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We survived the subclasses. We survived the wizard subclasses. Now Arcana Unleashed Part 3 asks the truly dangerous questions: What if every wizard got a Pokémon? What if every magical faction agreed that the Ninth Quill sucks? And what if an invisible imp could carry your entire adventuring party through a wall while you relax inside a genie lamp like the world's most heavily armed first-class passengers? This week, we're digging into the rest of Arcana Unleashed, including new backgrounds, feats, spells, magical factions, evolving magic items, monsters, and a dungeon puzzle whose greatest challenge is apparently identifying which end of a snake has the head. Welcome aboard Infernal Air. Please keep your arms, legs, and extraplanar vessels inside the familiar at all times. Show Notes We've covered the Arcana Unleashed subclasses. We've given Tyler an entire episode of wizard content. Now it's time to dig through everything else Wizards of the Coast packed into the book, and there is a lot more here than we expected. We start with the new Arcana Unleashed backgrounds and origin feats, where the results range from flavorful-but-forgettable to options that could seriously change how characters are built. Familiar Friend immediately gets our attention, especially once the rest of the familiar feats enter the picture. Arcane Warrior opens wizard cantrips to characters with Fighting Styles, while the new school-specific Adept feats offer spellcasters ways to steal spells and tricks from outside their usual class options. Then things get weird. Battle Familiar might be one of the strongest new D&D 2024 spells in Arcana Unleashed. It looks suspiciously like Summon Beast, except it does not require concentration, which means there is very little reason not to have one running whenever possible. Add familiar feats, Conjurer interactions, Necromancer options, and Pact of the Chain nonsense, and suddenly your adorable magical pet is an active participant in breaking the action economy. We also discover that Otherworldly Familiar lets a familiar move through walls, which naturally leads to an invisible imp carrying a Genie Warlock's vessel, and potentially the entire party, directly through the dungeon. Congratulations. You have invented Infernal Air and apparently solved dungeon crawling. The new Arcana Unleashed spells keep the chaos going. Detonation inspires the return of bag-of-rats logic, Mordenkainen's Lucubration provides an expensive way to trade higher-level spell slots for lower-level ones, and Summon Dinosaur requires very little explanation because sometimes the spell name is already doing all the work. Beyond character options, Arcana Unleashed includes advice for building magic-heavy campaign settings, creating magical traditions, defining society's relationship with magic, and using group patrons. The magical faction system expands that idea with organizations tied to each school of magic, complete with goals, renown rewards, relationships, player options, and Bastion facilities. Some are noble. Some are creepy. The Crucible Keepers apparently treat magical disasters like sporting events. The Bringers of the Cosmic Dawn have decided transmutation needed more body horror. The Covenant of the Grave gives necromancy a surprisingly thoughtful treatment. And nearly everybody hates the Ninth Quill because, as it turns out, being an organized magical crime syndicate is not a great way to make friends. We also dig into the new D&D evolving magic item rules. There are several premade examples, a simple system for upgrading items into higher-rarity versions, and a more flexible framework for adding new powers as an item grows. The concept is useful, particularly for DMs building long-term rewards, even if we wish the book gave us a lot more material to work with. Arcana Unleashed also brings back creatures like the baelnorn, introduces archmages themed around the schools of magic, and includes the level 1 adventure Tomb of the Shadow Serpents. Venger has apparently created a multiversal dungeon-based recruitment program where surviving a few traps and assembling three pieces of a snake qualifies you for employment in an evil organization. Which explains a lot about Venger's career. By the end of our Arcana Unleashed Part 3 review, the mechanics remain the strongest part of the book. The feats offer some genuinely interesting character-building options, the familiar material could have a major impact on D&D 5e character optimization, and the spells contain several standouts. The magical factions and worldbuilding material provide useful starting points for DMs, while the evolving magic item system feels like a good idea that we wish had been given more room to grow. And Battle Familiar probably needs concentration. Seriously. Key Takeaways Arcana Unleashed adds ten backgrounds and origin feats, with Familiar Friend standing out because it dramatically improves familiar survivability and unlocks the book's additional familiar feats. Arcane Warrior gives Fighters, Paladins, Rangers, and other characters with Fighting Styles access to wizard cantrips, opening up plenty of new D&D 2024 character build options. The school-specific Adept feats provide new spells and magical abilities, effectively offering lightweight versions of the eight schools of magic to characters outside the Wizard class. Battle Familiar is one of the biggest mechanical standouts in the book. Its lack of concentration creates extremely powerful interactions with familiars, summoners, Conjurer Wizards, Necromancer Wizards, and Pact of the Chain Warlocks. The Arcana Unleashed magical factions give DMs ready-made organizations for Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation, complete with renown rewards and faction-specific Bastion facilities. The new evolving magic item rules provide a solid framework for D&D campaigns where weapons, armor, wands, and other magical equipment grow alongside their owners, although the system could use more examples and options. Tomb of the Shadow Serpents is a simple level 1 dungeon crawl built around Venger recruiting adventurers for future schemes. The loot is surprisingly generous, the encounters are straightforward, and the snake puzzle may be the greatest threat ever posed to player overthinking. Overall, Arcana Unleashed Part 3 reinforces the book's biggest strength: mechanics. The feats, spells, familiar options, and character customization tools are much stronger than the lighter worldbuilding material, and several options look likely to become significant parts of the D&D 5e 2024 optimization landscape. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Treantmonk joins us to talk about Wizards, which means we're about to spend an unreasonable amount of time discussing concentration saves, initiative bonuses, spell selection, and why standing anywhere near the enemy is a terrible lifestyle choice. We're taking the 2014 Wizard from levels 1 through 7, starting with a fragile academic who can be killed by an aggressively thrown sandwich and ending with a battlefield-control monster who can Web half the room, Fireball the other half, and still have enough magic left over to argue about which subclass is best. Along the way, we discover the Muscle Wizard, question why Medicine is still a skill, turn a spellbook into an arcane Predator drone, and once again prove that the strongest Wizard strategy is simple: Go first. Stay far away. Don't lose concentration. Easy. Show Notes Treantmonk joins Tyler, Ash, and Randall as we start building the 2014 D&D 5e Wizard from levels 1 through 7. We kick things off with ability scores, skills, defenses, and the eternal Wizard question: how much effort should you put into not immediately dying? That leads naturally into armor dips, Constitution saves, initiative, and why keeping concentration is often more important than squeezing out a little more damage. Then we get into subclasses. War Magic gets plenty of attention for its defensive tools and initiative bonus, Divination continues being Divination, Illusion gives Ash plenty to work with, and Order of Scribes eventually lets Tyler use his spellbook like a magical surveillance drone. Transmutation is also discussed. We'll leave it at that. Then comes the real Wizard experience: picking spells. Shield, Mage Armor, Find Familiar, Absorb Elements, and Magic Missile get us started before the gloves come off and everyone starts fighting over Web. From there we hit Fireball, Hypnotic Pattern, Slow, Fear, Counterspell, Tiny Hut, Summon Undead, Arcane Eye, Sickening Radiance, Greater Invisibility, Banishment, Polymorph, and enough other spells to remind everyone why building a Wizard takes three hours and a spreadsheet. By the end, one thing is very clear: Wizards don't need to solve every problem with damage. But they absolutely can. Key Takeaways The Wizard's biggest class feature is still its spell list. Your subclass matters, but your spell choices matter more. Protect your concentration. Positioning, Constitution saves, Shield, Absorb Elements, and simply refusing to stand next to angry monsters will keep your best spells running. Going first is incredibly powerful. War Magic gets a lot of love because dropping battlefield control before the enemy gets moving can completely change a fight. The classic Wizard staples are classics for a reason. Shield, Find Familiar, Mage Armor, Absorb Elements, Magic Missile, and rituals give you a ridiculous amount of mileage at low levels. Web is excellent. Everyone knows Web is excellent. This becomes a problem when multiple people are drafting spells and everybody wants Web. Third-level spells are where the Wizard really starts showing off. Fireball is Fireball, but Slow, Hypnotic Pattern, Fear, Counterspell, and other control options can be even more important depending on the fight. Don't build around a single saving throw or status effect. Having multiple ways to attack a problem keeps you useful when monsters inevitably refuse to cooperate with your favorite spell. Utility spells are a huge part of what makes Wizards so good. Scouting, teleportation, rituals, summons, battlefield control, and information gathering often solve problems before initiative is even rolled. Order of Scribes gets wonderfully weird once Manifest Mind enters the picture. Your floating spellbook can scout and act as the point of origin for your spells, turning your Wizard into a magical drone operator. And remember: dealing damage is technically a form of support if the thing threatening your party is no longer alive. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Embarked aboard the mega-yacht The Dream-Quest, Victor Coven and some of his associates are searching for the mythical Devil's Drift in the middle of the Bermuda Triangle that will supposedly lead them to a ‘dark paradise' beyond imagining; there to document the inevitable horrors to come are siblings Valentine and Richmond Tomlin, the daughter and son of Ginny and Hal Tomlin who accompanied Coven on another fated expedition so many, many years ago. Lets hope the Tomlin Family has better luck this time!Episode 1/3Content Warnings: Adult Language, Adult Situations, ProfanityThis audio play-through of Island of Dagon is a Real Play Games Podcast production. Island of Dagon is written by David Dudka and published by One Shot RPG. You can find the adventure, the OSRPG Horror ruleset, and numerous other exciting products from One Shot RPG just by typing ‘One Shot RPG' into your search bar on www.drivethrurpg.com. If you'd like to help support the show at no cost to you when you shop online for RPGs, feel free to use our affiliate link, it really helps!https://www.drivethrurpg.com/index.php?affiliate_id=177655Our theme song, Horror Singing 23 is performed by Cplomedia and used under a license that includes synch licensing.If you want to reach out to the Real Play Games Podcast, feel free to email us at realplaygamespodcast@gmail.com or reach us on Tumblr under RealPlayGamesPodcast or on Bluesky @realplaygamespod.bsky.social If you'd like to help support the show, as well as get early access to episodes, exclusive episodes, and behind-the-scenes looks at how we make our adventures, head on over to www.patreon.com/realplaygamespod and become a Patron today! Support the show
Episode #441 of BGMania: A Video Game Music Podcast. Today on the show, Bryan and Bedroth grab a fresh set of dice, argue over who gets to be the party's healer, and descend into the sprawling, dungeon-crawling, dragon-hoarding world that started it all: Dungeons & Dragons! From the earliest computer RPGs that ever dared to put a spellbook on a screen to modern MMORPG expansions, we're adventuring through a theme that basically wrote the rulebook for fantasy gaming as we know it. Roll for initiative, because you're gonna need it. We'll haggle in a castle shop, sneak through a hall built for the senses, ride a dragon into the sunset, get ambushed in the dark more than once, crash a vampire's nightclub, and end things with a knock on the door from a certain god of secrets as spooky season creeps ever closer. So grab your character sheet, sharpen your +1 dagger, and try not to split the party, because this one's a long campaign and we're just getting started. Email the show at bgmaniapodcast@gmail.com with requests for upcoming episodes, questions, feedback, comments, concerns, or any other thoughts you'd like to share! Special thanks to our Executive Producers: Jexak, Xancu, Jeff & Mike. EPISODE PLAYLIST AND CREDITS Title from Pool of Radiance [Wally Beben, 1990] Who Are You from Baldur's Gate 3 [Borislav Slavov feat. Mariya Anastasova, 2023] Castle Shoppe from Dungeons & Dragons: Heroes [Gary Spinrad, 2003] Spiral Battle from Dungeons & Dragons: Shadow over Mystara [Masato Kouda, 1996] Ending from DragonStrike [Yoshio Kobayashi & Yasuhiro Kawasaki, 1992] Outdoors 4 from Dark Sun: Wake of the Ravager [Ralph Thomas & George Sanger, 1994] Nym Pymplee the Goblin from Iron & Blood: Warriors [Michael Bross & Michael Goodis, 1997] Civic Festhall from Planescape: Torment [Richard Band, 1999] Tavern Sword Coast from Neverwinter Nights 2: Storm of Zehir [Andrew Barnabas & Paul Arnold, 2008] Dungeon Theme from Eye of the Beholder [Yuzo Koshiro & Motohiro Kawashima, 1994] Murderlin's Temple Challenge from Borderlands 2: Tiny Tina's Assault on Dragon Keep [Raison Varner, 2013] Ambush in the Dark from Solasta: Crown of the Magister [Maxime Hervé, 2021] Come Around from Vampire: The Masquerade – Bloodlines [Rik Schaffer, 2004] Turn the Page from Dungeons & Dragons Online: Vecna Unleashed [Bill Champagne, 2023] LINKS Patreon: https://patreon.com/bgmania Website: https://bgmania.podbean.com/ Discord: https://discord.gg/cC73Heu Facebook: BGManiaPodcast X: BGManiaPodcast Instagram: BGManiaPodcast TikTok: BGManiaPodcast YouTube: BGManiaPodcast Twitch: BGManiaPodcast PODCAST NETWORK Very Good Music: A VGM Podcast Listening Religiously
