Podcasts about startplaying

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Best podcasts about startplaying

Latest podcast episodes about startplaying

The RPGBOT.Podcast
PULP CTHULHU: How to Play 4 - Questions and Answers

The RPGBOT.Podcast

Play Episode Listen Later Feb 23, 2026 57:45


Join the RPGBOT crew as they wrap up their Pulp Cthulhu experiment — answering listener questions, unpacking mechanics, debating wizard builds, and confirming once and for all that Pulp Cthulhu is less "existential dread" and more "Indiana Jones punches Nazis with a jetpack." Show Notes The finale Q&A session closes out the RPGBOT Quickstart series on Pulp Cthulhu with a reflective, mechanics-focused discussion on how the system actually played at the table. Framed as a conversation between players and Keeper, the episode explores whether the rules felt intuitive, what stood out, and how pulp action changes the traditional Call of Cthulhu experience. The discussion opens with character advancement — a system largely inherited from Classic Call of Cthulhu. Skills that succeed during play are marked, and during the development phase players roll to see if they improve — ironically increasing faster in weaker skills than stronger ones. This reinforces the system's organic growth model and is supplemented in Pulp by rewards like bonus Luck for completing story arcs. From there, the hosts explore how survivability mechanics shift the tone. Luck emerges as a defining feature of pulp play, enabling cinematic survival and bold risk-taking. The group reflects on moments where characters survived explosive stunts specifically because Luck allowed them to — a core distinction from the deadlier classic ruleset. Combat mechanics and optimization debates dominate the mid-episode. The team examines whether investing in unarmed combat can ever compete with firearms, concluding that while high damage bonuses and melee weapons help, impaling weapons and guns remain significantly deadlier due to extreme success multipliers. This highlights the game's grounded lethality — fists can work, but physics (and dice math) favor bullets. The Q&A also ventures into magic, psychic powers, and build decisions. Spellcasting is contextualized as powerful but dangerous, balanced by sanity costs and narrative risk. Psychic abilities, meanwhile, shine in investigation-driven play, especially those focused on information gathering rather than raw damage. Beyond mechanics, the episode emphasizes tone. Pulp Cthulhu thrives on cinematic improvisation and narrative escalation — encouraging Keepers to "yes-and" player creativity while maintaining credible stakes. The system sits between absurd heroics and genuine peril, echoing adventure films where quips and danger coexist. Balancing that tone is presented as the central challenge for running the game effectively. The session concludes with reflections comparing Classic and Pulp styles. Players note that pulp's higher success rates and survivability foster emotional investment and character attachment, contrasting with the grim inevitability of failure common in classic play. Ultimately, the Q&A serves as both debrief and endorsement — showcasing Pulp Cthulhu as a system that rewards boldness, supports cinematic storytelling, and invites players to lean into chaotic adventure while still respecting cosmic horror roots. Key Takeaways Character advancement mirrors Classic Call of Cthulhu — succeed during play, roll during development, and weaker skills grow fastest. Completing story arcs can reward extra Luck, reinforcing heroic pulp progression. Luck fundamentally changes survivability, enabling high-risk cinematic actions. Guns dominate combat efficiency due to impale mechanics and damage scaling. Melee can compete with investment and weapon choice, but fists alone lag behind ranged lethality. Psychic and investigative abilities often outperform damage powers in mystery-focused play. Spellcasting offers powerful tools but trades stability for sanity and narrative risk. Pulp tone encourages improvisation and cinematic problem-solving over tactical rigidity. Keeper skill lies in balancing absurd heroics with meaningful stakes. Compared to Classic, Pulp promotes character attachment through higher success and survivability. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RPGBOT.Podcast
PULP CTHULHU: How to Play 4 - Questions and Answers

RPGBOT.Podcast

Play Episode Listen Later Feb 23, 2026 57:45


Join the RPGBOT crew as they wrap up their Pulp Cthulhu experiment — answering listener questions, unpacking mechanics, debating wizard builds, and confirming once and for all that Pulp Cthulhu is less "existential dread" and more "Indiana Jones punches Nazis with a jetpack." Show Notes The finale Q&A session closes out the RPGBOT Quickstart series on Pulp Cthulhu with a reflective, mechanics-focused discussion on how the system actually played at the table. Framed as a conversation between players and Keeper, the episode explores whether the rules felt intuitive, what stood out, and how pulp action changes the traditional Call of Cthulhu experience. The discussion opens with character advancement — a system largely inherited from Classic Call of Cthulhu. Skills that succeed during play are marked, and during the development phase players roll to see if they improve — ironically increasing faster in weaker skills than stronger ones. This reinforces the system's organic growth model and is supplemented in Pulp by rewards like bonus Luck for completing story arcs. From there, the hosts explore how survivability mechanics shift the tone. Luck emerges as a defining feature of pulp play, enabling cinematic survival and bold risk-taking. The group reflects on moments where characters survived explosive stunts specifically because Luck allowed them to — a core distinction from the deadlier classic ruleset. Combat mechanics and optimization debates dominate the mid-episode. The team examines whether investing in unarmed combat can ever compete with firearms, concluding that while high damage bonuses and melee weapons help, impaling weapons and guns remain significantly deadlier due to extreme success multipliers. This highlights the game's grounded lethality — fists can work, but physics (and dice math) favor bullets. The Q&A also ventures into magic, psychic powers, and build decisions. Spellcasting is contextualized as powerful but dangerous, balanced by sanity costs and narrative risk. Psychic abilities, meanwhile, shine in investigation-driven play, especially those focused on information gathering rather than raw damage. Beyond mechanics, the episode emphasizes tone. Pulp Cthulhu thrives on cinematic improvisation and narrative escalation — encouraging Keepers to "yes-and" player creativity while maintaining credible stakes. The system sits between absurd heroics and genuine peril, echoing adventure films where quips and danger coexist. Balancing that tone is presented as the central challenge for running the game effectively. The session concludes with reflections comparing Classic and Pulp styles. Players note that pulp's higher success rates and survivability foster emotional investment and character attachment, contrasting with the grim inevitability of failure common in classic play. Ultimately, the Q&A serves as both debrief and endorsement — showcasing Pulp Cthulhu as a system that rewards boldness, supports cinematic storytelling, and invites players to lean into chaotic adventure while still respecting cosmic horror roots. Key Takeaways Character advancement mirrors Classic Call of Cthulhu — succeed during play, roll during development, and weaker skills grow fastest. Completing story arcs can reward extra Luck, reinforcing heroic pulp progression. Luck fundamentally changes survivability, enabling high-risk cinematic actions. Guns dominate combat efficiency due to impale mechanics and damage scaling. Melee can compete with investment and weapon choice, but fists alone lag behind ranged lethality. Psychic and investigative abilities often outperform damage powers in mystery-focused play. Spellcasting offers powerful tools but trades stability for sanity and narrative risk. Pulp tone encourages improvisation and cinematic problem-solving over tactical rigidity. Keeper skill lies in balancing absurd heroics with meaningful stakes. Compared to Classic, Pulp promotes character attachment through higher success and survivability. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
SOCIAL SKILLS (Remastered): Navigating Complex Social Interactions in TTRPGs

The RPGBOT.Podcast

Play Episode Listen Later Feb 21, 2026 67:04


Every tabletop party eventually meets the same terrifying monster: Not a dragon. Not a lich. Not even a gelatinous cube. No — it's the moment the GM says: "Okay… what do you say to the Duke?" Suddenly the barbarian who decapitated three ogres can't order soup, the bard becomes a hostage negotiator, and someone is Googling "how to Persuasion check in real life." This episode of the RPGBOT.Podcast dives headfirst into the chaotic intersection of roleplay, mechanics, and social awkwardness — breaking down how social skills in TTRPGs, navigating complex social encounters, and roleplaying character interactions can turn conversations into some of the most memorable moments at the table. Show Notes In this episode, the RPGBOT crew explores the nuanced world of social skills in tabletop roleplaying games, unpacking how conversation, persuasion, deception, and negotiation function as core gameplay pillars alongside combat and exploration. The discussion centers on the challenge of translating real-world communication into structured mechanics — and how systems like D&D social interaction checks, Pathfinder diplomacy mechanics, and broader TTRPG roleplay frameworks attempt to balance player performance with character capability. The hosts examine how navigating complex social interactions in TTRPGs often requires collaboration between players and Game Masters. They discuss the importance of establishing expectations around roleplay depth, whether tables prioritize immersive acting or streamlined dice-driven resolution. Through examples ranging from tense political intrigue to comedic tavern banter, the episode highlights how roleplaying character personality traits, leveraging skill proficiencies, and creative problem-solving in narrative encounters can shape outcomes without drawing a weapon. Attention is also given to GM facilitation strategies, including setting clear stakes for social encounters, rewarding clever dialogue, and avoiding binary success/failure outcomes. The conversation underscores how layered NPC motivations, faction dynamics, and evolving story consequences elevate social encounter design for Game Masters beyond simple skill checks into meaningful storytelling tools. Ultimately, the episode frames social play as a vital storytelling engine — encouraging players to embrace vulnerability, experimentation, and collaborative narrative building. Whether negotiating peace treaties, bluffing through palace intrigue, or convincing a dragon not to eat you, mastering tabletop roleplaying social mechanics expands the emotional and strategic scope of any campaign. Key Takeaways Social encounters are a core gameplay pillar alongside combat and exploration in modern TTRPG design Balancing player roleplay ability vs character skill stats is essential for fairness and immersion Clear expectations at Session Zero help define roleplay depth and mechanical reliance Dice rolls should support narrative outcomes — not replace meaningful interaction GMs can improve engagement by defining stakes, motivations, and consequences for NPCs Layered social encounters encourage creative problem-solving beyond combat solutions Rewarding clever dialogue and character-driven choices strengthens table investment Failure in social situations should create story complications, not dead ends Strong social play enhances campaign tone, character development, and group collaboration Mastering TTRPG communication and persuasion mechanics leads to richer storytelling moments Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RPGBOT.Podcast
SOCIAL SKILLS (Remastered): Navigating Complex Social Interactions in TTRPGs

RPGBOT.Podcast

Play Episode Listen Later Feb 21, 2026 67:04


Every tabletop party eventually meets the same terrifying monster: Not a dragon. Not a lich. Not even a gelatinous cube. No — it's the moment the GM says: "Okay… what do you say to the Duke?" Suddenly the barbarian who decapitated three ogres can't order soup, the bard becomes a hostage negotiator, and someone is Googling "how to Persuasion check in real life." This episode of the RPGBOT.Podcast dives headfirst into the chaotic intersection of roleplay, mechanics, and social awkwardness — breaking down how social skills in TTRPGs, navigating complex social encounters, and roleplaying character interactions can turn conversations into some of the most memorable moments at the table. Show Notes In this episode, the RPGBOT crew explores the nuanced world of social skills in tabletop roleplaying games, unpacking how conversation, persuasion, deception, and negotiation function as core gameplay pillars alongside combat and exploration. The discussion centers on the challenge of translating real-world communication into structured mechanics — and how systems like D&D social interaction checks, Pathfinder diplomacy mechanics, and broader TTRPG roleplay frameworks attempt to balance player performance with character capability. The hosts examine how navigating complex social interactions in TTRPGs often requires collaboration between players and Game Masters. They discuss the importance of establishing expectations around roleplay depth, whether tables prioritize immersive acting or streamlined dice-driven resolution. Through examples ranging from tense political intrigue to comedic tavern banter, the episode highlights how roleplaying character personality traits, leveraging skill proficiencies, and creative problem-solving in narrative encounters can shape outcomes without drawing a weapon. Attention is also given to GM facilitation strategies, including setting clear stakes for social encounters, rewarding clever dialogue, and avoiding binary success/failure outcomes. The conversation underscores how layered NPC motivations, faction dynamics, and evolving story consequences elevate social encounter design for Game Masters beyond simple skill checks into meaningful storytelling tools. Ultimately, the episode frames social play as a vital storytelling engine — encouraging players to embrace vulnerability, experimentation, and collaborative narrative building. Whether negotiating peace treaties, bluffing through palace intrigue, or convincing a dragon not to eat you, mastering tabletop roleplaying social mechanics expands the emotional and strategic scope of any campaign. Key Takeaways Social encounters are a core gameplay pillar alongside combat and exploration in modern TTRPG design Balancing player roleplay ability vs character skill stats is essential for fairness and immersion Clear expectations at Session Zero help define roleplay depth and mechanical reliance Dice rolls should support narrative outcomes — not replace meaningful interaction GMs can improve engagement by defining stakes, motivations, and consequences for NPCs Layered social encounters encourage creative problem-solving beyond combat solutions Rewarding clever dialogue and character-driven choices strengthens table investment Failure in social situations should create story complications, not dead ends Strong social play enhances campaign tone, character development, and group collaboration Mastering TTRPG communication and persuasion mechanics leads to richer storytelling moments Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
PULP CTHULHU: How to Play 3 - Actual Play Pt 3: Tactical Sacrifice and Other Life Hacks

