character skill stats is essential for fairness and immersion Clear expectations at Session Zero help define roleplay depth and mechanical reliance Dice rolls should support narrative outcomes — not replace meaningful interaction GMs can improve engagement by defining stakes, motivations, and consequences for NPCs Layered social encounters encourage creative problem-solving beyond combat solutions Rewarding clever dialogue and character-driven choices strengthens table investment Failure in social situations should create story complications, not dead ends Strong social play enhances campaign tone, character development, and group collaboration Mastering TTRPG communication and persuasion mechanics leads to richer storytelling moments Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
We had so much fun talking with Danielle Yang about the potential of tabletop role-playing games as a component of behavior analytic skill acquisition treatment from a research perspective. But in case that wasn't enough to give you a sense of what such an ABA session could look like, Danielle returns to run Rob and school psychologist/BCBA, Matt Carter, through a demo session of RPGs as a framework for teaching mindfulness and denial tolerance. Will Matt and Rob learn to be more flexible? Or will the impassable mushroom village be their doom? Interested in learning more about this topic? Danielle offers a deeper-dive course into the use of RPGs in treatment and skill planning. You can also join her Discord to chat with other RPG/ABA practitioners.
In Episode 339, Don and Jamie kick things off by talking about their upcoming trip to TotalCon in Massachusetts. Then the gang dives into the games they've been playing, including Troyes, The Voynich Puzzle, 12 Rivers, On Mars, Toy Battle, 3 Tricky Pigs, and a feature review of Xenology by Dan Manfredini, published by Play to Z. After Tony T delivers his news segment, the fellas wrap things up with a discussion about how players interface with board games. Troyes: 00:05:45, The Voynich Puzzle: 00:11:07, 12 Rivers: 00:22:22, On Mars: 00:32:36, Toy Battle: 00:39:48, 3 Tricky Pigs: 00:53:50, Xenology Review: 00:56:47, News with Tony T: 01:25:09, Board Game User Interface: 02:26:17. Check out our sponsors Restoration Games at https://restorationgames.com/ and Game Toppers at https://www.gametoppersllc.com/.
A kobold approaches! He's looking for someone to help him with his social skills to gain greater friends at the taverns. Do you roll for behavior analysis clinical skills? Or attack him with your +2 broadsword? While we've definitely discussed role-playing activities in training contexts, recent years have seen a huge increase in interest in gamification in learning a variety of skills. One area of research is in the use of tabletop role-playing games in therapeutic and clinical settings. But is there any research to back up the hype? This week we're joined by active RPG player clinical user, Danielle Yang, to dive into the research base as we work to answer the question: could the use of RPGs in treatment be considered behavior analytic? Interested in learning more about this topic? Danielle offers a deeper-dive course into the use of RPGs in treatment and skill planning. You can also join her Discord to chat with other RPG/ABA practitioners. And keep your eye out for a bonus episode this month where we'll be demoing just HOW a tabletop RPG could be used in a clinical setting. This episode is available for 1.0 LEARNING CEU. Articles discussed this episode: Arenas, D.L., Viduani, A., & Araujo, R.B. (2022). Therapeutic use of role-playing game (RPG) in mental health: A scoping review. Simulation and Gaming, 53, 285-311. doi: 10.1177/10468781211073720 Yuliawati, L., Wardhani, P.A.P., & Ng, J.H. (2024). A scoping review of tabletop role-playing game (TTPRG) as a psychological intervention: Potential benefits and future directions. Psychology Research and Behavior Management, 17, 2885-2903. doi: 10.2147/PRBM.S466664 Helbig, K.A., (2019). Evaluation of a role-playing game to improve social skills for individuals with ASD. [Doctoral dissertation, University of Southern Mississippi]. Aquila Digital Community. https://aquila.usm.edu/dissertations/1673 If you're interested in ordering CEs for listening to this episode, click here to go to the store page. You'll need to enter your name, BCBA #, the two episode secret code words, and answers to the knowledge check questions to complete the purchase. Email us at abainsidetrack@gmail.com for further assistance.
The gas leak isn't the only thing in the air; so is love!Whether you spent Valentine's day with that special someone or that special someone is you, we've got an episode full of our favourite romanceable NPCs in RPGs, with a game show twist! Nadia, Eric, and Victor tell on themselves while trying to read each other's minds. All that and more on a very lovely episode of Axe of the Blood God. Subscribe for bonus episodes and discord access at https://www.patreon.com/bloodgodpod and celebrate our 10th Anniversary with new merch at https://shop.bloodgodpod.com Also in this episode: Discord is introducing their age-verification system; what we're doing about it Timestamps: 09:28 - Main Topic - Valentine's Day Special - Round 1 - Fire Emblem 21:20 - Round 2 - Mass Effect 36:56 - Round 3 - Stardew Valley 52:04 - Round 4 - Harvest Moon 1:04:56 - Round 5 - Dragon Quest 1:09:44 - Round 6 - Final Fantasy 1:22:04 - Round 7 - Pokemon Champions 1:30:40 - Round 8 - Tales of Symphonia 1:37:32 - Round 9 - Baldur's Gate 1:44:56 - Round 10 - Love and Deepspace 44:37 - Random Encounters (minibosses) 01:20:30 - Nadia's Nostalgia Nook Music Used in this Episode: Do Your Best - [Breath of Fire III] A Curious Tale - [Secret of Mana] Learn more about your ad choices. Visit megaphone.fm/adchoices
Hark and well met, noble Cabalists! Return ye now to the dust-laden tomes and candlelit halls of the Dungeon Master's Ludus, that ancient library of wisdom and whispered lore. On this day, the Lords gather in solemn counsel to ponder a matter most sacred to all who bear the mantle of Storycrafter - the elusive spark of inspiration. Come then, and let us speak of where ideas flare bright as dragonfire bringing forth sagas of brave heroes, dark ruins, and fearsome beasts.
Dragon Quest 7 Reimagined makes one of the longest, most ambitious RPGs into something more manageable: a swashbuckling sprint through a book of fractured fairy tales. Whether or not you like that change of temp likely depends on your history with the series. Meanwhile, Nioh 3's first boss is the skill check from hell. Why would game designers build a wall between the player and the fun? Get the full list of games (and other stuff) discussed at www.besties.fan. Want more episodes? Join us at patreon.com/thebesties for three bonus episodes each month!