Four Wizards walk into Arcana Unleashed. One teleports around insisting that swapping places is exciting. One looks like somebody's tiefling dad going through a stage-magic phase. One brings an army of disposable skeletons specifically so he can blow them up. And the last one turns into a T-Rex and starts casting Disintegrate. Somehow, this is still a more functional party than most adventuring groups we've played in. Welcome back to Arcana Unleashed, where today's lesson is simple: Wizards apparently needed more things to do. Show Notes Part Two of our Arcana Unleashed review is all Wizards, all the time, and Tyler finally gets his moment. We start with the Conjurer, which continues its identity crisis between "master summoner" and "person who is really, really enthusiastic about Misty Step." Benign Transposition and its upgrades make teleportation useful, especially once Randall figures out how to combine swapping places with summoned monsters. But the real excitement comes later, when Durable Summons, Focused Conjuration, and Splintered Summons finally let the subclass lean into what everyone actually came here for: putting more creatures on the battlefield. Then we meet the Enchanter, whose artwork immediately gets described as a middle-aged tiefling dad who took up stage magic during a midlife crisis. The subclass gets better social skills, a much more playable version of Hypnotic Gaze, and some frustratingly limited spell-twinning. Things improve considerably at higher levels, especially when Alter Memories turns magical manipulation into full-on fantasy Men in Black nonsense. Necromancer is where things get wonderfully irresponsible. Undead familiars can finally contribute, Animate Dead gets stronger, summoned undead become tougher and hit harder, and eventually your disposable corpse army becomes a collection of walking necrotic grenades. Tyler tries repeatedly to explain the mathematical shortcomings of undead attack bonuses while Ash tries repeatedly to enjoy himself despite Tyler's best efforts. Finally, the Transmuter arrives with the traditional Transmuter's Stone, some questionable attempts to make Alter Self exciting, and a substantially improved Empowered Transmutation. Things really come alive with Shapeshifter, which lets the Wizard Polymorph themselves while keeping their mental abilities and continuing to cast qualifying Transmutation spells. Which leads to the discovery nobody knew they needed: T-Rex. Casting. Disintegrate. Arcana Unleashed (affiliate link) Arcana Unleashed: Deadfall (affiliate link) Fizban's Treasure of Dragons (affiliate link) AmateurJack.com - Recovery Long Rest - Cozy D&D Business Sim Key Takeaways Conjurer is much better when it remembers that people choosing Conjurer probably want to summon things, not just teleport slightly differently. Enchanter has some weak spots, but Instinctive Charm and Alter Memories offer genuinely fun tools for manipulation, infiltration, and absolutely horrifying roleplay possibilities. Necromancer may be the standout of the bunch. Stronger undead, useful familiars, better Animate Dead support, and exploding minions finally deliver the "commander of the dead" fantasy. Transmuter still has an unhealthy emotional attachment to its rock, but Empowered Transmutation and Shapeshifter give the subclass some genuinely exciting options. The most important rules discovery of the episode is that turning into a T-Rex apparently does not prevent you from solving problems with high-level Wizard magic. Tyler likes Wizards. Ash would like Tyler to stop explaining why the things Ash likes aren't as good as Ash thinks they are. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
O universo dos RPGs vai muito além dos grandes sistemas. Existem mundos, regras e experiências esperando para serem descobertos. E este é o Desvendando RPGs, mais um programa do RPG Next. Aqui, vamos conhecer diferentes sistemas de RPG através da leitura de seus livros, compartilhando suas regras, ideias e possibilidades com toda a comunidade. Sistemas conhecidos ou desconhecidos, antigos ou novos. Todos são bem-vindos, porque cada um tem algo a nos mostrar. Desvendando RPGs, o podcast que dá voz a diferentes sistemas de RPG. Uma produção RPG Next. NOVIDADE!!! Para tornar a sua experiência ainda mais fácil e prática, agora disponibilizamos nossos conteúdos exclusivos do Apoia.se também no Spotify! Assim, você pode acessar tudo em um só lugar, sem precisar alternar entre plataformas. Quer saber como ativar essa opção e ouvir nossos episódios exclusivos diretamente no Spotify? Acesse este artigo com o passo a passo: https://suporte.apoia.se/hc/pt-br/articles/30944727495579-Ou%C3%A7a-%C3%A1udios-exclusivos-da-APOIA-se-no-Spotify Obrigado por apoiar nosso trabalho! Seu suporte faz toda a diferença. Boletim Informativo RPG Next https://bit.ly/boletim-informativo-rpg-next O RPG Next agora tem um grupo oficial no Telegram! Venha trocar ideias, compartilhar suas aventuras e se conectar com outros jogadores apaixonados por RPG. Entre agora e faça parte dessa comunidade épica: https://t.me/RpgNextOficial . Acesse nossos conteúdos antecipados e exclusivos pelo APP do Apoia-se Disponível para Android e iOS! Google Play: https://play.google.com/store/apps/details?id=com.apoiasemobile&pli=1 iOS: https://apps.apple.com/us/app/apoia-se/id1665747795 https://www.rpgnext.com.br/produto/dungeons-and-dragons-starter-set-heroes-of-the-borderlands/ https://www.rpgnext.com.br/produto/dungeons-and-dragons-stranger-things-bem-vindo-ao-jogo-hellfire-club-adventure/ https://www.rpgnext.com.br/produto/dungeons-dragons-rpg-livro-do-jogador-portugues/ https://www.rpgnext.com.br/produto/dungeons-dragons-dungeon-masters-guide-livro-do-mestre-5-5e-portugues/ https://www.rpgnext.com.br/produto/dungeons-dragons-monster-manual-livro-dos-monstros-5-5e-portugues/ https://www.rpgnext.com.br/produto/dungeons-dragons-rpg-dungeon-masters-screen-2024/ Quer jogar RPG sem precisar montar grupo ou preparar nada? Agora você pode! Encontre todas as vagas on-line com Mestres de Aluguel no site do RPG Next e entre de cabeça em aventuras épicas conduzidas por narradores experientes! O serviço é pago e funciona por assinatura mensal, com cobrança exclusivamente via cartão de crédito. ♂️ O Mestre de Aluguel conduz toda a sessão — você só precisa escolher o sistema, montar seu personagem e se divertir! No site, você encontra um vídeo de apresentação e todas as informações sobre como participar, bem como link público para o grupo de WhatsApp de cada Mestre de RPG. Confira as mesas disponíveis agora em:https://www.rpgnext.com.br/categoria-produto/servico-de-mestre-de-aluguel/ SERVIDOR DO DISCORD - D&D BR: https://discord.gg/zYvhQETBEq APOIE NOSSA CAUSA! Nosso Plano de Assinaturas do APOIA.SE! Acesse e veja nossas recompensas para os apoiadores. https://rpgnext.com.br/doadores/ COMPARTILHE! Se você gostou desse Podcast de RPG, então não se esqueça de compartilhar! Nosso site é https://rpgnext.com.br, Nossa Campanha do APOIA.SE: https://apoia.se/rpgnext Facebook RpgNextPage, Grupo do Facebook RPGNext Group, Instagram RPG Next Oficial, Bluesky rpgnext.bsky.social, Canal do YouTube, Vote no iTunes do Tarrasque na Bota e no iTunes do RPG Next Podcast com 5 estrelas para também ajudar na divulgação! DEIXE SEU FEEDBACK! Se quiser deixar seu feedback, nos envie um e-mail em contato@rpgnext.com.br ou faça um comentário nesse post logo abaixo. Seu comentário é muito importante para a melhoria dos próximos episódios. Beleza? Muito obrigado pelo suporte, pessoal! Links para MÚSICAS e SFX sob a licença Creative Commons Tabletop Audio (tabletopaudio.com): Licenciado sob Creative Commons: Attribution-NonCommercial-NoDerivatives 4.0 License (https://creativecommons.org/licenses/by-nc-nd/4.0/) 'Soar' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au Contato Instagram / Facebook / Bluesky / TikTok / YouTube
Four Wizards walk into Arcana Unleashed. One teleports around insisting that swapping places is exciting. One looks like somebody's tiefling dad going through a stage-magic phase. One brings an army of disposable skeletons specifically so he can blow them up. And the last one turns into a T-Rex and starts casting Disintegrate. Somehow, this is still a more functional party than most adventuring groups we've played in. Welcome back to Arcana Unleashed, where today's lesson is simple: Wizards apparently needed more things to do. Show Notes Part Two of our Arcana Unleashed review is all Wizards, all the time, and Tyler finally gets his moment. We start with the Conjurer, which continues its identity crisis between "master summoner" and "person who is really, really enthusiastic about Misty Step." Benign Transposition and its upgrades make teleportation useful, especially once Randall figures out how to combine swapping places with summoned monsters. But the real excitement comes later, when Durable Summons, Focused Conjuration, and Splintered Summons finally let the subclass lean into what everyone actually came here for: putting more creatures on the battlefield. Then we meet the Enchanter, whose artwork immediately gets described as a middle-aged tiefling dad who took up stage magic during a midlife crisis. The subclass gets better social skills, a much more playable version of Hypnotic Gaze, and some frustratingly limited spell-twinning. Things improve considerably at higher levels, especially when Alter Memories turns magical manipulation into full-on fantasy Men in Black nonsense. Necromancer is where things get wonderfully irresponsible. Undead familiars can finally contribute, Animate Dead gets stronger, summoned undead become tougher and hit harder, and eventually your disposable corpse army becomes a collection of walking necrotic grenades. Tyler tries repeatedly to explain the mathematical shortcomings of undead attack bonuses while Ash tries repeatedly to enjoy himself despite Tyler's best efforts. Finally, the Transmuter arrives with the traditional Transmuter's Stone, some questionable attempts to make Alter Self exciting, and a substantially improved Empowered Transmutation. Things really come alive with Shapeshifter, which lets the Wizard Polymorph themselves while keeping their mental abilities and continuing to cast qualifying Transmutation spells. Which leads to the discovery nobody knew they needed: T-Rex. Casting. Disintegrate. Arcana Unleashed (affiliate link) Arcana Unleashed: Deadfall (affiliate link) Fizban's Treasure of Dragons (affiliate link) AmateurJack.com - Recovery Long Rest - Cozy D&D Business Sim Key Takeaways Conjurer is much better when it remembers that people choosing Conjurer probably want to summon things, not just teleport slightly differently. Enchanter has some weak spots, but Instinctive Charm and Alter Memories offer genuinely fun tools for manipulation, infiltration, and absolutely horrifying roleplay possibilities. Necromancer may be the standout of the bunch. Stronger undead, useful familiars, better Animate Dead support, and exploding minions finally deliver the "commander of the dead" fantasy. Transmuter still has an unhealthy emotional attachment to its rock, but Empowered Transmutation and Shapeshifter give the subclass some genuinely exciting options. The most important rules discovery of the episode is that turning into a T-Rex apparently does not prevent you from solving problems with high-level Wizard magic. Tyler likes Wizards. Ash would like Tyler to stop explaining why the things Ash likes aren't as good as Ash thinks they are. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Hey Now, Cabalists! Uh oh, Mia the cat is cause havoc in the household! After Chris gets his house in order we dive into the games we've been playing, including The Lord of the Rings Circle of Conflict, Happiest Cat in the World, Arkham Horror, The Gang, Cozy Stickerville, and feature Bloodstones designed by Martin Wallace. After Tony T's Tabletop Gaming News segment, the gang wraps things up by tackling a batch of listener-submitted questions. The Lord of the Rings Circle of Conflict: 00:02:58, Happiest Cat in the World: 00:15:43, Arkham Horror: 00:21:57, The Gang: 00:32:35, Cozy Stickerville: 00:45:45, Bloodstones Review: 00:56:58, News with Tony T: 01:34:08, A Short Topic Extravaganza: 02:36:09. Check out our sponsors Restoration Games at https://restorationgames.com/, Game Toppers at https://www.gametoppersllc.com/ and Prester's Painting at https://www.presterspainting.com/
Use code AETHER20 at checkout for 20% off your first year of Pika!Sometimes dinner is just whatever you can fit in a pot. Sometimes an episode of a video game podcast is whatever you can fit into an mp3 file. Discussed: heartfelt gratitude, future plans, the potential return of Breath of Fire, Onimusha: Way of the Sword, Capcom's year, big RPGs on the horizon, Star Fox (2026), the many different approaches to a remake, Soulcalibur II, F1 Manager 2024, Ridge Racer 2 on many different devices, Blood DungeonFind us everywhere: https://intothecast.onlineBuy some merch, if you'd like: https://shop.intothecast.onlineJoin the Patreon: https://www.patreon.com/intothecast---Follow Stephen Hilger: https://bsky.app/profile/stephenhilger.bsky.socialFollow Brendon Bigley: https://bsky.app/profile/bb.wavelengths.onlineProduced by AJ Fillari: https://bsky.app/profile/ajfillari.bsky.social---Season 8 cover art by Scout Wilkinson: https://scoutwilkinson.myportfolio.com/Theme song by Will LaPorte: https://ghostdown.online/---Timecodes:(00:00) - Intro (00:20) - Thanks for listening to the PlayStation retrospective! (01:33) - PSX loose ends (03:10) - A reminder! (04:57) - Welcome to new listeners!!! (06:15) - Onimusha: Way of the Sword | Back to video games (39:04) - Break (39:06) - The gaming paella (39:21) - Star Fox | Starphen Hilfox (53:38) - Soulcalibur II | A soul still relaxes (55:19) - Fields of Mistria | The farm doesn't have a PS1 (59:53) - Ridge Racer 2 | The joys of going 300mph (01:15:09) - Nintendo chat | I just realized I should've been making these segments paella ingredients (01:17:27) - Blood Dungeon | A quick shoutout (01:24:57) - Fire Emblem comes out soon + Q4 (01:26:33) - This episode is a trick (01:27:21) - Wrapping up ---Thanks to all of our amazing patrons, including our Eternal Gratitude members:Michael CBrian MSuperThisWayNick GStarfallrondoSusan H0nlygh0stsVincent JPatrick KEd ASamantha DNorth HeroSam HSnzznGregory Mark SCmndr BiscuiticemanChristian HRydan BCaleb HArden FEye of the DuckKaleNathan EJ. H. AjoelchronoMellowMatthew BRobin LPSeekingSeakingJimmerszoey!Vinny MMattKerry KBrian MNoah DZach DChristopher TDHugo WToddChris BLukerfuffleStephen YDaniel GEric FTaran WBrendan OChris ZClayton MZach RDylan NFederico VTigerz RevengeLogan HAlan RJohn AMike LmattjanzzDavid MHeavyPixelsKaleb HTyler JCorey ZSusan HBarry TRobert RChris JBrett Allen HDan SJack SGarrett CjimiiboJohn HDirch FJim EJim WTristan LEvan BAwfulHanzomin2Aaron GJean HTodd Nred_wagonNeilPeter BJohn VvErik MRedmage77Joshua JTony LDanny KGibson GKate Duncan BRichard MDaniel NSeth MJamesAndy HDemoEmmaLyn ECorey TCaleb WJake LJesse WMike TCodesMatt BWesleymebezacAlex LSergio LninjadeathdogRory BA42PoundMooseRobert MMichael WAndrewthis_JUSTINRyan O14.3 billion yearsBrendan KMegan BSecretAgentKoalaNoah OArcturusAndrew WhepaheChase ALoveDiesNick QChris MRBKaren HAdam FScott HAlexander SMatt HMurrayDavid PJason KMicah OKamrin HAndrew DKyle SPhilip N ★ Support this podcast on Patreon ★