The RPGBOT.Podcast

Play Episode Listen Later Feb 19, 2026 40:12


In the thrilling conclusion of the RPGBOT.Pulp Cthulhu Actual Play, our heroes discover that Luck points are real, sanity is optional, and jetpacks are — scientifically speaking — extremely explosive plot devices. Bjorn steals the Necronomicon with telekinesis, Murray forgets who he is, everyone falls in love with the villain thanks to eldritch karaoke mind control, and the final boss fight is resolved using the timeless tactical doctrine of: "What if we shot the jetpack?" Featuring heroic sacrifice, catastrophic math, spontaneous dismemberment, and a helicopter extraction that arrives precisely when pulp cinema demands it — this episode delivers the important lesson that Call of Cthulhu isn't about surviving intact. It's about surviving spectacularly. Show Notes The finale opens with table banter and a brief plug for ongoing Pulp Cthulhu play opportunities before the Keeper resets the stage and reviews key mechanics — including luck recovery, spending luck for survival, and sanity system nuances. The players regain luck and receive a reminder of how it can modify rolls, negate damage, or even prevent death — rules that soon prove critical. A sanity check against newly transformed ghast enemies immediately escalates tension. Randall's character loses significant sanity and enters a bout of insanity, gaining amnesia and temporarily forgetting context and equipment while acquiring an "insane talent" that grants unusual resilience to pain. This mechanical disruption reinforces Call of Cthulhu's psychological stakes and introduces roleplay chaos at the outset of combat. Combat begins in the ritual chamber where Scarlet Arachnus attempts to complete her summoning. Gunfire exchanges with the ghasts while Arachnus deflects harm through magic. Randall lands a devastating critical hit on one creature, while Tyler pivots toward objective play — targeting the ritual itself. The Necronomicon becomes the center of the encounter as telekinesis is used to wrest control of the artifact from the villain, disrupting her casting momentum. The encounter spikes in complexity when Arachnus unleashes Siren Song, charming allies and nearly turning the party against itself. Iowa succumbs completely, while Tyler resists. Surrounded and nearly dead, Tyler resorts to a desperate solution — coordinating with Randall's jetpack maneuver. The resulting detonation obliterates Arachnus and the ghasts, collapses magical support sustaining the enemies, and nearly kills the party in the process. Randall survives only by spending luck to avoid certain death. After the blast, the ritual collapses, the remaining threats dissolve, and the survivors secure the artifact. Extraction arrives via helicopter — a fitting pulp cinematic conclusion — as the buried ruins vanish beneath the sand, ensuring their secrets remain hidden. The episode closes with post-session reflections on system feel and character impact, cementing the adventure as a chaotic but successful demonstration of Pulp Cthulhu's tone and mechanics. Key Takeaways Luck mechanics are central survival tools and dramatically influence outcomes Sanity loss meaningfully alters gameplay through narrative and mechanical disruption Insanity effects can produce both hindrance and unexpected advantages Objective-focused play (stealing the artifact) can end encounters faster than damage trading Mind-control effects reinforce Mythos horror stakes beyond physical threats Pulp tone encourages cinematic risk and heroic sacrifice Improvisation and environment use can resolve otherwise lethal encounters Narrative pacing culminates in high-stakes chaos followed by cinematic resolution Actual Play effectively demonstrates mechanics through emergent storytelling The finale showcases how Call of Cthulhu balances horror tension with pulp heroics Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RPGBOT.Podcast
PULP CTHULHU: How to Play 3 - Actual Play Pt 3: Tactical Sacrifice and Other Life Hacks

RPGBOT.Podcast

Play Episode Listen Later Feb 19, 2026 40:12


In the thrilling conclusion of the RPGBOT.Pulp Cthulhu Actual Play, our heroes discover that Luck points are real, sanity is optional, and jetpacks are — scientifically speaking — extremely explosive plot devices. Bjorn steals the Necronomicon with telekinesis, Murray forgets who he is, everyone falls in love with the villain thanks to eldritch karaoke mind control, and the final boss fight is resolved using the timeless tactical doctrine of: "What if we shot the jetpack?" Featuring heroic sacrifice, catastrophic math, spontaneous dismemberment, and a helicopter extraction that arrives precisely when pulp cinema demands it — this episode delivers the important lesson that Call of Cthulhu isn't about surviving intact. It's about surviving spectacularly. Show Notes The finale opens with table banter and a brief plug for ongoing Pulp Cthulhu play opportunities before the Keeper resets the stage and reviews key mechanics — including luck recovery, spending luck for survival, and sanity system nuances. The players regain luck and receive a reminder of how it can modify rolls, negate damage, or even prevent death — rules that soon prove critical. A sanity check against newly transformed ghast enemies immediately escalates tension. Randall's character loses significant sanity and enters a bout of insanity, gaining amnesia and temporarily forgetting context and equipment while acquiring an "insane talent" that grants unusual resilience to pain. This mechanical disruption reinforces Call of Cthulhu's psychological stakes and introduces roleplay chaos at the outset of combat. Combat begins in the ritual chamber where Scarlet Arachnus attempts to complete her summoning. Gunfire exchanges with the ghasts while Arachnus deflects harm through magic. Randall lands a devastating critical hit on one creature, while Tyler pivots toward objective play — targeting the ritual itself. The Necronomicon becomes the center of the encounter as telekinesis is used to wrest control of the artifact from the villain, disrupting her casting momentum. The encounter spikes in complexity when Arachnus unleashes Siren Song, charming allies and nearly turning the party against itself. Iowa succumbs completely, while Tyler resists. Surrounded and nearly dead, Tyler resorts to a desperate solution — coordinating with Randall's jetpack maneuver. The resulting detonation obliterates Arachnus and the ghasts, collapses magical support sustaining the enemies, and nearly kills the party in the process. Randall survives only by spending luck to avoid certain death. After the blast, the ritual collapses, the remaining threats dissolve, and the survivors secure the artifact. Extraction arrives via helicopter — a fitting pulp cinematic conclusion — as the buried ruins vanish beneath the sand, ensuring their secrets remain hidden. The episode closes with post-session reflections on system feel and character impact, cementing the adventure as a chaotic but successful demonstration of Pulp Cthulhu's tone and mechanics. Key Takeaways Luck mechanics are central survival tools and dramatically influence outcomes Sanity loss meaningfully alters gameplay through narrative and mechanical disruption Insanity effects can produce both hindrance and unexpected advantages Objective-focused play (stealing the artifact) can end encounters faster than damage trading Mind-control effects reinforce Mythos horror stakes beyond physical threats Pulp tone encourages cinematic risk and heroic sacrifice Improvisation and environment use can resolve otherwise lethal encounters Narrative pacing culminates in high-stakes chaos followed by cinematic resolution Actual Play effectively demonstrates mechanics through emergent storytelling The finale showcases how Call of Cthulhu balances horror tension with pulp heroics Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
PULP CTHULHU: How to Play 3 - Actual Play Pt 2: Madness is just a failed roll away

The RPGBOT.Podcast

Play Episode Listen Later Feb 16, 2026 47:18


Nothing says "pulp adventure" like pouring jet fuel into a moving car, chasing Nazis across the desert, watching a monocle explode off someone's face, and then accidentally triggering sanity-shattering cosmic horror before lunch. In this episode of the RPGBOT.Pulp Cthulhu Actual Play, Murray and Bjorn demonstrate that reckless engineering is a valid transportation strategy, grenades are a valid diplomatic strategy, and sprinting deeper into an ancient tomb filled with acid traps and reptilian nightmare monsters is apparently the safest plan available. If you've ever wondered how long it takes before someone loses their mind, their jet fuel, or their grip on reality — the answer is: about one car chase and a sandstorm. Buckle up. Show Notes Picking up from the escape sequence, the cast dives immediately into cinematic pulp chaos as the party chases their enemies across the desert in identical vehicles. The Keeper introduces chase mechanics, and Randall immediately weaponizes poor decision-making by injecting aerosolized jet fuel into the engine — a maneuver that miraculously succeeds and rockets the car forward. The pursuit becomes a back-and-forth exchange of hazards: dunes, quicksand, chasms, and barriers, all resolved through skill checks and player improvisation. The action escalates when the villains retaliate with occult spectacle. Scarlet Arachnus summons a supernatural sandstorm, forcing sanity checks as the players witness magic in action. The chase culminates in explosive pulp heroics — Tyler uses telekinesis to lob a grenade, annihilating an enemy squad and their fancy monocled leader in one cinematic blast. Despite the victory, Arachnus escapes toward a ritual site where her artifact awakens a buried desert city. The party follows into ruins that transition the tone from swashbuckling action to creeping cosmic dread. Exploration brings environmental puzzles and traps — light-reflection mechanisms, directional pedestals, acid-spraying carvings — that showcase investigative gameplay and collaborative deduction. Inside the tomb, tension mounts. Evidence of cult activity, sacrificial imagery, and partially dissolved remains reinforce the setting's horror roots. Soon the players encounter reptilian hybrid creatures resembling carved murals, triggering sanity rolls and frantic combat. Explosives thin the swarm but destabilize the chamber, forcing a desperate escape deeper into the complex. The episode closes on a classic cliffhanger: Arachnus prepares a ritual invoking cosmic forces as a forbidden tome levitates, mutates her followers into grotesque forms, and tears reality itself. The party arrives just in time to witness the ritual beginning — and the session ends on that looming confrontation. The overall tone blends humor, pulp action tropes, and creeping Mythos horror, demonstrating how Actual Play showcases system mechanics organically — from chases and sanity to puzzle-solving and narrative escalation. Key Takeaways Pulp Cthulhu chase mechanics emphasize cinematic momentum and risk/reward decision making. Player creativity (even reckless creativity) drives memorable moments and story direction. Sanity checks reinforce tone shifts when supernatural elements emerge. Explosives and improvisation can resolve encounters — but often create new problems. Environmental puzzles highlight investigation and teamwork over pure combat. Mythos horror escalates gradually through imagery, traps, and creature reveals. Narrative pacing uses alternating action and exploration to maintain tension. Cliffhangers remain an effective session-ending tool for serialized Actual Play. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RPGBOT.Podcast
PULP CTHULHU: How to Play 3 - Actual Play Pt 2: Madness is just a failed roll away

RPGBOT.Podcast

Play Episode Listen Later Feb 16, 2026 47:18


Nothing says "pulp adventure" like pouring jet fuel into a moving car, chasing Nazis across the desert, watching a monocle explode off someone's face, and then accidentally triggering sanity-shattering cosmic horror before lunch. In this episode of the RPGBOT.Pulp Cthulhu Actual Play, Murray and Bjorn demonstrate that reckless engineering is a valid transportation strategy, grenades are a valid diplomatic strategy, and sprinting deeper into an ancient tomb filled with acid traps and reptilian nightmare monsters is apparently the safest plan available. If you've ever wondered how long it takes before someone loses their mind, their jet fuel, or their grip on reality — the answer is: about one car chase and a sandstorm. Buckle up. Show Notes Picking up from the escape sequence, the cast dives immediately into cinematic pulp chaos as the party chases their enemies across the desert in identical vehicles. The Keeper introduces chase mechanics, and Randall immediately weaponizes poor decision-making by injecting aerosolized jet fuel into the engine — a maneuver that miraculously succeeds and rockets the car forward. The pursuit becomes a back-and-forth exchange of hazards: dunes, quicksand, chasms, and barriers, all resolved through skill checks and player improvisation. The action escalates when the villains retaliate with occult spectacle. Scarlet Arachnus summons a supernatural sandstorm, forcing sanity checks as the players witness magic in action. The chase culminates in explosive pulp heroics — Tyler uses telekinesis to lob a grenade, annihilating an enemy squad and their fancy monocled leader in one cinematic blast. Despite the victory, Arachnus escapes toward a ritual site where her artifact awakens a buried desert city. The party follows into ruins that transition the tone from swashbuckling action to creeping cosmic dread. Exploration brings environmental puzzles and traps — light-reflection mechanisms, directional pedestals, acid-spraying carvings — that showcase investigative gameplay and collaborative deduction. Inside the tomb, tension mounts. Evidence of cult activity, sacrificial imagery, and partially dissolved remains reinforce the setting's horror roots. Soon the players encounter reptilian hybrid creatures resembling carved murals, triggering sanity rolls and frantic combat. Explosives thin the swarm but destabilize the chamber, forcing a desperate escape deeper into the complex. The episode closes on a classic cliffhanger: Arachnus prepares a ritual invoking cosmic forces as a forbidden tome levitates, mutates her followers into grotesque forms, and tears reality itself. The party arrives just in time to witness the ritual beginning — and the session ends on that looming confrontation. The overall tone blends humor, pulp action tropes, and creeping Mythos horror, demonstrating how Actual Play showcases system mechanics organically — from chases and sanity to puzzle-solving and narrative escalation. Key Takeaways Pulp Cthulhu chase mechanics emphasize cinematic momentum and risk/reward decision making. Player creativity (even reckless creativity) drives memorable moments and story direction. Sanity checks reinforce tone shifts when supernatural elements emerge. Explosives and improvisation can resolve encounters — but often create new problems. Environmental puzzles highlight investigation and teamwork over pure combat. Mythos horror escalates gradually through imagery, traps, and creature reveals. Narrative pacing uses alternating action and exploration to maintain tension. Cliffhangers remain an effective session-ending tool for serialized Actual Play. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
RITUAL SPELLCASTING (Remastered): Immerse your players in a magical experience!