On this week's episode of The RPG Cave, Garret and Ryan talk about the cool RPG announcements from the latest Nintendo Direct, plus we give our hands on impressions of DRAGON QUEST MONSTERS: The Withered World!★ LINKS ★► Get Exclusive Perks on our Patreon: https://patreon.com/carpoolgaming► Join our amazing Discord community: https://discord.gg/eBKUyABg8U► Get your Carpool Gaming merch: https://carpoolgaming.com/► Check us out on Twitch: https://twitch.tv/carpoolgaminglive► Subscribe on YouTube: https://youtube.com/carpoolgaming► Follow on Bluesky: https://bsky.app/profile/carpoolgaming.com★ ULTIMATE PRODUCERS ★Brendan Myers AKA The_WinterGamerTony BakerTrucker Sloth★ PLATINUM PRODUCERS ★Brian Reese★ GOLD MEMBERS ★Adam KAwesomeDave1337BennyBrad MooreCecily CarrozzaDan & LumaDannohhEmily O'KelleyJon32LauraLigerWoods330Mr GigglesPatrice MallettePeje EPSmokeless JoeSteven KellerTechMikeTim Paullin
Author and game designer Tiffany Rose Nickel joins Nick on Epic Realms to talk about her journey through tabletop RPGs, writing, game design, and streaming. Tiffany discusses her Legends of Lemuria novels, the creation of One Page Dice Dungeons, her Resident Evil survival actual play RPG, and what she has learned from years of creating and running games. She also shares her philosophy on Game Mastering and why sometimes the best stories are the ones you never planned. We also look ahead at Tiffany's upcoming projects and her continued work as an independent creator in the tabletop gaming community. https://www.trnickel.com/
Arcana Unleashed is here, bringing new subclasses, spells, feats, magic items, and—most importantly—fresh opportunities for Tyler to find loopholes Wizards of the Coast absolutely did not intend. In Part 1, we discover that Clerics can apparently wizard better than Wizards, the Arcane Archer has finally been upgraded from "why?" to "okay, I guess," Monks can punch people and cast spells at the same time, and Warlocks can carry around the fading remains of a dead god like a supernatural emotional-support animal. Also, somewhere at Wizards of the Coast, an editor just felt a disturbance in the Force because Tyler realized you can shoot a magical darkness arrow into someone's shield. Show Notes We kick off our review of Arcana Unleashed, the new setting-agnostic collection of character options, rules, spells, magic items, factions, monsters, and other magical nonsense for D&D. The book isn't quite Tasha's-sized, but there's plenty here to keep us busy—which is why this review is absolutely becoming a series. Part 1 is all about subclasses, starting with the Arcana Domain Cleric. The old "what if my Cleric wanted to be a Wizard?" concept finally feels like it knows what it wants to be. Great Wizard spells, a nasty saving-throw penalty through Channel Divinity, and eventually access to high-level Wizard spells make this an extremely strong hybrid. Tyler immediately starts planning for Contingency and Wish, because of course he does. Then we revisit everyone's favorite subclass to forget exists: the Arcane Archer. It is unquestionably better than the 2014 version, which unfortunately clears a bar located somewhere beneath the basement. More Arcane Shot uses, better utility ammunition, and some genuinely cool later-level abilities help, but the subclass still struggles to generate much excitement. We also spend far too long discovering that Darkening Ammunition can apparently stick to any "solid surface," which means shields, possibly whales, and whatever other nonsense your table is willing to litigate. The Warrior of Mystic Arts Monk fares much better. Mechanically, it's essentially the Monk answer to the Eldritch Knight: punch things, cast Sorcerer spells, and eventually do both with increasingly ridiculous efficiency. The old Tattooed Warrior concept may have been more flavorful, but the finished version is clean, effective, and potentially terrifying once its spellcasting and Monk abilities start feeding into each other. Finally, we meet the Vestige Patron Warlock, where your patron is also your pet because apparently the traditional Warlock power dynamic wasn't complicated enough. Your Vestige can shift between Celestial, Fiend, and Undead forms, bringing different abilities along with it, and eventually gets some impressive summoning upgrades. Ash begins thoroughly uninterested and ends up won over almost entirely by the possibility of worshipping the forgotten god of toads. Which, frankly, is the strongest possible argument for the subclass. We wrap things up before reaching the Wizard subclasses, mostly because making Tyler wait another episode to talk about Wizards is funny. Stuff for the Show Notes Arcana Unleashed (affiliate link) Arcana Unleashed: Deadfall (affiliate link) Fizban's Treasure of Dragons (affiliate link) AmateurJack.com - Recovery Long Rest - Cozy D&D Business Sim Key Takeaways Arcana Domain Cleric is excellent. It finally delivers the Cleric/Wizard hybrid fantasy without feeling like somebody stapled a spellbook onto a holy symbol. Arcane Archer is substantially improved, but "best Arcane Archer ever" still isn't the ringing endorsement Wizards probably hoped for. Darkening Ammunition should never have included the phrase "solid surface" anywhere Tyler Kamstra could see it. Warrior of Mystic Arts trades some of the Tattooed Warrior's flavor for straightforward mechanics, but those mechanics are very, very good. Spellcasting plus Monk action economy gets increasingly ridiculous at higher levels, and everybody seems fine with that. Vestige Patron is mechanically solid, narratively weird, and significantly better once you realize your patron can be the forgotten god of toads. The subclasses covered so far are generally simple, approachable, and effective without introducing a pile of unnecessary new systems. Wizards are next, assuming Ash eventually stops tormenting Tyler and allows him to talk about them. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Arcana Unleashed is here, bringing new subclasses, spells, feats, magic items, and—most importantly—fresh opportunities for Tyler to find loopholes Wizards of the Coast absolutely did not intend. In Part 1, we discover that Clerics can apparently wizard better than Wizards, the Arcane Archer has finally been upgraded from "why?" to "okay, I guess," Monks can punch people and cast spells at the same time, and Warlocks can carry around the fading remains of a dead god like a supernatural emotional-support animal. Also, somewhere at Wizards of the Coast, an editor just felt a disturbance in the Force because Tyler realized you can shoot a magical darkness arrow into someone's shield. Show Notes We kick off our review of Arcana Unleashed, the new setting-agnostic collection of character options, rules, spells, magic items, factions, monsters, and other magical nonsense for D&D. The book isn't quite Tasha's-sized, but there's plenty here to keep us busy—which is why this review is absolutely becoming a series. Part 1 is all about subclasses, starting with the Arcana Domain Cleric. The old "what if my Cleric wanted to be a Wizard?" concept finally feels like it knows what it wants to be. Great Wizard spells, a nasty saving-throw penalty through Channel Divinity, and eventually access to high-level Wizard spells make this an extremely strong hybrid. Tyler immediately starts planning for Contingency and Wish, because of course he does. Then we revisit everyone's favorite subclass to forget exists: the Arcane Archer. It is unquestionably better than the 2014 version, which unfortunately clears a bar located somewhere beneath the basement. More Arcane Shot uses, better utility ammunition, and some genuinely cool later-level abilities help, but the subclass still struggles to generate much excitement. We also spend far too long discovering that Darkening Ammunition can apparently stick to any "solid surface," which means shields, possibly whales, and whatever other nonsense your table is willing to litigate. The Warrior of Mystic Arts Monk fares much better. Mechanically, it's essentially the Monk answer to the Eldritch Knight: punch things, cast Sorcerer spells, and eventually do both with increasingly ridiculous efficiency. The old Tattooed Warrior concept may have been more flavorful, but the finished version is clean, effective, and potentially terrifying once its spellcasting and Monk abilities start feeding into each other. Finally, we meet the Vestige Patron Warlock, where your patron is also your pet because apparently the traditional Warlock power dynamic wasn't complicated enough. Your Vestige can shift between Celestial, Fiend, and Undead forms, bringing different abilities along with it, and eventually gets some impressive summoning upgrades. Ash begins thoroughly uninterested and ends up won over almost entirely by the possibility of worshipping the forgotten god of toads. Which, frankly, is the strongest possible argument for the subclass. We wrap things up before reaching the Wizard subclasses, mostly because making Tyler wait another episode to talk about Wizards is funny. Stuff for the Show Notes Arcana Unleashed (affiliate link) Arcana Unleashed: Deadfall (affiliate link) Fizban's Treasure of Dragons (affiliate link) AmateurJack.com - Recovery Long Rest - Cozy D&D Business Sim Key Takeaways Arcana Domain Cleric is excellent. It finally delivers the Cleric/Wizard hybrid fantasy without feeling like somebody stapled a spellbook onto a holy symbol. Arcane Archer is substantially improved, but "best Arcane Archer ever" still isn't the ringing endorsement Wizards probably hoped for. Darkening Ammunition should never have included the phrase "solid surface" anywhere Tyler Kamstra could see it. Warrior of Mystic Arts trades some of the Tattooed Warrior's flavor for straightforward mechanics, but those mechanics are very, very good. Spellcasting plus Monk action economy gets increasingly ridiculous at higher levels, and everybody seems fine with that. Vestige Patron is mechanically solid, narratively weird, and significantly better once you realize your patron can be the forgotten god of toads. The subclasses covered so far are generally simple, approachable, and effective without introducing a pile of unnecessary new systems. Wizards are next, assuming Ash eventually stops tormenting Tyler and allows him to talk about them. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Welcome to the Backlog Busters, Season 9 - Episode 36. Mathman, blazeknight, and hootz discuss Sony State of Play, RPGs in September, neighbor's birthday party with barbecue, first week of school for kids, museums, thrift store shirts, seasonal items at Trader Joe's, predictions for the two Nintendo directs. At the end of the episode we dish out top secret tips for Aero the Acro-Bat 2 (Genesis) and Panzer Dragoon (Saturn) and highlight new releases on Steam. We also played some games...Mike - Vampire SurvivorsHootz - Prince of Persia: The Lost Crown, Vampire Survivors, MoonlighterRyan - Vampire Survivors, CombolandsIf you were a patron, you would hear all the stuff we talk about before and after the theme music. You never what you'll hear!If you would like to have more of the Backlog Busters in your life, head on over to the socials and follow these fine folks:Blue SkyBacklog BustersMathman1024BlazeKnightSkinnyMattAlso, don't forget to join the Discord and be part of the fun.Patreon link -->patreon.com/BacklogBusters
At level 5, the Barbarian unlocks a revolutionary new combat technique: hitting the problem twice. From there, things escalate exactly as responsible game design intended. Randall gambles his way through Wild Magic, Tyler perfects the ancient martial art of being an unbearable pain in the ass, and Ash becomes a house-sized fairy with tiny butterfly wings, a returning elemental pike, and enough reach to poke somebody from the next county. Then Brutal Critical shows up and somehow the math becomes angrier than the Barbarian. Grab your greataxe, start screaming, and remember: if smashing something once didn't work, the rules now officially support smashing it again. Show Notes We're back with the second half of our 2014 D&D 5e Barbarian builds, taking Randall's Path of Wild Magic, Ash's Path of the Giant, and Tyler's Path of the Ancestral Guardian from level 5 all the way to 20. Extra Attack immediately delivers exactly what everyone came for: more smash. From there, the builds start developing very different personalities. Randall embraces the chaos of Wild Magic and Great Weapon Master, Tyler becomes increasingly obnoxious to anything trying to hurt his friends, and Ash discovers that being a flying, increasingly enormous fairy with a throwable elemental pike is every bit as ridiculous as it sounds. We dig into Instinctive Pounce, subclass features, feat choices, Relentless Rage, Persistent Rage, and the glorious absurdity of Primal Champion. We also spend a healthy amount of time asking why Brutal Critical is supposed to be exciting when critical hits refuse to happen on command. By the end, we have battlefield control, flying giants, magical gambling, angry ancestors, Polearm Master shenanigans, and Barbarians who are extremely difficult to kill. Basically, the class gets tougher, weirder, and significantly better at solving problems with repeated applications of a large weapon. Key Takeaways Level 5 is huge. Extra Attack effectively doubles the Barbarian's basic offense, while Fast Movement helps get the angry person into smashing distance faster. Instinctive Pounce is an excellent quality-of-life feature, letting you Rage and immediately move toward whatever has made the poor decision to exist nearby. Ash's Giant Barbarian becomes increasingly ridiculous. Elemental Cleaver turns his pike into a returning elemental weapon, and later features let his flying fairy become enormous, extend his reach, and attack enemies from extremely inconvenient places. Randall's Wild Magic Barbarian is built around controlled chaos. Bolstering Magic helps attacks and ability checks, while later features let him reroll Wild Magic effects and improve his odds of getting something useful. Tyler's Ancestral Guardian becomes an excellent defender. Spirit Shield reduces damage to allies, and Vengeful Ancestors eventually makes enemies regret hurting anyone except Tyler. Brutal Critical is the problem child. The crew likes the fantasy of gigantic Barbarian crits but argues that the feature arrives too rarely and scales too poorly to carry high-level damage. Polearm Master, Great Weapon Master, and eventually Sentinel turn the builds into increasingly nasty melee threats, particularly when combined with Reckless Attack and extended reach. Relentless Rage keeps Barbarians standing after hitting zero hit points, Persistent Rage finally makes Rage easier to maintain, and Primal Champion delivers a genuinely satisfying capstone with massive Strength and Constitution boosts. The overall verdict: Barbarians remain wonderfully straightforward at their core, but the subclasses are doing a lot of the heavy lifting at higher levels. Fortunately, sometimes all you really need is Rage, Reckless Attack, and another opportunity to smash something. 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 https://ashelydm.com/ https://ashelydm.com/ Randall Jamesd BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
At level 5, the Barbarian unlocks a revolutionary new combat technique: hitting the problem twice. From there, things escalate exactly as responsible game design intended. Randall gambles his way through Wild Magic, Tyler perfects the ancient martial art of being an unbearable pain in the ass, and Ash becomes a house-sized fairy with tiny butterfly wings, a returning elemental pike, and enough reach to poke somebody from the next county. Then Brutal Critical shows up and somehow the math becomes angrier than the Barbarian. Grab your greataxe, start screaming, and remember: if smashing something once didn't work, the rules now officially support smashing it again. Show Notes We're back with the second half of our 2014 D&D 5e Barbarian builds, taking Randall's Path of Wild Magic, Ash's Path of the Giant, and Tyler's Path of the Ancestral Guardian from level 5 all the way to 20. Extra Attack immediately delivers exactly what everyone came for: more smash. From there, the builds start developing very different personalities. Randall embraces the chaos of Wild Magic and Great Weapon Master, Tyler becomes increasingly obnoxious to anything trying to hurt his friends, and Ash discovers that being a flying, increasingly enormous fairy with a throwable elemental pike is every bit as ridiculous as it sounds. We dig into Instinctive Pounce, subclass features, feat choices, Relentless Rage, Persistent Rage, and the glorious absurdity of Primal Champion. We also spend a healthy amount of time asking why Brutal Critical is supposed to be exciting when critical hits refuse to happen on command. By the end, we have battlefield control, flying giants, magical gambling, angry ancestors, Polearm Master shenanigans, and Barbarians who are extremely difficult to kill. Basically, the class gets tougher, weirder, and significantly better at solving problems with repeated applications of a large weapon. Key Takeaways Level 5 is huge. Extra Attack effectively doubles the Barbarian's basic offense, while Fast Movement helps get the angry person into smashing distance faster. Instinctive Pounce is an excellent quality-of-life feature, letting you Rage and immediately move toward whatever has made the poor decision to exist nearby. Ash's Giant Barbarian becomes increasingly ridiculous. Elemental Cleaver turns his pike into a returning elemental weapon, and later features let his flying fairy become enormous, extend his reach, and attack enemies from extremely inconvenient places. Randall's Wild Magic Barbarian is built around controlled chaos. Bolstering Magic helps attacks and ability checks, while later features let him reroll Wild Magic effects and improve his odds of getting something useful. Tyler's Ancestral Guardian becomes an excellent defender. Spirit Shield reduces damage to allies, and Vengeful Ancestors eventually makes enemies regret hurting anyone except Tyler. Brutal Critical is the problem child. The crew likes the fantasy of gigantic Barbarian crits but argues that the feature arrives too rarely and scales too poorly to carry high-level damage. Polearm Master, Great Weapon Master, and eventually Sentinel turn the builds into increasingly nasty melee threats, particularly when combined with Reckless Attack and extended reach. Relentless Rage keeps Barbarians standing after hitting zero hit points, Persistent Rage finally makes Rage easier to maintain, and Primal Champion delivers a genuinely satisfying capstone with massive Strength and Constitution boosts. The overall verdict: Barbarians remain wonderfully straightforward at their core, but the subclasses are doing a lot of the heavy lifting at higher levels. Fortunately, sometimes all you really need is Rage, Reckless Attack, and another opportunity to smash something. 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 https://ashelydm.com/ https://ashelydm.com/ Randall Jamesd BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Jim and Michael get back on the soapbox to talk about lessons learned over the last 5+ years in the RPG and writing game. From where we are to where we have been, and how to shut down negativity and uplift others...we chat about it all and hope it inspires you to KEEP WRITING and DREAMING! https://linktr.ee/studiotembo
In the summer of 2025, Victor Coven leads a group of those interested in the occult, as well as those whom he believes will help him demonstrate that his life-long delving into matters beyond the pale haven't been in vain, on a trip to find the fabled Devil's Reef in the midst of the Bermuda Triangle.. Amongst these passengers are the Tomlin siblings, who are both undercover, Val as an FBI agent posing as a paranormal researcher, and Ritchie as a member of Coven's Miskatonic Order secretly reporting to Asenath Waite. Oh, and neither one was expecting the other one to be on board!Can the Tomlin Family band together for a second time to fight forces from outside of the stars, or will Hank and Ginny have a really sad empty nester phase?Covenant of Dagon starts on September 18th, only on the Real Play Games PodcastThis audio play-through of Island of Dagon is a Real Play Games Podcast production. Island of Dagon is written by David Dudka and published by One Shot RPG. You can find the adventure, the OSRPG Horror ruleset, and numerous other exciting products from One Shot RPG just by typing ‘One Shot RPG' into your search bar on www.drivethrurpg.com. If you'd like to help support the show at no cost to you when you shop online for RPGs, feel free to use our affiliate link, it really helps!https://www.drivethrurpg.com/index.php?affiliate_id=177655Our theme song, Horror Singing 23 is performed by Cplomedia and used under a license that includes synch licensing.If you want to reach out to the Real Play Games Podcast, feel free to email us at realplaygamespodcast@gmail.com or reach us on Tumblr under RealPlayGamesPodcast or on Bluesky @realplaygamespod.bsky.social If you'd like to help support the show, as well as get early access to episodes, exclusive episodes, and behind-the-scenes looks at how we make our adventures, head on over to www.patreon.com/realplaygamespod and become a Patron today! Support the show
Most RPG rules questions start with something reasonable, like Can I jump over this pit? or Does fireball set the curtains on fire? This one starts with a much more dangerous question: How many adventurers can we cram into one five-foot square before the rules collapse? Tyler digs into decades of D&D and Pathfinder rules looking for an answer, while Ash does increasingly questionable celebrity impressions, Randall weaponizes every edge case he can find, and Tyler's cats provide live demonstrations of why personal space is apparently optional. Show Notes This week, we're getting uncomfortably close as we dig into the surprisingly complicated rules for creatures sharing spaces. Can you walk through an ally? What about an enemy? Can a tiny creature just hang out in your square? What happens if somebody gets shoved into someone else? And, most importantly, can another player give you a piggyback ride and technically become your mount? We trace the rules from D&D 3.5 through 2014 and 2024 D&D 5e before arriving at Pathfinder 2e, comparing how each system handles movement, size differences, prone creatures, incapacitated creatures, forced movement, swarms, and all the weird situations where two creatures wind up occupying the same chunk of battlefield. Along the way, Tyler discovers that some rules are clearer than expected and others become significantly worse the longer you stare at them. Pathfinder 2e earns some praise for actually explaining what happens when creatures accidentally collide, while 2024 5e raises uncomfortable questions about exactly who falls prone and when. Meanwhile, Ash turns rules text into an excuse for a parade of impressions, Randall threatens the Grand Canyon with rules exploits, and the cats continue proving that tiny creatures respect neither game mechanics nor boundaries. DnD 3.5: Moving Through a Square DnD 5.x Shifting Combatant 5e: Moving Around Other Creatures 5.5: Moving Around Other Creatures PF2: Tactical Movement https://dicegoblin.com/ RPGBOT.Podcast Episodes Combat Maneuvers Jumping Key Takeaways D&D 3.5 was surprisingly explicit about moving through allies, enemies, helpless creatures, and creatures of dramatically different sizes. 2014 5e simplifies those rules considerably, but that simplicity creates some strange gaps when creatures accidentally or forcibly end up sharing a space. 2024 5e improves several things, especially interactions with Tiny and incapacitated creatures, but its rule about creatures falling prone when a turn ends while sharing a space creates a whole new argument about what exactly end a turn means. Pathfinder 2e gives the GM a clear answer when creatures accidentally occupy the same square: somebody gets moved, somebody may fall prone, and the GM decides how the mess gets resolved. Pathfinder 2e also handles willing creatures, unwilling creatures, prone creatures, Tiny creatures, objects, and forced movement with much more specific rules. Tumble Through exists for a reason. Forced movement in Pathfinder cannot simply put a creature somewhere it cannot normally occupy, which immediately kills several wonderfully stupid launching-people-into-the-air strategies. Swarms are the exception everyone should remember. They want to share your space because getting directly on top of you is how they ruin your day. The ultimate lesson is that creatures sharing spaces is one of those rules nobody thinks about until it happens. Then everyone stops the game, opens three rulebooks, and discovers they've been doing it differently for years. 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 https://ashelydm.com/ https://ashelygm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Most RPG rules questions start with something reasonable, like Can I jump over this pit? or Does fireball set the curtains on fire? This one starts with a much more dangerous question: How many adventurers can we cram into one five-foot square before the rules collapse? Tyler digs into decades of D&D and Pathfinder rules looking for an answer, while Ash does increasingly questionable celebrity impressions, Randall weaponizes every edge case he can find, and Tyler's cats provide live demonstrations of why personal space is apparently optional. Show Notes This week, we're getting uncomfortably close as we dig into the surprisingly complicated rules for creatures sharing spaces. Can you walk through an ally? What about an enemy? Can a tiny creature just hang out in your square? What happens if somebody gets shoved into someone else? And, most importantly, can another player give you a piggyback ride and technically become your mount? We trace the rules from D&D 3.5 through 2014 and 2024 D&D 5e before arriving at Pathfinder 2e, comparing how each system handles movement, size differences, prone creatures, incapacitated creatures, forced movement, swarms, and all the weird situations where two creatures wind up occupying the same chunk of battlefield. Along the way, Tyler discovers that some rules are clearer than expected and others become significantly worse the longer you stare at them. Pathfinder 2e earns some praise for actually explaining what happens when creatures accidentally collide, while 2024 5e raises uncomfortable questions about exactly who falls prone and when. Meanwhile, Ash turns rules text into an excuse for a parade of impressions, Randall threatens the Grand Canyon with rules exploits, and the cats continue proving that tiny creatures respect neither game mechanics nor boundaries. DnD 3.5: Moving Through a Square DnD 5.x Shifting Combatant 5e: Moving Around Other Creatures 5.5: Moving Around Other Creatures PF2: Tactical Movement https://dicegoblin.com/ RPGBOT.Podcast Episodes Combat Maneuvers Jumping Key Takeaways D&D 3.5 was surprisingly explicit about moving through allies, enemies, helpless creatures, and creatures of dramatically different sizes. 2014 5e simplifies those rules considerably, but that simplicity creates some strange gaps when creatures accidentally or forcibly end up sharing a space. 2024 5e improves several things, especially interactions with Tiny and incapacitated creatures, but its rule about creatures falling prone when a turn ends while sharing a space creates a whole new argument about what exactly end a turn means. Pathfinder 2e gives the GM a clear answer when creatures accidentally occupy the same square: somebody gets moved, somebody may fall prone, and the GM decides how the mess gets resolved. Pathfinder 2e also handles willing creatures, unwilling creatures, prone creatures, Tiny creatures, objects, and forced movement with much more specific rules. Tumble Through exists for a reason. Forced movement in Pathfinder cannot simply put a creature somewhere it cannot normally occupy, which immediately kills several wonderfully stupid launching-people-into-the-air strategies. Swarms are the exception everyone should remember. They want to share your space because getting directly on top of you is how they ruin your day. The ultimate lesson is that creatures sharing spaces is one of those rules nobody thinks about until it happens. Then everyone stops the game, opens three rulebooks, and discovers they've been doing it differently for years. 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 https://ashelydm.com/ https://ashelygm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Greetings, Cabalists! Gather 'round, ye seasoned adventurers, as the Lords convene at the hallowed Round Table to ponder two matters of great import! First, we delve into the arcane art of House Rules - those curious enchantments by which we bend the laws of our games to our own designs. Then, we turn our gaze toward the mystical realm of tangibles, exploring how documents, photographs, objects, audio, music, and other wondrous artifacts may transform a humble game into an experience beyond the imagination! Come, lend thine ears and thy wisdom to the council!