The RPGBOT.Podcast

Play Episode Listen Later Feb 14, 2026 64:28


Ritual spellcasting is the part of tabletop roleplaying games where wizards stop blowing things up for ten minutes and instead argue about chalk circles, incense pricing, and whether chanting counts as a somatic component if you're holding snacks. In this episode of the RPGBOT.Podcast, we dive deep into D&D ritual casting mechanics, explore how Pathfinder and 5e ritual spells change encounter pacing, and discuss how to turn out-of-combat magic systems into storytelling tools instead of bookkeeping exercises. Because sometimes the real magic isn't Fireball — it's spending eleven minutes summoning a familiar while your party rogue steals your candles. Show Notes Ritual magic sits in a fascinating design space across modern tabletop RPG systems, particularly in Dungeons & Dragons 5e ritual spellcasting rules, where casting without expending spell slots reshapes resource management and exploration play. In this episode, the hosts explore how ritual casting in tabletop RPGs functions both as a mechanical subsystem and as a narrative lever for immersion. Rather than treating ritual spells like background noise, we discuss ways GMs and players can frame non-combat spellcasting mechanics as collaborative storytelling moments that reinforce tone, pacing, and worldbuilding. The conversation begins with a mechanical breakdown of how ritual casting works in D&D, including class access, preparation requirements, and opportunity cost. We compare approaches to ritual magic systems in Pathfinder and other TTRPGs, highlighting how design differences affect party planning and gameplay tension. Along the way, we touch on optimization considerations for players researching best ritual spells for utility and exploration, and how ritual access can shape character identity outside of combat encounters. From there, the discussion pivots toward table culture and presentation. Ritual casting is an opportunity to create sensory texture — chanting, environmental interaction, symbolic components — and we outline practical techniques for GMs seeking to immerse players through magical storytelling. This includes pacing strategies, spotlight balance, and methods for integrating ritual outcomes into ongoing campaign arcs rather than treating them as isolated mechanics. Finally, we address common pitfalls. Overuse can trivialize challenges, while underuse wastes design space. By framing rituals as collaborative scenes instead of background automation, tables can unlock deeper engagement with fantasy roleplaying immersion techniques and reinforce the feeling that magic is mysterious, costly, and meaningful. Whether you're optimizing your spellbook or building cinematic magical moments, this episode provides both system mastery and creative inspiration for getting more out of ritual spellcasting at your table. Key Takeaways Ritual spellcasting in D&D 5e allows slot-free utility casting but requires time investment and preparation planning Understanding how ritual casting works in tabletop RPG systems helps players optimize exploration and resource management Many best ritual spells for roleplaying immersion shine outside combat and define character identity GMs can elevate non-combat magic storytelling by emphasizing sensory description and table participation Ritual scenes are opportunities to reinforce pacing, spotlight sharing, and narrative tone Comparing ritual mechanics across Pathfinder and 5e highlights how system design affects tension and preparation Avoid trivializing obstacles — meaningful cost or risk keeps ritual magic engaging Treat rituals as collaborative scenes rather than background mechanics to enhance immersion Strong presentation transforms fantasy ritual casting experiences into memorable campaign moments Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RPGBOT.Podcast
RITUAL SPELLCASTING (Remastered): Immerse your players in a magical experience!

RPGBOT.Podcast

Play Episode Listen Later Feb 14, 2026 64:28


Ritual spellcasting is the part of tabletop roleplaying games where wizards stop blowing things up for ten minutes and instead argue about chalk circles, incense pricing, and whether chanting counts as a somatic component if you're holding snacks. In this episode of the RPGBOT.Podcast, we dive deep into D&D ritual casting mechanics, explore how Pathfinder and 5e ritual spells change encounter pacing, and discuss how to turn out-of-combat magic systems into storytelling tools instead of bookkeeping exercises. Because sometimes the real magic isn't Fireball — it's spending eleven minutes summoning a familiar while your party rogue steals your candles. Show Notes Ritual magic sits in a fascinating design space across modern tabletop RPG systems, particularly in Dungeons & Dragons 5e ritual spellcasting rules, where casting without expending spell slots reshapes resource management and exploration play. In this episode, the hosts explore how ritual casting in tabletop RPGs functions both as a mechanical subsystem and as a narrative lever for immersion. Rather than treating ritual spells like background noise, we discuss ways GMs and players can frame non-combat spellcasting mechanics as collaborative storytelling moments that reinforce tone, pacing, and worldbuilding. The conversation begins with a mechanical breakdown of how ritual casting works in D&D, including class access, preparation requirements, and opportunity cost. We compare approaches to ritual magic systems in Pathfinder and other TTRPGs, highlighting how design differences affect party planning and gameplay tension. Along the way, we touch on optimization considerations for players researching best ritual spells for utility and exploration, and how ritual access can shape character identity outside of combat encounters. From there, the discussion pivots toward table culture and presentation. Ritual casting is an opportunity to create sensory texture — chanting, environmental interaction, symbolic components — and we outline practical techniques for GMs seeking to immerse players through magical storytelling. This includes pacing strategies, spotlight balance, and methods for integrating ritual outcomes into ongoing campaign arcs rather than treating them as isolated mechanics. Finally, we address common pitfalls. Overuse can trivialize challenges, while underuse wastes design space. By framing rituals as collaborative scenes instead of background automation, tables can unlock deeper engagement with fantasy roleplaying immersion techniques and reinforce the feeling that magic is mysterious, costly, and meaningful. Whether you're optimizing your spellbook or building cinematic magical moments, this episode provides both system mastery and creative inspiration for getting more out of ritual spellcasting at your table. Key Takeaways Ritual spellcasting in D&D 5e allows slot-free utility casting but requires time investment and preparation planning Understanding how ritual casting works in tabletop RPG systems helps players optimize exploration and resource management Many best ritual spells for roleplaying immersion shine outside combat and define character identity GMs can elevate non-combat magic storytelling by emphasizing sensory description and table participation Ritual scenes are opportunities to reinforce pacing, spotlight sharing, and narrative tone Comparing ritual mechanics across Pathfinder and 5e highlights how system design affects tension and preparation Avoid trivializing obstacles — meaningful cost or risk keeps ritual magic engaging Treat rituals as collaborative scenes rather than background mechanics to enhance immersion Strong presentation transforms fantasy ritual casting experiences into memorable campaign moments Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

Do Dragons Dream Of Scorched Sheep? - A Dungeons & Dragons Podcast

Not A Mimic. Well, not a single one...If you want to learn to play D&D, Gadget is running beginner's sessions on Startplaying.Games. Take a seat at his table and check out what he's got to offer: Professional Game Master - Gadget | StartPlayingCONTACT USModern Escapism are creating Brilliant Podcasts | PatreonEmailInstagramBlueskyDiscordTwitchTikTokCheck out our other podcasts:Modern Escapismhttps://shows.acast.com/smashthatglasshttps://shows.acast.com/deepdiveloungeYou can also follow us individually at:BiggieGadgetStigCandyOodlesThis episode was written, produced and edited by GadgetSupport this show http://supporter.acast.com/scorchedsheep. Hosted on Acast. See acast.com/privacy for more information.

The RPGBOT.Podcast
PULP CTHULHU: How to Play 3 Actual Play - A Reasonable Plan Ruined by Order

The RPGBOT.Podcast

Play Episode Listen Later Feb 12, 2026 61:33


There are two ways to learn a tabletop RPG: read the rulebook… or get shot at on a collapsing train while chasing occult Nazis across North Africa. In this RPGBOT.Quickstart actual play of Pulp Cthulhu, the crew demonstrates how cinematic pulp RPG sessions actually unfold — complete with relic thefts, hypnotized enemies, catastrophic dice rolls, and a physics-defying jetpack solution. If you've ever wondered how Call of Cthulhu actual play gameplay, learning Pulp Cthulhu through play, or tabletop RPG session flow examples look in the wild, this episode shows you — loudly, chaotically, and probably while someone is falling off a cliff. Show Notes This installment of the RPGBOT Quickstart actual play series transitions from theory into demonstration, showcasing how to learn Pulp Cthulhu gameplay mechanics through live play. Following prior episodes on system concepts and character creation, the cast introduces their pulp-era investigators — including an eccentric engineer and a circus-trained occult bruiser — tasked by an FBI occult task force to intercept Nazi relic hunters in 1935. The scenario begins aboard a desert-bound train headed toward a meeting with archaeologist Iowa Roberts, where the party examines a mysterious artifact that functions like a supernatural compass pointing toward the mythical desert city tied to forbidden lore. Their investigation is interrupted when the rival occult agent Scarlet Arachnus steals the relic during a catastrophic derailment, throwing the game immediately into cinematic action and demonstrating combat initiative, skill rolls, and survival mechanics in Call of Cthulhu actual play. Escaping a precariously hanging train car, the players confront armed enemies, navigate terrain hazards, and showcase mechanical problem-solving through teamwork and skill checks — highlighting how dice outcomes shape narrative consequences. The action continues across exposed train cars with firefights against heavily armed foes, illustrating tactical movement, cover usage, and pulp-style heroics. After surviving the encounter and sabotaging the collapsing train, the group scavenges supplies, uncovers clues, and discovers evidence of a larger occult plot: a map referencing desert pillars and connections to mythic texts associated with forbidden knowledge. Realizing they've handed the artifact to their enemies, they pivot to pursuit — commandeering and repairing a damaged vehicle, demonstrating mechanical repair gameplay and collaborative skill usage. The session concludes with the party navigating across the desert using improvised technology to track tire marks toward their adversaries — emphasizing exploration and skill-driven storytelling in tabletop RPG actual play teaching examples. Overall, this consolidated episode functions as a practical tutorial on how actual play sessions model rule application, improvisation, and narrative escalation, blending cinematic pulp action with procedural gameplay instruction. Key Takeaways Actual play is an effective way to learn Pulp Cthulhu rules and gameplay flow in context Character introductions reinforce narrative hooks and mechanical identity Skill checks drive storytelling outcomes — success and failure both move plot forward Combat showcases initiative, cover, and pulp-action pacing Environmental hazards highlight survival and problem-solving mechanics Collaborative play enables creative solutions beyond strict rules Resource scavenging and clue discovery reinforce investigation gameplay Vehicle repair and navigation demonstrate non-combat system depth Narrative escalation illustrates long-form campaign structure Session ends with forward momentum toward mythos investigation and pursuit Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RPGBOT.Podcast
PULP CTHULHU: How to Play 3 Actual Play - A Reasonable Plan Ruined by Order

RPGBOT.Podcast

Play Episode Listen Later Feb 12, 2026 61:33


There are two ways to learn a tabletop RPG: read the rulebook… or get shot at on a collapsing train while chasing occult Nazis across North Africa. In this RPGBOT.Quickstart actual play of Pulp Cthulhu, the crew demonstrates how cinematic pulp RPG sessions actually unfold — complete with relic thefts, hypnotized enemies, catastrophic dice rolls, and a physics-defying jetpack solution. If you've ever wondered how Call of Cthulhu actual play gameplay, learning Pulp Cthulhu through play, or tabletop RPG session flow examples look in the wild, this episode shows you — loudly, chaotically, and probably while someone is falling off a cliff. Show Notes This installment of the RPGBOT Quickstart actual play series transitions from theory into demonstration, showcasing how to learn Pulp Cthulhu gameplay mechanics through live play. Following prior episodes on system concepts and character creation, the cast introduces their pulp-era investigators — including an eccentric engineer and a circus-trained occult bruiser — tasked by an FBI occult task force to intercept Nazi relic hunters in 1935. The scenario begins aboard a desert-bound train headed toward a meeting with archaeologist Iowa Roberts, where the party examines a mysterious artifact that functions like a supernatural compass pointing toward the mythical desert city tied to forbidden lore. Their investigation is interrupted when the rival occult agent Scarlet Arachnus steals the relic during a catastrophic derailment, throwing the game immediately into cinematic action and demonstrating combat initiative, skill rolls, and survival mechanics in Call of Cthulhu actual play. Escaping a precariously hanging train car, the players confront armed enemies, navigate terrain hazards, and showcase mechanical problem-solving through teamwork and skill checks — highlighting how dice outcomes shape narrative consequences. The action continues across exposed train cars with firefights against heavily armed foes, illustrating tactical movement, cover usage, and pulp-style heroics. After surviving the encounter and sabotaging the collapsing train, the group scavenges supplies, uncovers clues, and discovers evidence of a larger occult plot: a map referencing desert pillars and connections to mythic texts associated with forbidden knowledge. Realizing they've handed the artifact to their enemies, they pivot to pursuit — commandeering and repairing a damaged vehicle, demonstrating mechanical repair gameplay and collaborative skill usage. The session concludes with the party navigating across the desert using improvised technology to track tire marks toward their adversaries — emphasizing exploration and skill-driven storytelling in tabletop RPG actual play teaching examples. Overall, this consolidated episode functions as a practical tutorial on how actual play sessions model rule application, improvisation, and narrative escalation, blending cinematic pulp action with procedural gameplay instruction. Key Takeaways Actual play is an effective way to learn Pulp Cthulhu rules and gameplay flow in context Character introductions reinforce narrative hooks and mechanical identity Skill checks drive storytelling outcomes — success and failure both move plot forward Combat showcases initiative, cover, and pulp-action pacing Environmental hazards highlight survival and problem-solving mechanics Collaborative play enables creative solutions beyond strict rules Resource scavenging and clue discovery reinforce investigation gameplay Vehicle repair and navigation demonstrate non-combat system depth Narrative escalation illustrates long-form campaign structure Session ends with forward momentum toward mythos investigation and pursuit Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

DragonLance Saga
DM101: How to Open a Campaign

DragonLance Saga

Play Episode Listen Later Feb 10, 2026 52:04


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Running the Game: How to Open a Campaign. https://youtube.com/live/byN5-egbWgc Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 9th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Why do Campaigns Fail Early? Well, most campaigns don't end — they fade out. Early misalignment is the silent killer for campaigns. The first session sets expectations players will carry for months. This episode is about opening strong before dice ever hit the table. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — What “Opening a Campaign” Actually Means It's not just Session One It's the onboarding experience for your table Opening includes: Session Zero tone and genre alignment social contract character relationships A good opening prevents 80% of future problems Segment 2 — Session Zero That Actually Works Purpose of Session Zero: alignment, not rules lectures What to cover: campaign premise and scope playstyle expectations (RP vs combat vs exploration) scheduling and commitment What to avoid: lore dumps rigid restrictions without context Keep it conversational and collaborative Segment 3 — Setting Tone and Genre Early Tone answers: What kind of story is this? Examples: heroic fantasy dark survival political intrigue Show, don't tell: opening imagery first NPCs early consequences Tone inconsistency causes player confusion Segment 4 — Safety Tools Without Awkwardness Why safety tools matter: trust creates freedom Common tools: Lines and Veils X-Card Open Door policy How to present them: briefly calmly without apology Safety is not censorship — it's clarity Segment 5 — Creating Party Bonds That Matter The party must have a reason to exist Avoid: “you all meet in a tavern” with no glue Tools for bonds: shared history mutual debts common enemies Ask players to define connections between characters Segment 6 — Aligning Character Concepts With the Campaign Characters should fit the game, not fight it Help players: refine backstories tie goals into the setting Say “yes, but” instead of “no” Alignment prevents spotlight friction later Segment 7 — Ending Session Zero With Momentum Session Zero shouldn't feel like admin End with: a hook a looming problem a shared question Players should leave excited, not exhausted Segment 8 — The DM101 Mindset Shift You are not pitching a product You are building a social experience A strong opening is about listening as much as talking Collaboration beats control every time Closing Takeaway Opening a campaign is about trust, tone, and buy-in Do this well, and everything that follows is easier Skip it, and you'll be fixing problems for months Outro And that's it for this episode of Dungeon Mastering 101, Running the Game: How to Open a Campaign. Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

The RPGBOT.Podcast
BEHOLDER-KIN - The Multiverse's Angriest Soccer Ball

The RPGBOT.Podcast

Play Episode Listen Later Feb 9, 2026 54:22


There are monsters in tabletop RPGs that exist to be fought, monsters that exist to be feared, and monsters that exist to make the Dungeon Master quietly whisper, "I hope you prepared spells with saving throws." Beholders fall squarely into that last category. This week on RPGBOT.Podcast, we're diving deep into Beholder-Kin — floating orbs of paranoia, laser violence, and architectural malpractice. From tiny gazers that exist solely to be annoying, to death tyrants that refuse to stay dead out of spite, we explore why beholders remain one of Dungeons & Dragons' most iconic, miserable, and tactically terrifying monsters. Along the way, we discuss dream-based reproduction, anti-magic cones, and why every beholder lair looks like it was designed to fail a building inspection on purpose. Show Notes Beholders are one of the oldest and most recognizable monsters in Dungeons & Dragons, and for good reason. They aren't just bags of hit points with flashy attacks — they're intelligent, paranoid, and cruel creatures that reshape both combat and storytelling the moment they appear in a campaign. In this episode, the hosts break down what defines beholders and their many variants, collectively known as Beholder-Kin, and why they're such effective villains across nearly every tier of play. The discussion starts with what makes beholders fundamentally different from other monsters. Their signature eye rays, combined with a central anti-magic eye, mean that fights against beholders rarely follow predictable patterns. Even experienced players are forced to react rather than execute clean plans. The randomness of eye rays creates chaos, but the creature's intelligence means that chaos is applied with intent — the rays may be random, but the targets absolutely are not. From there, the conversation expands into the many variants of Beholder-Kin found throughout D&D. Gazers, spectators, gauths, mind witnesses, beholder zombies, death kisses, and death tyrants all represent different expressions of the same alien biology. Each fills a distinct role, allowing Dungeon Masters to introduce beholder-themed encounters from the earliest levels all the way into high-tier play without losing flavor or threat. This flexibility is one of the reasons beholders remain so enduring in D&D design. Combat tactics play a major role in the episode, especially the importance of running beholders intelligently. A beholder that floats into melee range and trades bite attacks is a beholder being played incorrectly. These creatures thrive on distance, verticality, and environmental control. Their lairs are often carved with disintegration rays, filled with vertical shafts, traps, and contingency plans, and designed to punish creatures that rely on gravity. When played well, a beholder encounter feels less like a fair fight and more like surviving a hostile environment that actively hates you. The episode also dives into beholder lore and ecology, which somehow manages to be both fascinating and deeply unsettling. Earlier editions described grotesque physical reproduction, while modern D&D reframes beholder reproduction as a dream-based phenomenon where nightmares literally manifest new beholders into reality. This almost always results in immediate territorial violence, reinforcing the idea that beholders are incapable of peaceful coexistence — even with themselves. To balance the horror, the hosts also explore notable exceptions in D&D lore. Famous beholders like Xanathar embody tragic paranoia, while figures like Large Luigi — an omniscient beholder tavern owner in Spelljammer — prove that even reality-warping aberrations can choose hospitality over genocide. These examples highlight how beholders can serve not just as villains, but as unforgettable NPCs, information brokers, or narrative wild cards. The episode wraps by touching on player-facing options. While players can't normally play beholders, they can still interact with Beholder-Kin through warlock patrons, summoned spectators, or gazer familiars. Used carefully, these options let players brush up against beholder weirdness without completely breaking the game — though the temptation to do something irresponsible is always there. Key Takeaways Beholder-Kin work because they operate on multiple levels at once. Mechanically, they introduce chaos through randomized effects, but narratively they reward intelligent, ruthless play. A beholder encounter is never just about hit points — it's about positioning, preparation, and survival. These monsters scale exceptionally well across a campaign. From CR ½ gazers to CR 14 death tyrants, Beholder-Kin allow Dungeon Masters to introduce consistent themes without repeating the same fight. Each variant reinforces the core beholder identity while adding new tactical wrinkles. Lair design is not optional when using beholders. Their environments are an extension of their personality: vertical, hostile, and unapologetically unfair. A beholder fought on flat ground is missing half its threat. Finally, beholders remain iconic because they embody the strange heart of D&D. They're terrifying, absurd, overdesigned, and deeply committed to their own misery. Whether used as cosmic horror, dungeon boss, or omniscient bartender, Beholder-Kin remind us that sometimes the most memorable monsters are the ones that don't want to exist — but absolutely refuse to stop. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

DragonLance Saga
Cha'asii and Cha'asi Magic

DragonLance Saga

Play Episode Listen Later Feb 9, 2026 9:44


Let's examine the Cha'asii and their ancient, nearly forgotten form of magic on Taladas, Cha'asi magic–It is built on an intuitive understanding of nature. Buy Time of the Dragon: https://www.dmsguild.com/en/product/16960/time-of-the-dragon-2e?affiliate_id=50797  https://youtu.be/oWNltKbtct8 Transcript Cold Open Deep in the jungles of Taladas, there are elves who do not build towers, do not write spellbooks, and do not believe magic is something you create. They believe magic already exists—hidden in stone, leaf, bone, and living wood… waiting to be revealed. And if you go looking for the ancient halls they protect, the jungle itself may rise against you. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the incredible cultures and forms of magic on the continent of Taladas, the Cha'asi Mages. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Time of the Dragon boxed set for this information. If I leave anything out or misspeak, please leave a comment below. Discussion Today, we cross the sea to the distant continent of Taladas, as described in the Time of the Dragon boxed set, and journey into the steaming jungles of Neron. This is the story of the Cha'asii—the Wild Elves of Taladas—and their strange, beautiful, and nearly forgotten tradition of nature magic. Of all the peoples of Taladas, none are more secluded—or more misunderstood—than the Cha'asii, the Wild Elves of Neron. Though they share a name with the Kagonesti of Ansalon, the comparison ends quickly. Where the Kagonesti are seen as rough and untamed, the Cha'asii make them seem almost civilized by contrast. The Cha'asii are a small, slender people, rarely reaching five feet in height. Their skin reflects the jungle itself, ranging from deep wood-browns to yellow-green hues, while their hair runs from dark brown to green-black. Their eyes are a deep forest green, giving them an uncanny ability to blend into the foliage around them.  They wear little clothing—woven leaves, grasses, palm fronds—shaped by necessity rather than modesty. Decorations, however, are another matter. Feathers, shells, carved bone, bright ribbons, and trinkets are worn proudly. Metal items, especially steel tools, are treasured—not as symbols of wealth, but as useful objects in a land where workable ore is rare. To outsiders, the Cha'asii appear primitive. To survive among them is to quickly learn that this judgment could be fatal. The jungles of Neron shape every aspect of Cha'asii life, especially warfare. Long swords and heavy bows are impractical in thick undergrowth. Instead, the Cha'asii favor throwing spears, thrusting weapons, javelins, and blowguns, many crafted from the dense wood of the irontree. Blowgun darts are carved from the barbed thorns of the inya vine. Bombs made from fermented fruit gas are used to overwhelm enemies with unbearable stench. Hornets' nests are collected at night and unleashed to scatter foes. Vines are woven into traps and concealed caltrops. Though the Cha'asii reject poisons as taboo, they have no issue using sleeping juices, sickness smoke, and herbal compounds to disable enemies. Survival—not cruelty—is the goal. The Cha'asii possess a deep mastery of jungle herbalism. They prepare salves that speed healing, poultices that draw out poisons, powders that ease pain, potions that bring sleep or forgetfulness. These arts are not seen as separate from magic—they are simply another expression of nature's power. This knowledge is common among the people, but among the Cha'asii, it is the mages who take this philosophy to its greatest height. Cha'asii mages practice a form of magic that, according to every known magical theory, should not work. They do not divide magic into schools like abjuration, evocation, or illusion. Instead, they see all magic as coming from one of two sources: natural or unnatural. To them, the difference between spells is not theory—it is intent and origin. Anything tied to nature, growth, weather, animals, stone, or elemental forces is natural. Magic that creates mechanical, artificial, or imposed effects is unnatural—and often associated with the hated yaggol. Because of this worldview, Cha'asii mages specialize almost entirely in spells that shape the natural world: fog, wind, fire, growth, transformation, and elemental change. Their spell lists are broad in power but narrow in philosophy. Entire categories of traditional wizard spells are forbidden to them—not because they cannot be learned, but because they should not be. The Cha'asii do not care that their magic defies accepted arcane theory. They never studied the theory in the first place. To the Cha'asii, everything contains magic. A stone does not become magical when power is placed into it. It becomes magical when its hidden nature is revealed. Magical item creation among the Cha'asii is an art of discovery, not invention. Wizards seek objects in their most natural state: unshaped stones, lightning-struck branches, naturally curved shells, beautifully veined pebbles. The more aesthetically perfect an item is in its natural form, the more powerful the magic it may contain. A wizard does not decide what power an item will have. He can only draw out what was already there. Sometimes the result is useful. Sometimes it is strange. Sometimes it is dangerous. Around Cha'asii villages, the forest itself is alive with enchantment—vines, stones, trees, and flowers quietly humming with awakened power. Among their people, it is said that great wizards are not born knowing spells—but born able to see magic with their eyes. The Cha'asii live in small, scattered family groups deep within the jungle valleys. They hunt, tend small gardens, carve wood, and spend long hours resting in the heat. Their homes are simple huts built on the ground or in the branches of trees near rivers and streams. Life is communal. Males and females are equals, and women are just as likely to be warriors or hunters—often fiercer than their male counterparts. They ask little from life. But what they protect, they guard absolutely. Hidden beneath the jungle canopy are ancient ruins—massive halls of strange, stone-like wood that has survived time, rot, and even the Cataclysm itself. The Cha'asii claim ignorance of these places. Their eyes say otherwise. Their secret songs tell a different story: of an ancient elven empire, older than any known civilization, older even than recorded history. These halls once belonged to the ancestors of the Cha'asii, who either abandoned them—or were charged with guarding them until their return. Whether duty or self-imposed reverence, the Cha'asii accept this role completely. Those who seek treasure in these ruins often find it. Most never return. The greatest threat to the Cha'asii are the yaggol—a savage, degenerate race of mind flayers that dwell underground and in the darkest reaches of the jungle. The yaggol do not simply hunt. They terrorize. Bodies are staked to trees. Victims are tortured for days. Screams are allowed to carry back to villages as deliberate cruelty. Their war against the Cha'asii has lasted centuries. Because of this, the Cha'asii are a hostile people. Strangers are watched for years before being approached—if ever. Trust is earned slowly, if at all. Those who force themselves into Cha'asii lands are met with swift death. Yet there are exceptions. Those who save a Cha'asii life—or fight against the yaggol—earn something rare: respect. The Cha'asii of Neron are not primitive relics of a fallen age. They are a people who chose harmony over empire, intuition over theory, and guardianship over conquest. In the jungles of Taladas, magic is not written, studied, or controlled—it is listened to, revealed, and respected.  Outro But that is all the time I have to talk about the Cha'asii and Cha'asi Magic of Taladas. What do you think of this view and practice of magic? Have you ever explored the various cultures on Taladas? And finally should we have more Taladas content developed? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: It will be a party such as the world of Krynn has not seen since before the Cataclysm!