Gamescom 2026 brought a lot of news for upcoming RPGs. In today's episode, we break down the latest Final Fantasy VII Revelation trailer, including the expanded Weapon encounters, Vincent's new backstory, the Fits system, and the enormous challenge Square Enix faces in marketing the final chapter without spoiling some of the biggest moments in the original Final Fantasy VII. We also dig into Persona 4 Revival and the controversy surrounding Atlus' approach to remakes, including whether "quality of life" improvements can fundamentally alter the design and spirit of the original games. Then there's Terranigma. After more than 30 years, one of the greatest—and most inaccessible—SNES RPGs is finally being rereleased worldwide. We go through what we currently know about the new release, its vanilla and enhanced modes, the involvement of original staff, and the strange controversy surrounding the music used in its reveal trailer. Plus: The Witcher 3 is somehow getting another major overhaul AND a new expansion; former Witcher developers are building their own RPG; and China's AAA game industry keeps producing graphically astounding-looking games. What surprised you most from Gamescom? #FinalFantasyVII #Terranigma #Persona4 #Gamescom #JRPG Time Codes: 1. Intro (0:00) 2. Gamescom 2026 Reactions (1:49) 3. Final Fantasy VII Revelation (2:41) 4. Vincent's Expanded Backstory (8:20) 5. The New "Fits" Class System (14:32) 6. How Do You Market FFVII's Final Act? (15:52) 7. Nonlinear Paths & One Ending (17:54) 8. Persona 4 Revival (20:24) 9. Why Persona Remakes Are Controversial (25:17) 10. Does "Quality of Life" Change the Game? (31:39) 11. Is Persona Losing Its Original Art Direction? (35:18) 12. Could Persona Actually Look Like an Anime? (42:11) 13. Terranigma Is FINALLY Back (44:43) 14. What Exactly Is This Terranigma Rerelease? (49:26) 15. Vanilla vs. Enhanced Mode (54:00) 16. The Terranigma Music Controversy (58:07) 17. The Witcher 3 Is Getting ANOTHER Remaster (1:08:05) 18. A Brand-New Witcher 3 Expansion (1:10:27) 19. A New RPG From Former Witcher Developers (1:14:15) 20. China's AAA Games Are Getting Ridiculous (1:17:28) 21. What's Coming Next on Resonant Arc (1:20:45)
On this week's episode of The RPG Cave, Garret and Ryan talk about the cool RPG announcements from the latest State of Play, plus we give our hands on impressions of Final Fantasy Resonance!★ LINKS ★► Get Exclusive Perks on our Patreon: https://patreon.com/carpoolgaming► Join our amazing Discord community: https://discord.gg/eBKUyABg8U► Get your Carpool Gaming merch: https://carpoolgaming.com/► Check us out on Twitch: https://twitch.tv/carpoolgaminglive► Subscribe on YouTube: https://youtube.com/carpoolgaming► Follow on Bluesky: https://bsky.app/profile/carpoolgaming.com★ ULTIMATE PRODUCERS ★Brendan Myers AKA The_WinterGamerJohnathan Brown: https://linktr.ee/pme.jibTony BakerTrucker Sloth★ PLATINUM PRODUCERS ★Brian Reese★ GOLD MEMBERS ★Adam KAwesomeDave1337BennyBrad MooreCecily CarrozzaDan & LumaDannohhEmily O'KelleyJon32LauraLigerWoods330Mr GigglesPatrice MallettePeje EPSmokeless JoeSteven KellerTechMikeTim Paullin
Dragon Age: The Veilguard - Episode 12This Week: Finish the game! Next Week: Final Fantasy 7 RemakePlay Chapters 1, 2, and 3. What's a video game book club? Exactly what you think! Some clubs read books, we play video games. Join us! Discord: https://discord.gg/hfnusHE Email: squelchcast@gmail.com Listen: www.squelchcast.com Support: www.patreon.com/Squelch or www.twitch.tv/dan0play
On this episode of Random Encounter, we're talking about two of the biggest games out this fall.First up, The Blood of Dawnwalker is a long-awaited title from a new studio made up of many of the creators behind The Witcher 3: Wild Hunt. And while that CD Projekt Red DNA is all over this project, it does a ton of new things that push forward the genre of open-world RPGs. Zek absolutely loved it, thinking that, in many ways, it was even better than The Witcher 3!Then, Bob is here to talk about the new turn-based strategy Star Wars game, Star Wars Zero Company. Heavily inspired by XCOM, Zero Company is set during the Clone Wars, introducing an entirely new cast of characters (while also having some cameos from some old favorites who hate sand). Are XCOM and Star Wars a great combination? Bob certainly seems to think so!Featuring: Jono Logan, Jerry Williams, and Zek Lu; Edited by Jono LoganGet in Touch:RPGFan.comRPGFan ShopEmail us: podcast@rpgfan.comTwitter: @rpgfancomBluesky: @rpgfan.bsky.socialInstagram: @rpgfancomThreads: @rpgfancomFacebook: rpgfancomTwitch: rpgfancomThis Episode's Related Links:The Blood of Dawnwalker ReviewStar Wars Zero Company Review
The show has hit 400 Episodes! We been going for 400 Weeks and haven't missed a week yet. For episode 400 we wanted to take a look at one of the best RPGs ever made, Suikoden 2. I have been excited to try this game for many many years. Happy to say this game holds up to the hype. It still is a great game in 2026. Join us as we discuss Suikoden 2. Starring Mike Albertin, Kenneth Sanity, Minx Sanity, and Kyle G. Kyle's Podcast - https://therpgshow.com/ A Gamer Looks at 40 - https://agamerlooksat40.com/ Carrying My Cross - https://podcasts.apple.com/pl/podcast/carrying-my-cross-a-faith-journey-podcast/id1865524685 Phoebe's Twitch - https://www.twitch.tv/theletsplayprincess Phoebe's Podcast - https://nerdsabroadcast.podbean.com/ Zac's Podcast's - https://linktr.ee/absolutelythebest https://retrogameclub.net/ Helena - https://linktr.ee/helhathfury Patreon - https://www.patreon.com/GamesMyMomFound Follow us on Facebook. Instagram - gamesmymomfound_ YouTube - https://youtube.com/c/GamesMyMomFoundPodcast Discord - https://discord.gg/ My Son's YouTube - https://www.youtube.com/channel/UC_TbjvXLN-Wd0tLcMac6MOw Suikoden - GMMF 379 https://gamesmymomfoundpodcast.podbean.com/e/suikoden-gmmf-379
Crowdfunding Nerds: Kickstarter Marketing For Board Games & Beyond!
What actually makes a tabletop game successful? According to Roll for Combat publisher Stephen Glicker, creating a great game is only one piece of a much bigger puzzle. Sean sits down with Stephen to unpack nearly five decades of gaming experience and the lessons he's learned building Roll for Combat and Battlezoo into major third-party publishers for Pathfinder, D&D, Shadowdark, and now Deathbringer. Stephen shares how his background in publishing, advertising, video games, and even studying casino psychology shaped the way he approaches game design and marketing. They also dig into the realities of running a tabletop publishing business—from printers, fulfillment, NDAs, and structured playtesting to the growing challenge of proving artwork wasn't AI-generated. Stephen explains why understanding the mechanics behind a game matters more than simply playing hundreds of games, and why designers need to learn how to deconstruct what makes games work. Guest Bio: Stephen Glicker is the publisher of Roll for Combat and the creator behind the Battlezoo line of tabletop roleplaying products. Roll for Combat publishes material across multiple systems, including Pathfinder, D&D 5E, Shadowdark, and Deathbringer. Stephen has been playing tabletop RPGs since 1977 and brings decades of experience across gaming, publishing, design, and marketing. Before working full-time in tabletop publishing, he ran Skyscraper Studios, producing websites and interactive projects for Fortune 500 companies, and studied print publication and design at Carnegie Mellon. Roll for Combat originally began as an actual-play podcast before Stephen experimented with publishing his first Battlezoo Bestiary. When COVID disrupted his original plans to sell the book at conventions, he took it to Kickstarter instead—where the first campaign raised more than $300,000. Today, Stephen works alongside game designers and creators on products including Battlezoo Bestiary, Eldamon, Battlezoo ancestries, adventures, dragon-focused products, and Deathbringer with Professor Dungeon Master. He also co-hosts Roll for Combat's weekly show, discussing tabletop game design, publishing, crowdfunding, fulfillment, and the business behind the industry. Connect with Crowdfunding Nerds: Website: https://crowdfundingnerds.com/ Facebook: https://www.facebook.com/groups/crowdfundingnerds/ YouTube: https://www.youtube.com/@crowdfundingnerdspodcast
Welcome to the Underdark, where the sun doesn't shine, everyone wants to murder you, and Wizards of the Coast has apparently decided what this place really needed was more light. Sorry, Unlight. Totally different. We've got a glowing Barbarian who can't turn off the high beams, a Rogue whose subclass starts working sometime around retirement age, a Wizard with healing powers and questionable workplace safety practices, and finally a perfectly reasonable solution to all of these problems: put a tadpole in your skull and become a Mind Flayer. Somehow, that's the part we liked. Show Notes This week, we head underground to dig through the latest Unearthed Arcana: Underdark Options, featuring three new subclasses, a Ceremorphosis feat path, and the Mind Blast spell. First up is the Path of Unlight Barbarian, a character who rages so hard they become a walking lantern. There are some genuinely useful ideas here, including radiant retaliation, blindsight, and the ability to make enemies glow, but the damage numbers struggle to keep up and several abilities feel strangely dependent on fighting invisible creatures. Worse, your Barbarian apparently has no dimmer switch, so raging in the Underdark turns you into a thirty-foot beacon advertising free adventurers to every monster nearby. Then we meet the House Agent Rogue, built around charm, betrayal, and stabbing people who thought you were their friend. The fantasy is great. The mechanics are considerably less cooperative. Several of the subclass's signature abilities depend on creatures being friendly or charmed, but the tools needed to make that happen reliably either arrive far too late or don't interact with the rules the way the subclass seems to expect. By level 17, the House Agent can finally do much of what we wanted it to do at level 3. That is one hell of an onboarding process. The Imaskari wizard fares better mechanically. It can convert elemental damage to radiant damage, spend Hit Dice to hand out temporary hit points, heal allies, remove conditions, and eventually curse enemies with Unlight until they explode. There are some strong ideas here, particularly the bonus-action healing and restoration options, but the subclass feels like several different concepts sharing an apartment because none of them could afford rent alone. And then somebody finally releases the tadpoles. The Path of Ceremorphosis is easily the most interesting material in the UA. It lets characters gradually embrace Illithid abilities through a feat tree, picking up Psionic Energy Dice, telepathy, defensive abilities, tentacles, and eventually full Ceremorphosis. At the end of the path, you can become an aberration, gain Mind Flayer abilities, and choose between eating brains or spellcasting. Choose spellcasting. Mind Blast alone makes the decision pretty easy. A massive cone, an Intelligence save, psychic damage, and the stunned condition is an incredibly nasty combination. With Psionic Energy Dice potentially letting a high-level character use it repeatedly without spending normal spell slots, this is also the part most likely to receive a visit from the balance hammer before publication. Overall, Underdark Options is a mixed bag. The Barbarian looks salvageable with better scaling and stronger flavor. The Rogue probably needs to go back to the drawing board. The Wizard works, but doesn't inspire much excitement. Ceremorphosis, however, feels like exactly the kind of weird, dangerous character option the Underdark should be giving us. The Underdark is full of Drow assassins, Illithids, Umber Hulks, ancient civilizations, horrific monsters, political intrigue, poisons, spiders, and things with entirely too many tentacles. There is plenty of material here. We're just still trying to figure out why everyone is so excited about Unlight. Key Takeaways Path of Unlight Barbarian has some solid ideas, but weak damage scaling and mandatory glowing hold it back. The subclass's reliance on blindsight and revealing invisible enemies can become very campaign-dependent. House Agent Rogue has a fantastic betrayal fantasy, but its mechanics don't reliably support that fantasy. Several important House Agent abilities arrive far too late, with some of the subclass finally functioning properly around level 17. The Imaskari wizard is probably the strongest of the three subclasses mechanically, especially as a secondary healer. Spending Hit Dice for bonus-action healing and condition removal gives the Wizard some excellent action economy. Unlight still feels underdeveloped as a concept. The hosts wanted something stranger and more distinctly Underdark. Ceremorphosis is the highlight of the UA and continues the promising idea of character paths built through feat trees. Some Ceremorphosis options are niche, especially the tentacle and brain-eating mechanics. Mind Blast is extremely powerful thanks to its large area, Intelligence save, and ability to stun. Repeated Mind Blasts fueled by Psionic Energy Dice look strong enough that they may need adjustment. The hosts generally liked the villainous path concept and want to see more options built around it. Final verdict: mixed bag. The subclasses need work, but becoming a Mind Flayer is apparently a perfectly reasonable career move. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
You're listening to Bardtenders! In this episode of "The Mixing Glass", Ethan and Salvador join the show to talk about their love for coffee and how they've grown their small business with intent, passion, and dedication. What's not to love about a ttrpg inspired coffee brand? We also get nerdy and take a deep dive into coffee production at high elevations. _______________Dragon Roast Coffee is a dedicated coffee for gamers and the gaming community. They're not just coffee roasters; they're long-time gaming enthusiasts and coffee lovers themselves. They understand the need for high-quality, enjoyable coffee that adds an extra element of joy to your gaming sessions, whether you're rolling dice in a TTRPG or need the extra edge to finish off just one more boss.Ethan, also known as Rune, is the founder of Dragon Roast Coffee, where he roasts and develops every coffee while also leading design and representing the brand at events. A former full-time Twitch and YouTube creator specializing in competitive card games, he was a partner with Twitch, YouTube, Blizzard, and Riot Games before turning his passion for coffee roasting into a full-time career.Salvador is the managing director of Dragon Roast, responsible for reigning in all the chaos behind-the-scenes. He creates much of the merch and assists in general product design, shipping and delivery, scheduling, and making sure dragons are cared for. Salvador's biggest passion is for games - specifically making them. He has spent 10 years developing video games: educational software, casino games, RPGs, and VR titles! In fact, he has been developing something special for Dragon Roast Coffee…Support the show