RPGBOT.Podcast
BEHOLDER-KIN - The Multiverse's Angriest Soccer Ball

RPGBOT.Podcast

Play Episode Listen Later Feb 9, 2026 54:22


There are monsters in tabletop RPGs that exist to be fought, monsters that exist to be feared, and monsters that exist to make the Dungeon Master quietly whisper, "I hope you prepared spells with saving throws." Beholders fall squarely into that last category. This week on RPGBOT.Podcast, we're diving deep into Beholder-Kin — floating orbs of paranoia, laser violence, and architectural malpractice. From tiny gazers that exist solely to be annoying, to death tyrants that refuse to stay dead out of spite, we explore why beholders remain one of Dungeons & Dragons' most iconic, miserable, and tactically terrifying monsters. Along the way, we discuss dream-based reproduction, anti-magic cones, and why every beholder lair looks like it was designed to fail a building inspection on purpose. Show Notes Beholders are one of the oldest and most recognizable monsters in Dungeons & Dragons, and for good reason. They aren't just bags of hit points with flashy attacks — they're intelligent, paranoid, and cruel creatures that reshape both combat and storytelling the moment they appear in a campaign. In this episode, the hosts break down what defines beholders and their many variants, collectively known as Beholder-Kin, and why they're such effective villains across nearly every tier of play. The discussion starts with what makes beholders fundamentally different from other monsters. Their signature eye rays, combined with a central anti-magic eye, mean that fights against beholders rarely follow predictable patterns. Even experienced players are forced to react rather than execute clean plans. The randomness of eye rays creates chaos, but the creature's intelligence means that chaos is applied with intent — the rays may be random, but the targets absolutely are not. From there, the conversation expands into the many variants of Beholder-Kin found throughout D&D. Gazers, spectators, gauths, mind witnesses, beholder zombies, death kisses, and death tyrants all represent different expressions of the same alien biology. Each fills a distinct role, allowing Dungeon Masters to introduce beholder-themed encounters from the earliest levels all the way into high-tier play without losing flavor or threat. This flexibility is one of the reasons beholders remain so enduring in D&D design. Combat tactics play a major role in the episode, especially the importance of running beholders intelligently. A beholder that floats into melee range and trades bite attacks is a beholder being played incorrectly. These creatures thrive on distance, verticality, and environmental control. Their lairs are often carved with disintegration rays, filled with vertical shafts, traps, and contingency plans, and designed to punish creatures that rely on gravity. When played well, a beholder encounter feels less like a fair fight and more like surviving a hostile environment that actively hates you. The episode also dives into beholder lore and ecology, which somehow manages to be both fascinating and deeply unsettling. Earlier editions described grotesque physical reproduction, while modern D&D reframes beholder reproduction as a dream-based phenomenon where nightmares literally manifest new beholders into reality. This almost always results in immediate territorial violence, reinforcing the idea that beholders are incapable of peaceful coexistence — even with themselves. To balance the horror, the hosts also explore notable exceptions in D&D lore. Famous beholders like Xanathar embody tragic paranoia, while figures like Large Luigi — an omniscient beholder tavern owner in Spelljammer — prove that even reality-warping aberrations can choose hospitality over genocide. These examples highlight how beholders can serve not just as villains, but as unforgettable NPCs, information brokers, or narrative wild cards. The episode wraps by touching on player-facing options. While players can't normally play beholders, they can still interact with Beholder-Kin through warlock patrons, summoned spectators, or gazer familiars. Used carefully, these options let players brush up against beholder weirdness without completely breaking the game — though the temptation to do something irresponsible is always there. Key Takeaways Beholder-Kin work because they operate on multiple levels at once. Mechanically, they introduce chaos through randomized effects, but narratively they reward intelligent, ruthless play. A beholder encounter is never just about hit points — it's about positioning, preparation, and survival. These monsters scale exceptionally well across a campaign. From CR ½ gazers to CR 14 death tyrants, Beholder-Kin allow Dungeon Masters to introduce consistent themes without repeating the same fight. Each variant reinforces the core beholder identity while adding new tactical wrinkles. Lair design is not optional when using beholders. Their environments are an extension of their personality: vertical, hostile, and unapologetically unfair. A beholder fought on flat ground is missing half its threat. Finally, beholders remain iconic because they embody the strange heart of D&D. They're terrifying, absurd, overdesigned, and deeply committed to their own misery. Whether used as cosmic horror, dungeon boss, or omniscient bartender, Beholder-Kin remind us that sometimes the most memorable monsters are the ones that don't want to exist — but absolutely refuse to stop. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
RESURRECTION MECHANICS (Remastered): A Guide for Raising the Dead

The RPGBOT.Podcast

Play Episode Listen Later Feb 7, 2026 69:22


Death in Dungeons & Dragons is weird. Sometimes it's a tragic, character-defining moment that reshapes the campaign. Other times it's a minor inconvenience solved by rooting around in the cleric's pockets for a diamond and a receipt. In this episode, we crack open the lid on resurrection mechanics—how revivify, raise dead, and resurrection actually work, why death saving throws matter less than you think, and how coming back from the dead can be anything from epic storytelling fuel to a mildly awkward coffee break. Show Notes In this episode of the RPGBOT.Podcast, we dive deep into resurrection mechanics in Dungeons & Dragons, breaking down how character death really works—and why raising the dead is both a mechanical safety net and a narrative landmine. We cover the full spectrum of D&D death rules, starting with death saving throws, stabilizing, and the fine line between "down but not out" and "start pricing diamonds." From there, we examine the most common resurrection spells—Revivify, Raise Dead, and Resurrection—comparing spell timing, material components, and the hidden costs that often get ignored at the table. The discussion digs into why resurrection spells can undermine tension if handled casually, how consequences of death in D&D can strengthen long-term storytelling, and when it's okay for resurrection to be fast, cheap, and reliable. We also talk about optional rules, narrative gates, and DM-side tools that make bringing characters back to life in tabletop RPGs feel meaningful without punishing players for bad dice luck. Whether you're a player wondering how safe your character really is or a DM trying to balance drama with fun, this episode is your practical, no-nonsense guide to how resurrection works in D&D 5e—and how to make it better at your table. Key Takeaways Death saving throws are a buffer, not a guarantee—most characters die because of timing, not bad luck Revivify vs Raise Dead vs Resurrection is less about power level and more about narrative impact Material components, especially diamonds, are the real currency of immortality in D&D Easy resurrection lowers tension unless DMs introduce narrative or social consequences Resurrection mechanics work best when death still means something, even if it isn't permanent Clear expectations around death and revival prevent table-side frustration and tonal whiplash Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RPGBOT.Podcast
RESURRECTION MECHANICS (Remastered): A Guide for Raising the Dead

RPGBOT.Podcast

Play Episode Listen Later Feb 7, 2026 69:22


Death in Dungeons & Dragons is weird. Sometimes it's a tragic, character-defining moment that reshapes the campaign. Other times it's a minor inconvenience solved by rooting around in the cleric's pockets for a diamond and a receipt. In this episode, we crack open the lid on resurrection mechanics—how revivify, raise dead, and resurrection actually work, why death saving throws matter less than you think, and how coming back from the dead can be anything from epic storytelling fuel to a mildly awkward coffee break. Show Notes In this episode of the RPGBOT.Podcast, we dive deep into resurrection mechanics in Dungeons & Dragons, breaking down how character death really works—and why raising the dead is both a mechanical safety net and a narrative landmine. We cover the full spectrum of D&D death rules, starting with death saving throws, stabilizing, and the fine line between "down but not out" and "start pricing diamonds." From there, we examine the most common resurrection spells—Revivify, Raise Dead, and Resurrection—comparing spell timing, material components, and the hidden costs that often get ignored at the table. The discussion digs into why resurrection spells can undermine tension if handled casually, how consequences of death in D&D can strengthen long-term storytelling, and when it's okay for resurrection to be fast, cheap, and reliable. We also talk about optional rules, narrative gates, and DM-side tools that make bringing characters back to life in tabletop RPGs feel meaningful without punishing players for bad dice luck. Whether you're a player wondering how safe your character really is or a DM trying to balance drama with fun, this episode is your practical, no-nonsense guide to how resurrection works in D&D 5e—and how to make it better at your table. Key Takeaways Death saving throws are a buffer, not a guarantee—most characters die because of timing, not bad luck Revivify vs Raise Dead vs Resurrection is less about power level and more about narrative impact Material components, especially diamonds, are the real currency of immortality in D&D Easy resurrection lowers tension unless DMs introduce narrative or social consequences Resurrection mechanics work best when death still means something, even if it isn't permanent Clear expectations around death and revival prevent table-side frustration and tonal whiplash Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
PULP CTHULHU: How to Play 2 - Character Creation

The RPGBOT.Podcast

Play Episode Listen Later Feb 5, 2026 39:17


Welcome to the RPGBOT.Podcast, where today's character creation lesson begins with basic geometry, escalates into psychic powers, and somehow ends with a pacifist circus bear being seriously considered as a build option. In this episode, we take the gloves off and actually make characters for Pulp Cthulhu—choosing archetypes, rolling stats, hoarding skill points like goblins, and discovering that if you roll too well, you might accidentally invent the world's first telepathic himbo artist. If you've ever wondered how Call of Cthulhu character creation becomes fast, fun, and dangerously powerful, this is where the pulp really starts to flow. The D8 goes in the D8 hole. Show Notes This episode walks step-by-step through Pulp Cthulhu character creation, showing how investigators are built to be tougher, broader, and far more cinematic than their classic Call of Cthulhu counterparts. Ash guides Tyler and Randall through the full process—then breaks it down into a Quick & Dirty method that can get players to the table in minutes. Step 1: Choose an Archetype Archetypes replace traditional "classes" and are rooted in classic pulp fiction roles: Mystic (psychic powers, occult insight, vibes) Egghead (engineers, scientists, gadgeteers) Two-Fisted, Swashbuckler, Femme Fatale, Bon Vivant, and more Each archetype: Defines a core characteristic Grants bonus archetype skills Suggests traits, occupations, and story hooks This approach encourages concept-first design, letting the character idea drive the mechanics instead of the other way around. Step 2: Generate Characteristics Attributes are rolled using the familiar D100 roll-under system, but with a key twist: Core characteristic = 1d6 + 13 × 5 (expect very high numbers) Other stats use 3d6×5 or 2d6+6×5 High pulp means exceptional competence The result? Characters who feel powerful immediately—sometimes too powerful, leading to delightful accidents like rolling: Incredible Power Solid looks Questionable intelligence (Yes, the "himbo build" is real.) Step 3: Talents (High Pulp Edition) Because this game is running High Pulp, characters receive four talents instead of two. Talents are drawn from four categories: Physical Mental Combat Miscellaneous Highlights from the episode include: Psychic Powers Arcane Insight Weird Science Animal Companion (responsibly downgraded from "bear" to "bear-adjacent dog") Talents dramatically define how characters play and reinforce pulp action over fragile realism. Step 4: Occupation & Skill Points Occupations grant massive skill point pools, often hundreds of points: Skills start with base percentages Occupational skills come first Archetype skills add another 100 points Personal interest skills add even more The result is wide, competent characters instead of hyper-specialized glass cannons. The episode includes practical advice: Avoid pushing every skill to 95 Aim for flexibility, not just peak numbers Remember Credit Rating is mandatory and matters in play Step 5: Backstory (Fast but Meaningful) Instead of long essays, Pulp Cthulhu uses structured prompts: Personal description (biased, first-person) Ideology and beliefs Significant people Treasured possessions Traits Random tables spark instant character hooks, like: Idolizing Nikola Tesla Carrying calipers as a grounding object Shared trauma bonds Risk-taking or unreliable personalities One key backstory element becomes your Sanity anchor, helping characters recover from mental trauma. Quick & Dirty Character Creation Ash closes the episode with a streamlined alternative: Assign preset stat values Pick talents Select skills from fixed arrays Roll backstory details Start playing immediately Perfect for one-shots, convention play, or groups eager to punch cultists now, not in two hours. Key Takeaways Pulp Cthulhu character creation is fast, flexible, and cinematic Archetypes replace classes with strong narrative identity High Pulp characters start powerful and stay relevant Talents are the heart of customization Skill points are plentiful—breadth is rewarded Structured backstory tools create instant roleplay hooks The Quick & Dirty method gets you playing in minutes Yes, you can accidentally build a psychic himbo—and that's a feature Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

DragonLance Saga
Dragonlance Hangout – February 4th, 2026

DragonLance Saga

Play Episode Listen Later Feb 5, 2026 65:10


Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing Nostalgia vs. Reinvention in Dragonlance. https://youtube.com/live/VMlJZOgxrWQ Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Deepkolt the 4th, and my name is Adam. Today I am discussing Nostalgia vs. Reinvention in Dragonlance. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 Nostalgia vs. Reinvention in Dragonlance “What makes Dragonlance Dragonlance?  Is it the stories we remember… or the ones we haven't told yet?” fans discovered Dragonlance decades ago Contrast that with new players encountering Krynn for the first time Tease the tension: preserving a legacy vs. keeping a world alive “Tonight, we're talking nostalgia versus reinvention—and whether Krynn can survive without one or the other.” Quick reminder: this is a discussion, not a verdict Invite chat to take sides early: “Type Nostalgia or Reinvention in chat—we'll revisit this at the end.” Segment 1: What Nostalgia Protects (10–15 minutes) Nostalgia isn't just sentiment—it's structure. Talking points: Dragonlance as tone-first fantasy Tragedy, sacrifice, faith, loss, earned hope Iconic pillars fans emotionally guard: The War of the Lance The Cataclysm The gods' absence and return The Orders of High Sorcery Why characters like Raistlin, Sturm, and Tanis still matter They embody themes, not just plot roles Discussion questions: Is nostalgia about specific events… or how the world feels? Would Dragonlance still be Dragonlance without the War of the Lance looming in its history? Segment 2: Where Nostalgia Becomes a Trap (10 minutes) Too much reverence can freeze a setting in amber. Talking points: Retelling the same era again and again New players feeling like tourists in someone else's story The danger of “homework lore” When callbacks stop being meaningful and start being crutches “Have you ever felt like Dragonlance was afraid to move past its own shadow?” “A world that only looks backward eventually stops moving.” Segment 3: What Reinvention Brings to Krynn (10–15 minutes) Reinvention keeps the setting playable, not just readable. Talking points: Alternate timelines (Chaos War, Fifth Age, War of the Darklance–style ideas) Updating themes for modern tables: Agency over prophecy Moral complexity instead of clear binaries New stories that don't require knowing the Companions Letting players become history, not observers of it Discussion questions: Should new Dragonlance stories be allowed to contradict old ones? Is Krynn a museum—or a living world? Segment 4: Where Reinvention Goes Too Far (10 minutes) Change without respect breaks trust. Talking points: Removing core pillars: Gods without consequence Magic without discipline Dragons without mythic weight When Dragonlance starts feeling like “generic fantasy with familiar names” Fans don't fear change—they fear loss of identity Strong framing: “Reinvention isn't bad—but forgetting why people cared in the first place is.” “What's more dangerous: changing too much, or changing too little?” Segment 5: The Balance Point (10 minutes) Dragonlance works best when nostalgia provides roots and reinvention grows branches. Key synthesis: Keep the themes, evolve the context Honor the past without repeating it Let legends exist—but not dominate the present Use history as pressure, not shackles Example talking beats: The gods still matter—but mortals choose how faith manifests Dragons are still rare—but their influence reshapes politics Magic is dangerous—but no longer static “If you were handed Dragonlance tomorrow… What is the one thing you would never change—and the one thing you absolutely would?” “Did you stay Nostalgia… or switch to Reinvention?”“Because Dragonlance isn't just about remembering the past… It's about deciding what the future of Krynn should look like.” Outro Thank you for tuning into today's Dragonlance Hangout. What do you think of reinventing Dragonlance? Does maintaining the setting for nostalgia sake doom it to forgetfulness? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