Welcome to the Underdark, where the sun doesn't shine, everyone wants to murder you, and Wizards of the Coast has apparently decided what this place really needed was more light. Sorry, Unlight. Totally different. We've got a glowing Barbarian who can't turn off the high beams, a Rogue whose subclass starts working sometime around retirement age, a Wizard with healing powers and questionable workplace safety practices, and finally a perfectly reasonable solution to all of these problems: put a tadpole in your skull and become a Mind Flayer. Somehow, that's the part we liked. Show Notes This week, we head underground to dig through the latest Unearthed Arcana: Underdark Options, featuring three new subclasses, a Ceremorphosis feat path, and the Mind Blast spell. First up is the Path of Unlight Barbarian, a character who rages so hard they become a walking lantern. There are some genuinely useful ideas here, including radiant retaliation, blindsight, and the ability to make enemies glow, but the damage numbers struggle to keep up and several abilities feel strangely dependent on fighting invisible creatures. Worse, your Barbarian apparently has no dimmer switch, so raging in the Underdark turns you into a thirty-foot beacon advertising free adventurers to every monster nearby. Then we meet the House Agent Rogue, built around charm, betrayal, and stabbing people who thought you were their friend. The fantasy is great. The mechanics are considerably less cooperative. Several of the subclass's signature abilities depend on creatures being friendly or charmed, but the tools needed to make that happen reliably either arrive far too late or don't interact with the rules the way the subclass seems to expect. By level 17, the House Agent can finally do much of what we wanted it to do at level 3. That is one hell of an onboarding process. The Imaskari wizard fares better mechanically. It can convert elemental damage to radiant damage, spend Hit Dice to hand out temporary hit points, heal allies, remove conditions, and eventually curse enemies with Unlight until they explode. There are some strong ideas here, particularly the bonus-action healing and restoration options, but the subclass feels like several different concepts sharing an apartment because none of them could afford rent alone. And then somebody finally releases the tadpoles. The Path of Ceremorphosis is easily the most interesting material in the UA. It lets characters gradually embrace Illithid abilities through a feat tree, picking up Psionic Energy Dice, telepathy, defensive abilities, tentacles, and eventually full Ceremorphosis. At the end of the path, you can become an aberration, gain Mind Flayer abilities, and choose between eating brains or spellcasting. Choose spellcasting. Mind Blast alone makes the decision pretty easy. A massive cone, an Intelligence save, psychic damage, and the stunned condition is an incredibly nasty combination. With Psionic Energy Dice potentially letting a high-level character use it repeatedly without spending normal spell slots, this is also the part most likely to receive a visit from the balance hammer before publication. Overall, Underdark Options is a mixed bag. The Barbarian looks salvageable with better scaling and stronger flavor. The Rogue probably needs to go back to the drawing board. The Wizard works, but doesn't inspire much excitement. Ceremorphosis, however, feels like exactly the kind of weird, dangerous character option the Underdark should be giving us. The Underdark is full of Drow assassins, Illithids, Umber Hulks, ancient civilizations, horrific monsters, political intrigue, poisons, spiders, and things with entirely too many tentacles. There is plenty of material here. We're just still trying to figure out why everyone is so excited about Unlight. Key Takeaways Path of Unlight Barbarian has some solid ideas, but weak damage scaling and mandatory glowing hold it back. The subclass's reliance on blindsight and revealing invisible enemies can become very campaign-dependent. House Agent Rogue has a fantastic betrayal fantasy, but its mechanics don't reliably support that fantasy. Several important House Agent abilities arrive far too late, with some of the subclass finally functioning properly around level 17. The Imaskari wizard is probably the strongest of the three subclasses mechanically, especially as a secondary healer. Spending Hit Dice for bonus-action healing and condition removal gives the Wizard some excellent action economy. Unlight still feels underdeveloped as a concept. The hosts wanted something stranger and more distinctly Underdark. Ceremorphosis is the highlight of the UA and continues the promising idea of character paths built through feat trees. Some Ceremorphosis options are niche, especially the tentacle and brain-eating mechanics. Mind Blast is extremely powerful thanks to its large area, Intelligence save, and ability to stun. Repeated Mind Blasts fueled by Psionic Energy Dice look strong enough that they may need adjustment. The hosts generally liked the villainous path concept and want to see more options built around it. Final verdict: mixed bag. The subclasses need work, but becoming a Mind Flayer is apparently a perfectly reasonable career move. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
PAX is heading back to the Lone Star State as ReedPop and Penny Arcade officially announce PAX Unplugged Houston, set to debut at the George R. Brown Convention Center in June 2027 with a pure focus on board games, tabletop RPGs, and card games. Meanwhile, the White House launches an official browser-based retro gaming portal featuring MAGA-themed spins on arcade classics—including Rio Run, Build the Wall, and Flappy Bill—designed to highlight administration policies from border security to Trump Accounts and Robert F. Kennedy Jr.'s MAHA initiative. In-Episode Links & Resources: Main Podcast Page: https://radio.foxnews.com/podcast/fox-on-games/ Best Place to Start: New to our industry deep dives and gaming culture updates? Catch up on our foundational coverage here: https://megaphone.link/FOXM9094923257 Learn more about your ad choices. Visit podcastchoices.com/adchoices
Today we're building Barbarians, the D&D class for anyone who looked at tactical combat and thought, This needs fewer tactics and significantly more upper body strength. We've got Rage, Reckless Attack, enormous hit points, questionable wardrobe choices, and an ongoing debate over whether a shield is sensible equipment or an admission that you lack confidence in your own face. By level four, Ash has become a flying fairy giant with a pike, Tyler is weaponizing irritation, and Randall has embraced the ancient Barbarian tradition of solving probability with violence. Grab your protein shake, yell something incomprehensible, and roll initiative. SHOW NOTES In this episode of the RPGBOT.Podcast, we finally tackle the 2014 D&D 5e Barbarian from levels 1 through 4, and things immediately become louder, sweatier, and considerably less concerned with personal safety. We start with the fundamentals: Strength, Constitution, that glorious d12 Hit Die, armor choices, and why Unarmored Defense looks much better on paper than it usually works in practice. Then we get into Rage, the feature that turns getting punched in the face from a problem into something approaching a class strategy. We also talk about managing those limited early Rage uses and why running into every fight screaming may be thematically correct but mechanically questionable. At level 2, Reckless Attack gives Barbarians one of their defining tactical choices: advantage for you, advantage for everyone trying to murder you. Fortunately, Barbarians have a lot of hit points and remarkably little respect for consequences. Danger Sense adds some much-needed protection against Dexterity saves, because apparently surviving fireballs through sheer gym-bro intuition is a legitimate class feature. Level 3 brings Primal Knowledge and, more importantly, subclasses. We run through the Barbarian options, separating the powerful from the interesting and occasionally discovering that those are not the same thing. Ancestral Guardian is an effective defender but can feel repetitive, Wild Magic brings some desperately needed unpredictability, and Path of the Giant lets Ash fulfill the perfectly reasonable fantasy of playing a tiny fairy who gets angry, becomes enormous, and starts stabbing things from fifteen feet away. By level 4, the builds are taking shape. Tyler leans into Ancestral Guardian with a whip, shield, and Slasher to become an incredibly annoying battlefield defender. Randall grabs Great Weapon Master and combines it with Reckless Attack because accuracy penalties matter considerably less when you've already decided to roll everything with advantage. Ash takes Strike of the Giants, picks up a pike, and continues transforming his fairy into a flying problem with an increasingly ridiculous reach. It's everything you need to get a 2014 Barbarian through tier one: Rage management, big weapons, bigger hit points, questionable decisions, and enough tactical depth to prove that smash actually has several different settings. KEY TAKEAWAYS Strength and Constitution are the Barbarian's priorities. Dexterity helps, but investing heavily in it just to improve Unarmored Defense is usually difficult to justify. Medium armor is often better than it feels. The shirtless Barbarian fantasy is great, but half plate can save you a lot of ability-score investment. Rage is your core resource, especially at low levels when you only have a few uses. Don't waste it on fights that don't need it. Rage doesn't have to mean screaming fury. It can be cold focus, a physical transformation, magical power, or whatever fits the character. Reckless Attack is the Barbarian bargain: you get advantage on Strength-based attacks, but enemies get advantage against you. Fortunately, getting hit is already part of the job description. Danger Sense helps compensate for one of the Barbarian's defensive weaknesses by giving advantage on many Dexterity saves. Barbarians have limited utility outside combat, so backgrounds, racial abilities, and creative roleplaying can do a lot to make the character feel more rounded. Subclass power and subclass fun are not necessarily the same thing. Ancestral Guardian is strong but mechanically repetitive, while options like Wild Magic and Giant bring more toys to the table. Great Weapon Master pairs beautifully with Reckless Attack because advantage helps offset the feat's attack penalty. By level 4, the Barbarian already knows exactly what it wants to be: difficult to kill, extremely dangerous, and preferably standing much too close to whoever made the mistake of starting this fight. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Today we're building Barbarians, the D&D class for anyone who looked at tactical combat and thought, This needs fewer tactics and significantly more upper body strength. We've got Rage, Reckless Attack, enormous hit points, questionable wardrobe choices, and an ongoing debate over whether a shield is sensible equipment or an admission that you lack confidence in your own face. By level four, Ash has become a flying fairy giant with a pike, Tyler is weaponizing irritation, and Randall has embraced the ancient Barbarian tradition of solving probability with violence. Grab your protein shake, yell something incomprehensible, and roll initiative. SHOW NOTES In this episode of the RPGBOT.Podcast, we finally tackle the 2014 D&D 5e Barbarian from levels 1 through 4, and things immediately become louder, sweatier, and considerably less concerned with personal safety. We start with the fundamentals: Strength, Constitution, that glorious d12 Hit Die, armor choices, and why Unarmored Defense looks much better on paper than it usually works in practice. Then we get into Rage, the feature that turns getting punched in the face from a problem into something approaching a class strategy. We also talk about managing those limited early Rage uses and why running into every fight screaming may be thematically correct but mechanically questionable. At level 2, Reckless Attack gives Barbarians one of their defining tactical choices: advantage for you, advantage for everyone trying to murder you. Fortunately, Barbarians have a lot of hit points and remarkably little respect for consequences. Danger Sense adds some much-needed protection against Dexterity saves, because apparently surviving fireballs through sheer gym-bro intuition is a legitimate class feature. Level 3 brings Primal Knowledge and, more importantly, subclasses. We run through the Barbarian options, separating the powerful from the interesting and occasionally discovering that those are not the same thing. Ancestral Guardian is an effective defender but can feel repetitive, Wild Magic brings some desperately needed unpredictability, and Path of the Giant lets Ash fulfill the perfectly reasonable fantasy of playing a tiny fairy who gets angry, becomes enormous, and starts stabbing things from fifteen feet away. By level 4, the builds are taking shape. Tyler leans into Ancestral Guardian with a whip, shield, and Slasher to become an incredibly annoying battlefield defender. Randall grabs Great Weapon Master and combines it with Reckless Attack because accuracy penalties matter considerably less when you've already decided to roll everything with advantage. Ash takes Strike of the Giants, picks up a pike, and continues transforming his fairy into a flying problem with an increasingly ridiculous reach. It's everything you need to get a 2014 Barbarian through tier one: Rage management, big weapons, bigger hit points, questionable decisions, and enough tactical depth to prove that smash actually has several different settings. KEY TAKEAWAYS Strength and Constitution are the Barbarian's priorities. Dexterity helps, but investing heavily in it just to improve Unarmored Defense is usually difficult to justify. Medium armor is often better than it feels. The shirtless Barbarian fantasy is great, but half plate can save you a lot of ability-score investment. Rage is your core resource, especially at low levels when you only have a few uses. Don't waste it on fights that don't need it. Rage doesn't have to mean screaming fury. It can be cold focus, a physical transformation, magical power, or whatever fits the character. Reckless Attack is the Barbarian bargain: you get advantage on Strength-based attacks, but enemies get advantage against you. Fortunately, getting hit is already part of the job description. Danger Sense helps compensate for one of the Barbarian's defensive weaknesses by giving advantage on many Dexterity saves. Barbarians have limited utility outside combat, so backgrounds, racial abilities, and creative roleplaying can do a lot to make the character feel more rounded. Subclass power and subclass fun are not necessarily the same thing. Ancestral Guardian is strong but mechanically repetitive, while options like Wild Magic and Giant bring more toys to the table. Great Weapon Master pairs beautifully with Reckless Attack because advantage helps offset the feat's attack penalty. By level 4, the Barbarian already knows exactly what it wants to be: difficult to kill, extremely dangerous, and preferably standing much too close to whoever made the mistake of starting this fight. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In this episode, we head for the bunker once again and talk about RPGs and the Cold War. The post The Price of Freedom RPG (with Malcolm Craig) first appeared on The GROGNARD Files.
We're back with Pathfinder Wizards, and somehow giving Tyler ten more levels of spellcasting has not improved the situation. Ash has evolved from sneaky magical assassin into a nearly undetectable menace who can freeze time and ruin your life before you know he was there. Randall has discovered that there is apparently no such thing as enough bonded-item spell slots. And Tyler's angry robot can now scream at you until you die, drop meteors on your friends, and disintegrate whatever is left. At this point, these aren't adventurers. They're reasons cities have evacuation plans. SHOW NOTES We're finishing our Pathfinder 2e Wizard builds, taking Ash, Randall, and Tyler from level 11 all the way to level 20. At these levels, the Wizard starts showing exactly where its power lives. New class features are few and far between, defenses remain deeply Wizard-shaped, and some of the high-level feat choices are surprisingly thin. But the spells? The spells get ridiculous. Ash continues turning his Red Mantis Sprite into the world's most irritating magical assassin. Phantasmal Calamity wrecks minds, Redirect Teleportation makes escaping him considerably harder, Duplicate Foe lets him turn your own face against you, and his growing collection of invisibility and stealth abilities eventually makes finding him a campaign objective all by itself. By the time he picks up Disappearance and Legendary Sneak, the plan has basically become: you don't see Ash unless Ash has made a tactical error. Tyler's Rune Lord continues leaning into wrath, explosions, and increasingly hostile interpretations of spellcasting. Blinding Fury makes enemies literally too angry to perceive things properly, Falling Stars brings the expected amount of meteor-related destruction, and Scare to Death gives his angry robot the possibility of simply yelling at someone until they fall over dead. Naturally, Tyler immediately starts figuring out how to combine that with Sure Strike and Disintegrate because apparently death by terror wasn't conclusive enough. Randall keeps feeding the Universalist Wizard's bonded-item engine. Superior Bond and Reprepare Spell give him even more ways to keep spells flowing, because the answer to "When do you have enough spellcasting?" is apparently "What kind of quitter asks that question?" Along the way, we hit some of the Wizard's best high-level toys. Contingency lets you prepare for problems before they happen. Time Beacon lets you rewind a terrible turn and try again. Metallic Meteorite Glyph introduces the exciting tactical concept of repeatedly hitting someone with space rocks. Effortless Concentration frees up actions for sustained spells. Infinite Possibilities gives prepared casters a valuable wildcard when the perfect spell wasn't prepared that morning. Then we reach 10th-rank spells and restraint leaves the building. Ash stops time with Freeze Time and starts planning elaborate traps while everyone else stands around unknowingly waiting for reality to resume. Randall grabs Cataclysm because sometimes the correct number of damage types is all of them. Tyler considers Manifestation, giving him access to nearly any spell he could suddenly decide he needs. There is also an extended disagreement about line of effect after Ash discovers that Phantasmagoria cannot simply murder everyone inside a building without worrying about pesky things like walls. Apparently Pathfinder has rules specifically designed to keep Wizard war crimes within reasonable geographic boundaries. Ash takes the news well. By level 20, everyone somehow lands on Spell Shape Mastery, turning many of their favorite spell-shaping tricks into free actions. Ash becomes harder to identify, read, locate, or meaningfully interact with. Randall takes Lore specifically about Ash's Sprite, immediately putting himself on Ash's hit list. Tyler takes Too Angry to Die, because there was really no other possible ending for the angry robot. Twenty levels later, the Wizard remains exactly what it promised to be: fragile, complicated, occasionally frustrating, and capable of solving problems with a spell list large enough to qualify as infrastructure. KEY TAKEAWAYS High-level Wizards are still defined more by their spells than their class features. The Wizard's defensive and weapon progression remains painfully slow, so positioning and magical defenses continue to matter. High-level spellcasting is where the class really comes alive, with options like Contingency, Time Beacon, Phantasmal Calamity, Falling Stars, Disappearance, and a frankly unreasonable number of meteor-related solutions. Ash's Red Mantis build becomes an extremely capable infiltrator and assassin built around stealth, deception, illusions, invisibility, and making other people look responsible. Tyler's Rune Lord doubles down on damage, persistent effects, intimidation, and the general philosophy that being angry enough should eventually become a damage type. Randall's Universalist shows how powerful Drain Bonded Item can become when you keep investing in ways to recover and recycle spells. Reprepare Spell trades downtime for reusable low-rank utility, while Infinite Possibilities sacrifices some raw spell-slot power for tremendous flexibility. Effortless Concentration is an easy standout for Wizards who rely on sustained spells. Scare to Death on an angry Rune Lord is exactly as stupid and wonderful as it sounds. 10th-rank spells are deliberately limited, but Freeze Time, Cataclysm, Manifestation, and the other options make that single slot feel appropriately enormous. Spell Shape Mastery is a fantastic capstone if your build has invested heavily in spell-shaping feats. Free Archetype opens even more directions, including Rogue or Captivator for Ash's assassin, additional spellcasting options for Randall, and apparently more explosions for Tyler. Pathfinder's line-of-effect rules are all that stand between civilization and unrestricted Wizard war crimes. Most importantly, Tyler got twenty full levels of Wizard and still wanted more. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
The SaGa series continues growing strong with its latest entry in the series, SaGa: Emerald Beyond. We have the Q&A Quest crew as guests on this week's show, so stay tuned for turn-based fun! Featuring Guests: Micheal "Wheels" Apps and Michael "Gaijin" Baker The post RPG Backtrack 369 – Emerald SaGa Dreams appeared first on RPGamer.
Hey now, Cabalists! Today we crash into another episode of The Cabal by talking about a strange Instagram account called PokeStreetz, where morons engage in fisticuffs over Pokémon cards. Then we gab about the games we've been getting into, including Ants, Doggerland, Carnegie, Horror on the Orient Express, and Dark Pact, before featuring Avalon: The Riven Veil from Jamie Jolly. Then, after Tony T's gaming news segment, we get into a discussion about gaming spaces and what we think is important to maximize fun and comfort. Ants: 00:06:51, Doggerland: 00:20:55, Carnegie: 00:28:48, Horror on the Orient Express: 00:37:17, Dark Pact: 00:46:10, Avalon The Riven Veil Review: 01:03:30, News with Tony T: 01:41:27, Gaming Spaces: 02:27:44. Check out our sponsors Restoration Games at https://restorationgames.com/, Game Toppers at https://www.gametoppersllc.com/ and Prester's Painting at https://www.presterspainting.com/
Dragon Age: The Veilguard - Episode 11This Week: Main Quest- Best TalesCompanion Quests- Davrin, BellaraNext Week: Finish the game! Next Game: Final Fantasy 7 RemakeSafe to Sell: https://docs.google.com/document/d/1Hd3hUnPw2ShiaWhrNj3plZ5N-XK2rxASNiBlen9myk0/edit?usp=sharing What's a video game book club? Exactly what you think! Some clubs read books, we play video games. Join us! Discord: https://discord.gg/hfnusHE Email: squelchcast@gmail.com Listen: www.squelchcast.com Support: www.patreon.com/Squelch or www.twitch.tv/dan0play
Westwood Studios wasn't always known for the command and conquer series. While 1992's Dune 2 laid the foundation for the RTS genre as a whole, they were more famous for their dungeon crawling RPGS, usually associated with Dungeons and Dragons. So when they decided to develop a new IP with Lands of Lore, they were coming to it as grizzled veterans, and they had no intention of messing around. It was released to near universal acclaim. Critics praised near everything about it - graphics, combat, puzzles, even the UI. It was considered to be less cruel than other dungeon crawlers, less punishing and with greater clarity when it came to puzzles and enemies. But this was 1993. The genre that Lands of Lore belongs to is very nearly dead, with only the indie scene keeping it alive by the skin of its teeth. As the genre developed, slow and methodical dungeon crawling was trumped by real time demon slaying, something that even the sequels to the game were not immune to. The friction of delving into a dungeon where death lay at every turn, and confusion reigned is something that we see very rarely today. Is this with good reason? Have we moved on from what Lands of Lore has to offer? Or is it still worth playing all these years later? On this episode, we discuss:UI. Lands of Lore has a very unique UI, with heavy use of screen space dedicated to inventory and spells and only a relatively small window showing you the real time action of what your party is doing. Does this offer excellent functionality, or is it just a bunch of wasted space for no good reason?Combat. Combat is turned based, but movement is real time. Attacking and spellcasting are tied to cooldowns, but using items is not. Enemies chase you in pods when aggroed, but you are free to rest and heal to full at any point. Do the contradictions in the combat systems of Lands of Lore exist for a reason, or does it just become a complete mess? Level Design. Lands of Lore's dungeons are elaborate mazes, filled to the brim with traps, treasure and buttons. Progressing through them is difficult, it's easy to get lost or stuck, and much of the environments look the same. Is this part of the fundamental experience of playing a dungeon crawler, and part of the fun, or is it simply an exercise in frustration? We answer these questions and many more on the 141st episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Lands of Lore OST - Frank Klepacki — Is Lands of Lore a good entry point into the blobber genre? What were your experiences playing this one on release? If we were to play another one, which one should we tackle next? Come let us know what you think or recommend us a new game on our community discord server! If you would like to support the show monetarily, you can buy us a coffee here!