RPGBOT.Podcast
PULP CTHULHU: How to Play 2 - Character Creation

RPGBOT.Podcast

Play Episode Listen Later Feb 5, 2026 39:17


Welcome to the RPGBOT.Podcast, where today's character creation lesson begins with basic geometry, escalates into psychic powers, and somehow ends with a pacifist circus bear being seriously considered as a build option. In this episode, we take the gloves off and actually make characters for Pulp Cthulhu—choosing archetypes, rolling stats, hoarding skill points like goblins, and discovering that if you roll too well, you might accidentally invent the world's first telepathic himbo artist. If you've ever wondered how Call of Cthulhu character creation becomes fast, fun, and dangerously powerful, this is where the pulp really starts to flow. The D8 goes in the D8 hole. Show Notes This episode walks step-by-step through Pulp Cthulhu character creation, showing how investigators are built to be tougher, broader, and far more cinematic than their classic Call of Cthulhu counterparts. Ash guides Tyler and Randall through the full process—then breaks it down into a Quick & Dirty method that can get players to the table in minutes. Step 1: Choose an Archetype Archetypes replace traditional "classes" and are rooted in classic pulp fiction roles: Mystic (psychic powers, occult insight, vibes) Egghead (engineers, scientists, gadgeteers) Two-Fisted, Swashbuckler, Femme Fatale, Bon Vivant, and more Each archetype: Defines a core characteristic Grants bonus archetype skills Suggests traits, occupations, and story hooks This approach encourages concept-first design, letting the character idea drive the mechanics instead of the other way around. Step 2: Generate Characteristics Attributes are rolled using the familiar D100 roll-under system, but with a key twist: Core characteristic = 1d6 + 13 × 5 (expect very high numbers) Other stats use 3d6×5 or 2d6+6×5 High pulp means exceptional competence The result? Characters who feel powerful immediately—sometimes too powerful, leading to delightful accidents like rolling: Incredible Power Solid looks Questionable intelligence (Yes, the "himbo build" is real.) Step 3: Talents (High Pulp Edition) Because this game is running High Pulp, characters receive four talents instead of two. Talents are drawn from four categories: Physical Mental Combat Miscellaneous Highlights from the episode include: Psychic Powers Arcane Insight Weird Science Animal Companion (responsibly downgraded from "bear" to "bear-adjacent dog") Talents dramatically define how characters play and reinforce pulp action over fragile realism. Step 4: Occupation & Skill Points Occupations grant massive skill point pools, often hundreds of points: Skills start with base percentages Occupational skills come first Archetype skills add another 100 points Personal interest skills add even more The result is wide, competent characters instead of hyper-specialized glass cannons. The episode includes practical advice: Avoid pushing every skill to 95 Aim for flexibility, not just peak numbers Remember Credit Rating is mandatory and matters in play Step 5: Backstory (Fast but Meaningful) Instead of long essays, Pulp Cthulhu uses structured prompts: Personal description (biased, first-person) Ideology and beliefs Significant people Treasured possessions Traits Random tables spark instant character hooks, like: Idolizing Nikola Tesla Carrying calipers as a grounding object Shared trauma bonds Risk-taking or unreliable personalities One key backstory element becomes your Sanity anchor, helping characters recover from mental trauma. Quick & Dirty Character Creation Ash closes the episode with a streamlined alternative: Assign preset stat values Pick talents Select skills from fixed arrays Roll backstory details Start playing immediately Perfect for one-shots, convention play, or groups eager to punch cultists now, not in two hours. Key Takeaways Pulp Cthulhu character creation is fast, flexible, and cinematic Archetypes replace classes with strong narrative identity High Pulp characters start powerful and stay relevant Talents are the heart of customization Skill points are plentiful—breadth is rewarded Structured backstory tools create instant roleplay hooks The Quick & Dirty method gets you playing in minutes Yes, you can accidentally build a psychic himbo—and that's a feature Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

DragonLance Saga
DM101: Worldbuilding Without Getting Lost

DragonLance Saga

Play Episode Listen Later Feb 3, 2026 31:15


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: Worldbuilding Without Getting Lost. https://youtube.com/live/XJxgn4_xFRU Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 2nd. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Somewhere out there is a Dungeon Master with three notebooks of lore… a detailed pantheon… a map with trade routes… …and no campaign. Worldbuilding is one of the greatest joys of being a Dungeon Master — and one of the fastest ways to stall a game before it ever begins. This is Dungeon Mastering 101, and today we're talking about worldbuilding without getting lost — how to build only what you need, and how to turn your setting into a tool, not a burden. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — The Worldbuilding Trap New Dungeon Masters often believe: “I need to build the whole world before we play.” You don't. In fact, overbuilding can: delay starting the game lock you into ideas that don't serve the table make improvisation harder, not easier Worldbuilding should serve play, not replace it. Segment 2 — Start Where the Characters Are The only part of the world that matters is: where the characters are what they care about what's about to happen Everything else is optional. Build outward in concentric circles: The immediate location Nearby threats or opportunities Distant forces that might matter later If the players can't reach it, they don't need it yet. Segment 3 — Build in Broad Strokes, Not Detail Think in impressions, not encyclopedias. Instead of: “The Kingdom of Valen has a three-tier tax system…” Use:  “Valen is rich, paranoid, and ruled by bureaucracy.” Broad strokes: give you flexibility are easier to remember invite player interpretation Details should emerge through play, not prep. Segment 4 — Turn the World Into a Problem Generator A good setting creates problems, not just flavor. Ask: Who wants something they can't have? What is about to break? What happens if no one intervenes? Worldbuilding works best when: factions collide values conflict power is unstable If nothing is in tension, the world is static. Segment 5 — Let Players Help Build the World Your players are an untapped resource. Ways to involve them: Ask where their character is from Let them name places or NPCs Tie backstory into existing conflicts This does two things: reduces your workload increases player investment Shared ownership makes the world feel alive. Segment 6 — Reusable Worldbuilding Smart worldbuilding can be reused endlessly. Create: factions instead of organizations themes instead of histories NPC roles instead of fixed characters Example:  “Corrupt local authority” can appear in: a village a city a kingdom Reuse patterns — reskin details. Segment 7 — Maps Are Optional Maps are tools, not requirements. You only need a map when: location matters tactically travel choices are meaningful players ask for one Otherwise: verbal geography is enough sketches beat perfection imagination fills the gaps Never let cartography stop play. Segment 8 — Worldbuilding as a Play Aid Ask yourself: “How does this help me run the game?” Good worldbuilding helps you: improvise NPC reactions answer player questions create consequences quickly If a detail doesn't make play easier, cut it. Segment 9 — The DM101 Mindset Shift Here's the key mindset change: You are not creating a world to be admired.  You are creating a world to be used. Your setting is: flexible incomplete responsive A living world grows in response to player action — not prep time. Worldbuilding doesn't need to be big to be meaningful. Start small. Build outward. Let play do the heavy lifting. When your world exists to support the table, you'll never feel lost in it again. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: Worldbuilding Without Getting Lost Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Alternate Timeline: War of the Darklance

DragonLance Saga

Play Episode Listen Later Feb 3, 2026 8:43


Let's examine an alternate timeline that sees the Knights of Takhisis take over, corrupt Dragonlances and raise a flying Citadel from Icewall. Buy Legends of the Twins: https://www.dmsguild.com/en/product/3252/legends-of-the-twins-3-5?affiliate_id=50797  https://youtu.be/7ptaSEFzU0A Transcript Cold Open Winter should never come in summer. But in this timeline, the snow never stopped falling… And the dragonlances themselves became weapons of darkness. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the alternate timelines found along the River of Time: the War of the Darklance. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Legends of the Twins sourcebook for this information. If I leave anything out or misspeak, please leave a comment below. Discussion The River of Time carries every age, every hero, and every tragedy forward—but it does not flow as a single, unbroken stream. Branching from it are countless tributaries, alternate Krynns shaped by small divergences or catastrophic changes. The War of the Darklance takes place in one such world. Here, the Graygem is never broken. Chaos is never released. Wild Sorcery and Mysticism never emerge. Ambient magic lies dormant, subdued, and tightly controlled. At first glance, this seems like a safer world. But without Chaos to disrupt the fabric of time, the Balance itself becomes rigid—and fragile. When evil learns from its failures and ceases to destroy itself, the result is not equilibrium. It is domination. At the center of this darkness stands Lord Ariakan, son of Ariakas. Unlike the Dragon Highlords of the past, Ariakan does not cling to pride, infighting, or ancient grudges. Instead, he creates something unprecedented: a unified knighthood modeled after the Knights of Solamnia, but devoted wholly to Queen Takhisis. The Knights of Takhisis embrace modern ideals. They wield magic without fear. They integrate warriors, priests, and mages into a single doctrine. And most importantly—evil does not turn against itself. For the first time, the Dark Queen's forces march with discipline, coordination, and purpose. The turning point of the war comes with an act so profane that it scars the world itself. The Knights of Takhisis cannot create weapons of light—but they can corrupt them. Captured dragonlances are brought before a ritual involving three unholy artifacts: the Altar of Takhisis, the Wand of Corruption, and the Hammer of Darkness. Placed upon the obsidian altar, the dragonlances smoke and weaken. The wand suspends them in a field of pure evil, tearing at their magical essence. Finally, the hammer strikes the blade, sealing the transformation. Thus, the darklance is born. These weapons strip the Whitestone forces of their greatest advantage. And the ritual's consequences ripple outward—into the sky, the land, and the seasons themselves. In the year 383 AC, Ansalon enters a nightmare remembered as the Summer of Frost. Temperatures steadily fall throughout spring. By summer, the world freezes. Crops fail. Livestock die. Starvation spreads faster than any army. The sky becomes perpetually overcast. Paladine seems powerless. Even Chislev cannot restore nature's order. Faith begins to crack. And it is in this moment of desperation that the invasion begins. The Knights of Takhisis strike swiftly. Kalaman falls. The Northern Wastes and Nordmaar collapse soon after. At Icewall, the dead Highlord Aren Feal-Thas is reborn as a death knight, cursed and bound to undeath. Icewall Glacier begins moving north—alive, jagged, relentless—guided by Feal-Thas's thoughts and emotions. Floating above it is Icewall Castle, transformed into a flying citadel. White dragons patrol the skies, wielding darklances, while thanoi, sivak draconians, and barbarian tribes march below. Entire villages vanish beneath the ice. As the Blood Sea freezes solid, the minotaurs see their moment. Led by Chot Es-Kalin, they march across the ice toward Ansalon, beginning a brutal campaign of genocide against the ogres. Though larger and stronger, the ogres lack discipline. Battle after battle, the minotaurs advance—until the thaw comes too late for Chot's secondary forces, which plunge into the Maelstrom beneath the melting ice. Chot himself remains stranded on the mainland, facing an ogre counteroffensive with no retreat. The war spares no one. The Qualinesti Forest burns, assaulted by dragons and Thorn Knights. Qualinost is destroyed. Elves flee—some to Ergoth, others east toward Silvanesti, where they are met with resentment and fear. The High Clerist's Tower falls for the first time in history. Tanis Half-Elven and Steel Brightblade die in its defense. Their fallen comrades are buried in mass graves, their names carved into stone. Palanthas surrenders without a fight. The Tower of High Sorcery is destroyed from within as Dalamar the Dark brings it down to prevent the Knights of the Thorn from reaching the portal to the Abyss. Whether Dalamar survives is unknown. Ergoth becomes the last refuge. Overcrowded. Hungry. Diseased. Clerics of Mishakal work tirelessly, overwhelmed by suffering. Gnomes abandon invention for joy and instead build engines of war. Even the kender feel the weight of despair. Yet resistance survives. Merinda uth Brishard leads roving Solamnic knights. Galvan Stonebreaker wages his private war. Underground movements form in Palanthas and Khur. And even within the darkness, evil begins to strain against itself. Aren Feal-Thas seeks to overthrow Ariakan. Mirielle Abrena consolidates her own power. The Blood War threatens Ariakan's eastern flank. The Balance may yet reassert itself.  This timeline has no fixed ending. The Knights of Takhisis have conquered most of Ansalon. Winter still grips the land. Another natural winter is coming. The Heroes of the Lance are gone. Now, the fate of the world rests with new champions—thieves, killers, outcasts, and survivors—people who may have to abandon honor to preserve hope. If the war can be won, the scars will remain. The land will never be the same. And the people of Ansalon will carry this darkness forever. But if the fight is abandoned—then this tributary of the River of Time ends in ice, silence, and shadow. The War of the Darklance is a world where evil learned, adapted, and nearly won. A Krynn where hope is fragile, honor is costly, and the Balance hangs by a thread.  And that makes it one of the most haunting alternate timelines in all of Dragonlance. Outro But that is all the time I have to talk about the Alternate Timeline: War of the Darklance. Do you like the idea of Dragonlance's being corrupted? Can the death Knight Feal-Thas rival Lord Soth? And finally will the Knights of Takhisis ever be overthrown? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: A chap who can point at you and say ‘die' has the distinct advantage.