On this week's episode of The RPG Cave, Garret and Ryan talk about the cool RPG announcements from gamescom 2026 including a bunch of Witcher announcements!★ LINKS ★► Get Exclusive Perks on our Patreon: https://patreon.com/carpoolgaming► Join our amazing Discord community: https://discord.gg/eBKUyABg8U► Get your Carpool Gaming merch: https://carpoolgaming.com/► Check us out on Twitch: https://twitch.tv/carpoolgaminglive► Subscribe on YouTube: https://youtube.com/carpoolgaming► Follow on Bluesky: https://bsky.app/profile/carpoolgaming.com★ ULTIMATE PRODUCERS ★Brendan Myers AKA The_WinterGamerJohnathan Brown: https://linktr.ee/pme.jibTony BakerTrucker Sloth★ PLATINUM PRODUCERS ★Brian Reese★ GOLD MEMBERS ★Adam KAwesomeDave1337BennyBrad MooreCecily CarrozzaDan & LumaDannohhEmily O'KelleyJon32LauraLigerWoods330Mr GigglesPatrice MallettePeje EPSmokeless JoeSteven KellerTechMikeTim Paullin
Don't hate The Player, hate the thing wherein you'll catch the conscience of the king.Victor and Nadia are joined by the creative director of RPG developer Lovely Hellplace, James Wragg, to discuss the critically acclaimed Dread Delusion, AND the recently-released-into-early-access Entropy. It's a fantastic conversation that nearly reaches the 2-hour mark and dips into just about every topic you can imagine. So enjoy this perma-death-filled episode of Axe of the Blood God! Subscribe for bonus episodes and discord access at https://www.patreon.com/bloodgodpod and get merch at https://shop.bloodgodpod.comTopics Discussed:- The inherent impressionism of early 3D- How to push back against climate change- The power of quoting Shakespeare- Small number RPGs vs Bigger number RPGs and the importance of numbers- Perma-death Further Reading: Lovely Hellplace - Lovely Hellzine on Patreon Dread Delusion Lost In Cult EDITION Hamlet on the Holodeck Mordheim Mork Borg Game Studies Study Buddies Timestamps: 9:50 - Main Topic - Entropy, Dread Delusion and more w/ James Wragg of Lovely Hellplace 31:28 - The "Player" 40:40 - Shakespeare 51:18 - Fixed camera angles and learning from Dread Delusion 1:02:36 - Resist the wubbification of eldritch horror 1:15:48 - RPG Math and Tabletop Inspirations Music Used in this Episode: Axe of the Blood God Theme - [Lena Raine] Endless - [Dread Delusion] Learn more about your ad choices. Visit megaphone.fm/adchoices
This week on the pod, Mark Diaz Truman of Magpie Games drops by to discuss the Root RPG, RPGs in general, and his recent adventures in board game design. https://magpiegames.com/Preorder The Blue Way on Backerkit: https://blue-way.backerkit.com/hosted_preordersFollow Line by Line on Backerkit: https://www.backerkit.com/c/projects/central-michigan-university-press/line-by-line/pre-launchBeyond Solitaire is proudly sponsored by Central Michigan University's Center for Learning Through Games and Simulations, where learning can be both playful and compelling. Check them out here: https://www.cmich.edu/academics/colleges/liberal-arts-social-sciences/centers-institutes/center-for-learning-through-games-and-simulationsCheck out CMU's game offerings here: https://cmichpress.com/shop/All episodes of my podcast are available here: https://beyondsolitaire.buzzsprout.comEnjoy my work? Consider supporting me on Patreon at https://www.patreon.com/beyondsolitaire or getting me a "coffee" on Ko-fi! https://ko-fi.com/beyondsolitaireContact Me: Email: beyondsolitaire at gmail.comTwitter: @beyondsolitaireInstagram: @beyondsolitaireFacebook: www.facebook.com/beyondsolitaireWebsite: www.beyondsolitaire.net
D&D and RPG news and commentary by Mike Shea of https://slyflourish.com Contents 00:00:00 Show Start 00:01:15 Sly Flourish News: Moving Steps Forward, Improvising Daggerheart Monsters and Encounters 00:04:43 Sly Flourish News: Pre-Orders for Rise of the Lazy Gamemaster 00:07:09 Sly Flourish News: Attendance at PAGE4 and Gamehole Con 00:08:17 Patreon Spotlight: Talk Show and Patreon Q&A Database 00:11:28 Kickstarter Spotlight: Hellbinder's Guide to Harvesting and Crafting for Shadowdark 00:14:51 D&D & RPG News: Interview with Free League's CEO on Mastering Dungeons 00:17:20 Commentary: Elmcat on the larger RPG Punditry getting In the way of our games 00:27:09 Commentary: Blorb, RPGs, and You 00:48:11 DM Tip: Getting Ideas 00:59:38 Patreon Question: Managing Mid- and High-Level D&D Challenge Links Visit Sly Flourish Subscribe to the Sly Flourish Newsletter Support Sly Flourish on Patreon Buy Sly Flourish Books Subscribe to the Sly Flourish RSS Feed Move Steps Forward Lazy Improvised Monsters for Daggerheart Preorders for Rise Open Philadelphia Area Game Expo 4 Gamehole Con Hellbinder's Guide to Harvesting & Crafting for ShadowDark by Jeff Stevens Tomas Härenstam of Free League on Mastering Dungeons Elmcat on RPG Punditry and the Games We Play Blorb Principles by by Sandra Snan It ain't blorb by elmcat
Tyler loves wizards. We know this because he told us. Repeatedly. For ninety minutes. So naturally, we gave him an entire episode to explain why the best solution to every problem is a spellbook, an alarming number of prepared spells, and occasionally sucking magical energy out of your left shoe. Meanwhile, Ash builds a tiny invisible assassin, Randall discovers that wizardry can apparently involve throwing a greatsword at someone from several hundred feet away, and everyone learns the most important rule of Pathfinder spellcasting: Fireball is a tool, not a personality. Tyler disagrees. SHOW NOTES It is finally time for Tyler's Roman Empire: Wizards. In Part 1 of our Pathfinder 2e Wizard build, we take the class from levels 1 through 10 and dig into what makes the PF2e Wizard different from its D&D 5e counterpart. Wizards are still the spellbook-carrying nerds we know and love, but their real power comes from choosing, preparing, and using the right spells rather than simply solving every encounter with Fireball. We break down Arcane Bond, including the extremely important revelation that your bonded item can technically be your left shoe, then walk through the Arcane Theses and the different ways they reshape how a Wizard manages spells. Spell Blending offers big high-rank spell slots, Spell Substitution gives prepared casters some much-needed flexibility, Experimental Spell Shaping opens up spell modification options, and Improved Familiar Attunement lets you drain magical power from your adorable animal companion without technically hurting it. Probably. Then we build three very different Wizards. Ash creates a sneaky Red Mantis spellcaster built around stealth, spying, invisibility, and framing innocent people for magical crimes. Randall embraces the School of Unified Magical Theory and somehow turns his scholarly Wizard into a man who hurls increasingly large weapons at enemies. Tyler goes full Rune Lord of Wrath because apparently simply playing a Wizard was not Wizard enough. As the builds advance, the differences become even clearer. Ash gains tools like Split Slot and Shroud of the Mantis to become an increasingly slippery magical infiltrator. Randall discovers the ridiculous potential of Bond Conservation and starts chaining recovered spells together while continuing to throw weapons at people. Tyler adds persistent fire, bleeding, spell shaping, extra spell slots earned by waking up angry, and increasingly elaborate ways to make one enemy have the worst day imaginable. By level 10, we have three Wizards who share a spell list and almost nothing else. We also discover that Ash is apparently building according to the defensive philosophy of being somewhere else when the damage happens, which leads to perhaps the purest Wizard philosophy of the episode: here for a good time, not a long time. KEY TAKEAWAYS A Pathfinder 2e Wizard is defined primarily by their spells. What you learn, prepare, and cast matters far more than simply collecting class feats. PF2e Wizards are powerful, but they do not have the enormous caster-versus-martial power gap familiar to many D&D 5e players. Fireball is good. Fireball is not the answer to every question. Tyler remains emotionally unconvinced. Arcane Bond effectively gives you another use of a prepared spell, and your bonded item can be almost anything you own, including, unfortunately, a shoe. Arcane Thesis dramatically changes how your Wizard handles spellcasting. Spell Substitution is especially forgiving if you are new to prepared spellcasting, while Spell Blending can be extremely powerful but more complicated. Arcane Schools provide curriculum spells, additional curriculum spell slots, and focus spells, while the School of Unified Magical Theory trades the curriculum for much greater flexibility with Drain Bonded Item. Wizard class feats can sometimes feel underwhelming because so much of the class's power budget lives in its spells, making Wizard an appealing class for archetype options. Ash proves that Wizards can make surprisingly effective stealth and infiltration characters. Randall proves that being a Wizard does not technically prevent you from solving problems by throwing a greatsword at them. Tyler proves that Rune Lord Wrath can turn waking up angry into an actual character resource. By level 10, the three builds demonstrate just how differently Wizards can play despite all starting from the same enormous Arcane spell list. Most importantly, Tyler loves Wizards. We know, buddy. We know. 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 https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Welcome to our One Hundred and Seventy Third 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, Jocelyn and Kim chat and talk SWU, Heroclix and board games. 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: 4bit Games by Sascha EndeLink: https://ende.app/en/song/5800-4bit-gamesSend us Fan MailContact 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
Welcome to #RPGaDAY2026! #RPGaDAY2026 starts on August 1st and many folks will be posting for it one day at a time through the month, while many others share responses in ways that take some preparation time. Please take some time and help spread the news on your social media What is RPGaDAY? Now moving into 13th year, RPGaDAY was launched by David F. Chapman who may be known to you from his work for Cubicle 7 on the long-lived Doctor Who RPG with its innovative Vortex system. Each day this month, roleplaying enthusiasts, industrialists and gamers work from the prompt list below to take inspiration from each of the 31 prompts to post positively in affirmation of the joys and benefits of RPGs and the relationships and skills we have developed as a result. Check out https://castingshadowsblog.com/ AUTOCRATIK and on Facebook: RPG a Day | Facebook If you want to join in the fun and get in on a few games, please comment on the ongoing schedule over at our Patreon page Please support our shows at www.patreon.com/cppn and even join us in some games! Looking for previous years #RPGaDAY check them out here: #RPGaDay | Creative Play and Podcast Network Also keep an eye at the new things on our now affiliated Twitch channel: https://www.twitch.tv/creativeplayandpodcast Also follow us on Facebook at https://www.facebook.com/CreativePlayandPodcastNetwork Enjoy our older streamed games and other episodes on our Youtube channel at: https://www.youtube.com/@creativeplayandpodcastnetwork Would you be interested if we hosted D&D and Edge of Empire games on Roll20 for you to join? Email us at Creativeplaypodcastnet@Gmail.com #RPGaDay
Welcome to #RPGaDAY2026! #RPGaDAY2026 starts on August 1st and many folks will be posting for it one day at a time through the month, while many others share responses in ways that take some preparation time. Please take some time and help spread the news on your social media What is RPGaDAY? Now moving into 13th year, RPGaDAY was launched by David F. Chapman who may be known to you from his work for Cubicle 7 on the long-lived Doctor Who RPG with its innovative Vortex system. Each day this month, roleplaying enthusiasts, industrialists and gamers work from the prompt list below to take inspiration from each of the 31 prompts to post positively in affirmation of the joys and benefits of RPGs and the relationships and skills we have developed as a result. Check out https://castingshadowsblog.com/ AUTOCRATIK and on Facebook: RPG a Day | Facebook Pride and EXTREME PREJUDICE Pride and EXTREME PREJUDICE - Rowan, Rook and Decard Found in 13 One-Page RPGs (and Their Back Pages): Volume 2 (2019) Game Credits RPG Adventure Skeletons, The Beast, Crash Pandas, The Five + 8 more Designer Grant Howitt, Chris Taylor (II) Publisher Rowan, Rook & Decard If you want to join in the fun and get in on a few games, please comment on the ongoing schedule over at our Patreon page Please support our shows at www.patreon.com/cppn and even join us in some games! Looking for previous years #RPGaDAY check them out here: #RPGaDay | Creative Play and Podcast Network Also keep an eye at the new things on our now affiliated Twitch channel: https://www.twitch.tv/creativeplayandpodcast Also follow us on Facebook at https://www.facebook.com/CreativePlayandPodcastNetwork Enjoy our older streamed games and other episodes on our Youtube channel at: https://www.youtube.com/@creativeplayandpodcastnetwork Would you be interested if we hosted D&D and Edge of Empire games on Roll20 for you to join? Email us at Creativeplaypodcastnet@Gmail.com #RPGaDay
Welcome to #RPGaDAY2026! Thank you for another year full of awesome RPGaDay goodness! #RPGaDAY2026 starts on August 1st and many folks will be posting for it one day at a time through the month, while many others share responses in ways that take some preparation time. Please take some time and help spread the news on your social media What is RPGaDAY? Now moving into 13th year, RPGaDAY was launched by David F. Chapman who may be known to you from his work for Cubicle 7 on the long-lived Doctor Who RPG with its innovative Vortex system. Each day this month, roleplaying enthusiasts, industrialists and gamers work from the prompt list below to take inspiration from each of the 31 prompts to post positively in affirmation of the joys and benefits of RPGs and the relationships and skills we have developed as a result. Check out https://castingshadowsblog.com/ AUTOCRATIK and on Facebook: RPG a Day | Facebook Edge Studios, home to some of our favorite TTRPG! Home - Edge Studio www.edge-studio.net If you want to join in the fun and get in on a few games, please comment on the ongoing schedule over at our Patreon page Please support our shows at www.patreon.com/cppn and even join us in some games! Looking for previous years #RPGaDAY check them out here: #RPGaDay | Creative Play and Podcast Network Also keep an eye at the new things on our now affiliated Twitch channel: https://www.twitch.tv/creativeplayandpodcast Also follow us on Facebook at https://www.facebook.com/CreativePlayandPodcastNetwork Enjoy our older streamed games and other episodes on our Youtube channel at: https://www.youtube.com/@creativeplayandpodcastnetwork Would you be interested if we hosted D&D and Edge of Empire games on Roll20 for you to join? Email us at Creativeplaypodcastnet@Gmail.com #RPGaDay
Hey Now, Cabalists! In Episode 121 Don and Jamie talk about Party Games and Casual Games and give a bunch of their favorites.