The RPGBOT.Podcast
UNEARTHED ARCANA - MYSTIC SUBCLASSES: You're Not a Subclass, You're a Support Group

The RPGBOT.Podcast

Play Episode Listen Later Feb 2, 2026 66:55


Welcome to the RPGBOT.Podcast—where Unearthed Arcana comes to be lovingly examined, gently mocked, and occasionally asked, "Buddy… are you okay?" Today we're cracking open the latest UA drop from Wizards of the Coast, featuring a Monk who does mystic stuff (but don't ask him what kind), a Paladin who took an oath against spellcasters yet somehow became their HR department, a Rogue whose entire job is "stand near a wizard and vibe," and a Warlock who finally said, "What if I just took the cCeric's homework?" We've got scotch-fueled optimism, holiday fatigue, subclass features that boldly ask for coordination without offering agency, and at least one moment where we all realize: congratulations, you don't have a feature—you have responsibilities. Strap in, casters, because someone's about to give you a massage and call it game design. Show Notes In this episode, Randall James, Tyler Kamstra, and Ash Ely engage in a lively discussion about the latest Unearthed Arcana release, focusing on four new subclasses for Dungeons & Dragons. The conversation kicks off with light banter about personal experiences and preferences, particularly around scotch and the recent holidays. As they delve into the new subclasses, they express mixed feelings about the design choices, particularly criticizing the lack of creativity in naming and mechanics. The hosts explore the intricacies of the Mystic Arts Monk, Oath of the Spellguard Paladin, and the Magic Stealer Rogue, highlighting both the potential and shortcomings of each subclass. They emphasize the need for more engaging features and express disappointment over the reliance on existing mechanics without innovative twists. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati  

RPGBOT.Podcast
UNEARTHED ARCANA - MYSTIC SUBCLASSES: You're Not a Subclass, You're a Support Group

RPGBOT.Podcast

Play Episode Listen Later Feb 2, 2026 66:55


Welcome to the RPGBOT.Podcast—where Unearthed Arcana comes to be lovingly examined, gently mocked, and occasionally asked, "Buddy… are you okay?" Today we're cracking open the latest UA drop from Wizards of the Coast, featuring a Monk who does mystic stuff (but don't ask him what kind), a Paladin who took an oath against spellcasters yet somehow became their HR department, a Rogue whose entire job is "stand near a wizard and vibe," and a Warlock who finally said, "What if I just took the cCeric's homework?" We've got scotch-fueled optimism, holiday fatigue, subclass features that boldly ask for coordination without offering agency, and at least one moment where we all realize: congratulations, you don't have a feature—you have responsibilities. Strap in, casters, because someone's about to give you a massage and call it game design. Show Notes In this episode, Randall James, Tyler Kamstra, and Ash Ely engage in a lively discussion about the latest Unearthed Arcana release, focusing on four new subclasses for Dungeons & Dragons. The conversation kicks off with light banter about personal experiences and preferences, particularly around scotch and the recent holidays. As they delve into the new subclasses, they express mixed feelings about the design choices, particularly criticizing the lack of creativity in naming and mechanics. The hosts explore the intricacies of the Mystic Arts Monk, Oath of the Spellguard Paladin, and the Magic Stealer Rogue, highlighting both the potential and shortcomings of each subclass. They emphasize the need for more engaging features and express disappointment over the reliance on existing mechanics without innovative twists. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati  

Waypoint
Episode 74 - Moving on

Waypoint

Play Episode Listen Later Feb 2, 2026 58:49


In this new episode of Waypoint, the Renegades find their own ways to understand what they truly wish for. Realize that you suck! Phone your mother! Confront the puppetmaster! Music by Kevin MacLeod, Monplaisir, Phat Frog Studios and Pursky Tess on StartPlaying: https://startplaying.games/gm/628fa32fb6dc609f8d1f3f57

DragonLance Saga
Order of Aesthetics News – January 30th, 2026

DragonLance Saga

Play Episode Listen Later Jan 31, 2026 41:30


Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Sigil Users Gifts, Elden Ring TTRPG, Fallout Solo TTRPG, and Crows TTRPG. https://youtube.com/live/PY2QlFI4i3w Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 30th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.  I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media and get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/  8k words or less Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  Patrons – 2 free game sessions per month! D&D Sends Out “Dope” New Freebie But Not Everyone Will Get It https://screenrant.com/dnd-free-character-sheet-sigil-users/ An Elden Ring Nightreign TTRPG is coming from the folks who crushed D&D in Japan https://www.polygon.com/elden-ring-nightreign-ttrpg-dnd-role-playing-adaptation-japan/ New Fallout solo RPG lets you go off the beaten track, no gamemaster or party required https://www.gamesradar.com/tabletop-gaming/new-fallout-solo-rpg-lets-you-go-off-the-beaten-track-no-gamemaster-or-party-required/ This indie RPG is part old-school DnD, part Resident Evil, and I’m already hyped https://www.wargamer.com/crows/ttrpg-dnd-meets-resident-evil  Outro And that's it for this OA News episode! Did you ever play Sigil VTT and did you prefer it to Maps? Are you a fan of solo TTRPG's? And finally, what's your most anticipated ttprg? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

The RPGBOT.Podcast
PULP CTHULHU: How to Play 1 - Concepts and Themes

The RPGBOT.Podcast

Play Episode Listen Later Jan 29, 2026 53:01


Welcome to the RPGBOT.Podcast, where today's lesson is simple: cosmic horror, but with punchable Nazis. If classic Call of Cthulhu is about fragile academics discovering forbidden truths and immediately dying, Pulp Cthulhu is about kicking down the door, firing a shotgun at an elder god, and saying, "That all you got?" This episode is about concepts, themes, and vibes—the part of the game where sanity is optional, luck is currency, and surviving certain death might involve parachuting into a hot-air balloon you didn't know was there. Grab your fedora. We're going full pulp. Show Notes What Is Pulp Cthulhu? Pulp Cthulhu is a fully compatible variant of Call of Cthulhu that dials the game from existential despair to high-octane pulp adventure. Characters are tougher, more competent, and far more likely to survive long enough to matter. If Call of Cthulhu is The Thing or Evil Dead, Pulp Cthulhu is The Mummy, Army of Darkness, or Indiana Jones with eldritch nightmares.  Core Themes & Tone Heroic pulp action instead of grim cosmic inevitability Investigators who can take multiple hits and keep fighting A lighter, often comedic tone without abandoning horror Quips, gadgets, globe-trotting, and cinematic set pieces This makes Pulp Cthulhu an excellent transition for players coming from Dungeons & Dragons, Pathfinder, or other heroic tabletop RPGs. Setting & Genre Shift Time period: 1930s, just before World War II Scope: Global adventures—London, Cairo, jungles, ruins, secret bases Enemies: Cultists, mythos horrors… and a suspicious number of Nazis The game leans hard into classic pulp tropes: secret societies, forbidden relics, occult conspiracies, and globe-spanning races against evil. Core Mechanics D100 roll-under system with degrees of success Regular, Hard, and Extreme successes replace DCs Fumbles and pushed rolls create escalating consequences Skills improve when you fail them during advancement These mechanics reward specialization while keeping tension high, even for highly skilled characters. What Makes Pulp Cthulhu Different? Archetypes Two-Fisted Hero, Hard-Boiled Detective, Mystic, Mad Scientist, Femme Fatale, and more Each archetype boosts a core characteristic and grants bonus skills Talents Passive and active abilities that enhance combat, investigation, or survivability Categories include Physical, Mental, Combat, and Weird Science Hit Points Roughly double standard Call of Cthulhu HP Still deadly—just less instantly fatal Luck as a Meta-Currency Spend luck to: Cancel fumbles Reduce damage Stay conscious Cheat death entirely (with a suitably ridiculous explanation) Luck regenerates every session, encouraging aggressive use Insanity, Magic, and Weird Science Insane Talents can grant powerful abilities with narrative drawbacks Magic is faster to learn but still dangerous and unpredictable Psychic powers like telekinesis and clairvoyance are viable builds Weird Science introduces death rays, jetpacks, ghost detectors, and other Flash-Gordon-adjacent nonsense Yes, you can build a psychic mind-wizard or a mad scientist with a death ray. The game actively wants you to try. The Pulp Meter The game supports multiple pulp levels: Low Pulp: Almost classic Call of Cthulhu Mid Pulp: Standard Pulp Cthulhu rules High Pulp: Extra talents, cinematic survivability, full nonsense This episode sets the stage for going high pulp in future sessions Key Takeaways Pulp Cthulhu trades hopeless cosmic horror for heroic pulp survival Characters are tougher, more competent, and more fun to invest in Luck is a central mechanic that fuels cinematic storytelling The 1930s setting enables globe-trotting, occult conspiracies, and pulp villains Perfect for groups who want action, investigation, and horror without constant character death If you've ever wanted to punch Cthulhu—or at least shoot near him—this is your game Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati  

RPGBOT.Podcast
PULP CTHULHU: How to Play 1 - Concepts and Themes

RPGBOT.Podcast

Play Episode Listen Later Jan 29, 2026 53:01


Welcome to the RPGBOT.Podcast, where today's lesson is simple: cosmic horror, but with punchable Nazis. If classic Call of Cthulhu is about fragile academics discovering forbidden truths and immediately dying, Pulp Cthulhu is about kicking down the door, firing a shotgun at an elder god, and saying, "That all you got?" This episode is about concepts, themes, and vibes—the part of the game where sanity is optional, luck is currency, and surviving certain death might involve parachuting into a hot-air balloon you didn't know was there. Grab your fedora. We're going full pulp. Show Notes What Is Pulp Cthulhu? Pulp Cthulhu is a fully compatible variant of Call of Cthulhu that dials the game from existential despair to high-octane pulp adventure. Characters are tougher, more competent, and far more likely to survive long enough to matter. If Call of Cthulhu is The Thing or Evil Dead, Pulp Cthulhu is The Mummy, Army of Darkness, or Indiana Jones with eldritch nightmares.  Core Themes & Tone Heroic pulp action instead of grim cosmic inevitability Investigators who can take multiple hits and keep fighting A lighter, often comedic tone without abandoning horror Quips, gadgets, globe-trotting, and cinematic set pieces This makes Pulp Cthulhu an excellent transition for players coming from Dungeons & Dragons, Pathfinder, or other heroic tabletop RPGs. Setting & Genre Shift Time period: 1930s, just before World War II Scope: Global adventures—London, Cairo, jungles, ruins, secret bases Enemies: Cultists, mythos horrors… and a suspicious number of Nazis The game leans hard into classic pulp tropes: secret societies, forbidden relics, occult conspiracies, and globe-spanning races against evil. Core Mechanics D100 roll-under system with degrees of success Regular, Hard, and Extreme successes replace DCs Fumbles and pushed rolls create escalating consequences Skills improve when you fail them during advancement These mechanics reward specialization while keeping tension high, even for highly skilled characters. What Makes Pulp Cthulhu Different? Archetypes Two-Fisted Hero, Hard-Boiled Detective, Mystic, Mad Scientist, Femme Fatale, and more Each archetype boosts a core characteristic and grants bonus skills Talents Passive and active abilities that enhance combat, investigation, or survivability Categories include Physical, Mental, Combat, and Weird Science Hit Points Roughly double standard Call of Cthulhu HP Still deadly—just less instantly fatal Luck as a Meta-Currency Spend luck to: Cancel fumbles Reduce damage Stay conscious Cheat death entirely (with a suitably ridiculous explanation) Luck regenerates every session, encouraging aggressive use Insanity, Magic, and Weird Science Insane Talents can grant powerful abilities with narrative drawbacks Magic is faster to learn but still dangerous and unpredictable Psychic powers like telekinesis and clairvoyance are viable builds Weird Science introduces death rays, jetpacks, ghost detectors, and other Flash-Gordon-adjacent nonsense Yes, you can build a psychic mind-wizard or a mad scientist with a death ray. The game actively wants you to try. The Pulp Meter The game supports multiple pulp levels: Low Pulp: Almost classic Call of Cthulhu Mid Pulp: Standard Pulp Cthulhu rules High Pulp: Extra talents, cinematic survivability, full nonsense This episode sets the stage for going high pulp in future sessions Key Takeaways Pulp Cthulhu trades hopeless cosmic horror for heroic pulp survival Characters are tougher, more competent, and more fun to invest in Luck is a central mechanic that fuels cinematic storytelling The 1930s setting enables globe-trotting, occult conspiracies, and pulp villains Perfect for groups who want action, investigation, and horror without constant character death If you've ever wanted to punch Cthulhu—or at least shoot near him—this is your game Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati  

DragonLance Saga
Dragonlance Hangout – January 28th, 2026

DragonLance Saga

Play Episode Listen Later Jan 28, 2026 57:21


Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing What Makes an Epic Fantasy Campaign Setting? https://youtube.com/live/nuJaSlAyfL0 Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 28th, and my name is Adam. Today I am discussing What Makes an Epic Fantasy Campaign Setting?. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 What Makes an Epic Fantasy Campaign Setting? Epic fantasy isn't just about maps, gods, or ancient wars. It's about a world that remembers itself. A setting becomes epic when: History leaves scars Belief shapes reality Culture exists beyond stat blocks Tonight isn't about “which setting is best.” It's about why some worlds feel inevitable, and others feel disposable. And what DMs can learn from the masters — and from darker, more modern designs like my own DireLands Touchstones: Tolkien's Middle-earth Martin's Westeros Weis & Hickman's Dragonlance And then: a comparison to DireLands, a dark fantasy setting built with many of the same tools — but different intentions Framed for: Dungeon Masters Worldbuilders Anyone who wants their setting to feel lived in, not just described PART I — YOUR CORE ELEMENTS OF EPIC FANTASY (Establish the Lens) 1. Deep, Recorded History Epic fantasy has epochs, not backstories History isn't flavor text — it's pressure Wars, rises, collapses, consequences DM takeaway:  If nothing important happened before the PCs were born, your world isn't epic — it's empty. 2. Cosmology That Touches the World Gods aren't distant abstractions Belief changes behavior, laws, taboos Divine or cosmic forces matter, even indirectly DM takeaway:  Cosmology should create: Conflicts Factions Cultural divides 3. A World Scarred by War Epic fantasy worlds are post-trauma Peace is fragile Victory always costs something DM takeaway: If the last great war solved everything cleanly, you've written a fairy tale — not epic fantasy. 4. Mythic Creatures With Narrative Weight Dragons, elves, fey, giants Not just monsters — symbols Each race carries history, loss, and perspective DM takeaway: If elves are just “humans with pointy ears,” you're wasting epic tools. 5. Culture Beyond Combat Music Recipes Poetry Stories told by the people of the world DM takeaway: Culture is how players emotionally anchor to a setting. PART II — HOW THE CLASSICS DO IT (DM-TABLE PRACTICAL) MIDDLE-EARTH — Mythic Epic What Works Unparalleled depth of history Songs, poems, languages baked into the world Clear cosmological order Evil has a metaphysical weight Limitations (DM Practical) Mythic distance can reduce player agency The world feels preordained Hard to run long sandbox campaigns without fighting canon Lesson for DMs Myth gives weight But too much destiny can suffocate choice WESTEROS — Historical Epic What Works History as cycles of violence Power structures feel real Culture varies sharply by region Consequences are relentless Limitations Minimal cosmology engagement Myth exists, but is distant or unclear Hope is often absent Lesson for DMs Political realism creates tension But without mythic meaning, darkness can feel nihilistic DRAGONLANCE — Heroic Epic What Works Clear epochs and ages Gods directly shape events War defines generations Built for play, not just reading Limitations Archetypal characters can feel restrictive Moral clarity can limit ambiguity Some depth sacrificed for accessibility Lesson for DMsEpic fantasy at the table thrives on clarity But nuance keeps it alive long-term PART III — DIRELANDS AS A DARK EPIC (Compare & Contrast) Where DireLands Aligns With Epic Fantasy Recorded History with Bias Epochs defined by conquest, ice, liberation History acknowledged as written by victors Cosmology That Warps Reality Cosmic entities Two moons with mechanical and narrative impact Gods tied to culture, language, and region A World After the “Victory” Witch-Queen defeated — but nothing healed The Triumvirate mirrors the corruption they overthrew Mythic Races With Consequences Elves exiled Dwarves driven underground Halflings isolated Cultural Texture Languages Music Poetry Religious schisms Where DireLands Intentionally Diverges Epic fantasy usually asks: “How do we save the world?” DireLands asks: “What if saving the world wasn't enough?” Key differences: Corruption replaces destiny Victory creates new injustices Magic is feared, politicized, gendered History doesn't inspire hope — it demands reckoning DM Practical Insight DireLands is epic fantasy through erosion, not ascension The epic scale comes from systems of belief collapsing, not heroes rising PART IV — WHAT DMs SHOULD STEAL FROM ALL OF THIS Bullet-point, actionable advice: Build history that players inherit, not just learn Let cosmology influence laws, fear, and tradition Make war change culture permanently Give races reasons to mistrust each other Embed art and ritual into everyday life Decide what your world believes about hope Outro Epic fantasy isn't a checklist, It's an agreement between the world and the players. Tolkien gave us myth Martin gave us consequence Dragonlance gave us playability DireLands asks what happens after the epic victory As DMs, the real question isn't: “Is my world epic?” It's: “Does my world remember what it's been through?” That is going to do it for another Dragonlance hangout episode.Let me know what you think makes an epic campaign setting and which is your favorite. Have you ever created your own campaign setting? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Alternate Timeline: Age of Dragons

DragonLance Saga

Play Episode Listen Later Jan 27, 2026 8:12


Let's examine an alternate timeline that was witnessed by Tasslehoff before Takhisis stole the world at the end of the Chaos War. Buy Legends of the Twins: https://www.dmsguild.com/en/product/3252/legends-of-the-twins-3-5?affiliate_id=50797  https://youtu.be/BO-6paVSeSg Transcript Cold Open Peace has come to Krynn… but the world is holding its breath. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the alternate timelines found along the River of Time: the Age of Dragons. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Legends of the Twins sourcebook for this information. If I leave anything out or misspeak, please leave a comment below. Discussion The Age of Dragons exists as one of many alternate timelines branching from Krynn's true history along what is known as the River of Time. This river represents the flow of history itself, carrying events forward while also allowing for tributaries—alternate paths created when key moments unfold differently. Each tributary forms a complete and self-contained version of Krynn. To those who live within these worlds, their timeline is not an alternate possibility, but the only reality they have ever known. In the case of the Age of Dragons, the point of divergence centers on a single individual: Tasslehoff Burrfoot. In 371 AC, Tasslehoff activates the Device of Time Journeying and travels into the future with Fizban's permission. In the true timeline, Tasslehoff eventually returns, and his actions help shape the events of the future. In this alternate history, however, Tasslehoff never returns from the future. That absence alters the course of events in ways that are not immediately obvious, but which ultimately reshape the fate of Krynn. Despite this divergence, Krynn still experiences two defining conflicts within a relatively short span of time: the War of the Lance and the Chaos War. These wars leave deep scars across Ansalon, devastating nations, displacing populations, and exhausting entire generations. However, while the War of the Lance largely mirrors the events of the true timeline, the conclusion of the Chaos War unfolds very differently. When Chaos threatens to destroy all of creation, the gods respond in an unexpected way. Rather than acting at cross purposes, the gods unite, including long-standing enemies. Most notably, Takhisis chooses to fight alongside the other gods, even standing with Paladine in opposition to Chaos. Gods and mortals alike take part in the struggle, and through this combined effort, Chaos is defeated and driven back into the Beyond. As a result, Krynn is not stolen from the gods, and the world continues to exist much as it had before—though profoundly changed by the wars it has endured. In the aftermath, the people of Ansalon are left to reckon with the consequences of nearly continuous conflict. With so many lives lost and so much destruction endured, there is a widespread desire to prevent another global war. From this desire emerges a new political structure known as the United Realms, an organization designed to settle disputes through diplomacy rather than open warfare. The United Realms brings together several of the major powers of Ansalon, though participation is not universal. Its stated goal is stability, but its existence also reflects how fragile that stability truly is. Among the most prominent members are Solamnia and Sanction, which emerge as rival powers. While both are part of the United Realms, their relationship is tense, and neither fully trusts the other. Each maintains its own military strength, and both remain alert for signs of aggression, even as they publicly support diplomatic solutions. Ergoth takes on a different role, positioning itself as a neutral power. Over time, it draws a number of smaller human nations into its sphere of influence, expanding its political reach without direct conquest. Ergoth's position allows it to act as a stabilizing force within the United Realms, though its growing influence does not go unnoticed. Not all nations choose to participate. Khur refuses to join the United Realms entirely, opting instead for isolation. This decision sets Khur apart from the emerging political order and leaves it outside the system designed to manage continental disputes. Significant changes also take place among the elves of Ansalon. The long-divided Qualinesti and Silvanesti are finally united through the marriage of Porthios Kanan and Alhana Starbreeze, creating what is known as the One Kingdom. This union represents a rare moment of elven cooperation after centuries of division. From this marriage comes a son, Silvanoshei, who is named Speaker of the Sun and Stars. Because of his youth, Silvanoshei does not rule independently. Instead, those around him take steps to ensure his safety and guide the future of the united elven nation. Gilthas, son of Tanis Half-Elven and Laurana, abdicates the throne of Qualinesti in order to serve as an ambassador to the United Realms. In doing so, he shifts from a role of national leadership to one of diplomacy. Laurana herself relocates to Silvanesti, where she works to protect her grandson and help stabilize the One Kingdom during this transitional period. Elsewhere in Ansalon, other peoples prepare in their own ways. The minotaurs continue to strengthen their military forces, expanding their fleets and sharpening their readiness. Mountain dwarves retreat inward, withdrawing into their strongholds, while hill dwarves begin to reenter broader society with caution. The kender remain scattered across the continent, largely unchanged in their habits and outlook. Religion takes on increased importance during this era. The gods actively recruit clerics, increasing their influence throughout Krynn. Divine power is once again clearly present in the world, and faith becomes a significant factor in political and social life. Hiddukel, Sargonnas, and Takhisis all continue to pursue their own interests, while the balance among the gods remains uncertain. Throughout all of this, dragons become increasingly visible across Ansalon. More dragons are seen than at any time since the War of the Lance. Both chromatic and metallic dragons gather, their growing presence impossible to ignore. Their return to prominence gives this timeline its name: the Age of Dragons. The Age of Dragons is not marked by open war, but by what comes after it—a prolonged pause shaped by alliances, rivalries, and preparation. It is a time when the world waits, knowing it has already survived two great wars, and uncertain what the next chapter will bring. Outro But that is all the time I have to talk about the Alternate Timeline: Age of Dragons. What do you think of this version of Krynn as witnessed by Tasslehoff in the War of Souls Trilogy? Do you already play in campaigns similar to this or do you prefer the Age of Mortals? And finally do you think this is the inevitable result of the Destinies Trilogy sans the Chaos War? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: How do you know the Graygem isn't controlling you? If it was it wouldn't be likely to tell you, now, would it?

DragonLance Saga
DM101: What Makes a Session Fun?

DragonLance Saga

Play Episode Listen Later Jan 27, 2026 43:33


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What Makes a Session Fun? https://youtube.com/live/s0Zt6WK6zZA Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 26th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can run a session where everything goes right on paper…and still walk away thinking, Why did that feel flat? Fun isn't about perfect rules calls. It's not about clever plot twists. And it's definitely not about doing voices. Fun is about how players feel in the moment. This is Dungeon Mastering 101, and today we're breaking down what actually makes a session fun — and how to recognize it while it's happening. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — Fun Is Psychological, Not Mechanical New Dungeon Masters often chase content. More encounters. More NPCs. More lore. But fun doesn't come from quantity — it comes from engagement. Players feel engaged when: they anticipate what's coming their choices matter the tension rises and falls naturally If you understand the psychology behind that, you can make almost any session fun — even when things go off the rails. Segment 2 — Tension: The Engine of Fun Tension is the fuel that drives engagement. Not stress — uncertainty. Players lean forward when they don't know: if a plan will work what an NPC will say whether the fight will turn How to create tension: Ask questions instead of giving answers Delay outcomes just long enough to matter Put something at risk — time, resources, reputation If nothing is uncertain, nothing is exciting. Segment 3 — Anticipation: Letting the Moment Breathe Anticipation is tension stretched over time. Players love: doors they haven't opened yet secrets hinted at but not revealed threats they know are coming How to use anticipation: Foreshadow dangers End scenes just before resolution Let players speculate out loud If players are theorizing between turns, you're doing it right. Segment 4 — Stakes: Why This Moment Matters Stakes answer the question: “Why should I care?” Stakes don't have to be lethal. They just have to be meaningful. Examples of stakes: a trusted NPC's reputation a character's belief or value losing time or opportunity Tip for new DMs: If players don't react emotionally, the stakes aren't clear enough. Say them out loud. Segment 5 — Autonomy: Let Players Drive Players have fun when they feel in control. Autonomy means: meaningful choices multiple valid solutions freedom to fail forward How to support autonomy: Avoid “correct” answers Let plans succeed imperfectly React to player ideas instead of redirecting them When players feel railroaded, fun collapses — even if the story is good. Segment 6 — Spotlight Sharing: Everyone Gets a Turn Fun dies when someone disappears for too long. Spotlight sharing is not equal time — it's intentional attention. How to manage spotlight: Rotate focus naturally between players Ask quiet players direct but gentle questions Let loud players shine, then move on A simple DM habit: Ask yourself, Who hasn't mattered in the last 10 minutes? Segment 7 — Pacing: The Rhythm of a Session Every good session has rhythm. Fast moments: combat arguments escapes Slow moments: reflection roleplay discovery Problems happen when pacing gets stuck. How to fix pacing mid-session: Speed up by summarizing Slow down by zooming in Cut scenes early if energy drops You are conducting, not controlling. Segment 8 — Reading the Room This is the skill that separates good DMs from great ones. Signs players are engaged: leaning forward interrupting with ideas talking in character Signs energy is dropping: phones appear silence stretches rules questions increase When you see it: change the scene introduce a decision raise or release tension You don't need to know why — you just need to respond. Segment 9 — The DM101 Mindset Shift Here's the mindset that makes this manageable: You are not responsible for being entertaining. You are responsible for facilitating engagement. That means: watching reactions adjusting in real time letting go of prep when needed A fun session is a conversation — not a performance. Closing Takeaway Fun is not accidental. It's built from: tension anticipation meaningful stakes player autonomy shared spotlight thoughtful pacing And above all, attention. If you can read the room and respond honestly,  your sessions will feel alive — even when nothing goes as planned. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: What Makes a Session Fun? Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

The RPGBOT.Podcast
PLANE OF ELYSIUM - The Only Afterlife with HOA-Free River Property

The RPGBOT.Podcast

Play Episode Listen Later Jan 26, 2026 58:37


Welcome back to the RPGBOT.Podcast, where today we're talking about Plane of Elysium—the one afterlife that sounds so good the Dungeon Master has to invent mechanics to stop you from moving there permanently. It's paradise. Your needs are met. You're at peace. You're happy. Too happy. In fact, if you stay too long, you might fail a Wisdom save and decide adventuring, heroism, and saving the multiverse are overrated compared to eternal riverfront property and a Mai Tai. And if that sounds suspiciously like quitting D&D to live in a gated community called "Ecstasy," don't worry—we'll explain why enforced happiness, dragon shift-work, and a giant bone spine gate mean Elysium is still absolutely unhinged. Show Notes What Is Elysium? Elysium is the Neutral Good Outer Plane, positioned between the Beastlands and Arborea. It represents true contentment, rest, and fulfillment, rather than law, chaos, or moral absolutism. Souls here aren't punished, tested, or judged—they're finally allowed to relax. The Core Vibe No labor, no scarcity, no stress. Everything you need is provided. Happiness is genuine—unless you're in the gate town, where it absolutely is not. The Four Layers of Elysium Amoria Gentle meadows, forests, and idyllic towns along the River Oceanus. Every settlement somehow has riverfront property. Biomes get weirder the farther you travel from the river (plains, badlands, deserts… for reasons). Eronia Craggy mountains, harsh winters, rugged terrain. Heaven for dwarves, mountain folk, and anyone who thinks Colorado weather is "nice actually." Belierin (Bellerin) The prison layer of heaven, which is a sentence that should worry you. Holds legendary threats that couldn't be killed: hydras, ancient evils, fallen dukes of Hell. Access is restricted—mostly via the River Oceanus. Perfect setup for a level 20 "heaven jailbreak" campaign. Thalassia Endless ocean dotted with heroic islands. Where the best souls go—or where deities personally abduct you before you die because you're just that good. Eternal tropical vacation, sailing, fishing, and zero capitalism. The River Oceanus A holy river that flows through Elysium and beyond. Functions as a major planar highway connecting multiple Upper Planes. Also conveniently Hydra-proof. Who Lives Here? Guardinals (celestial animal-folk with extreme "Narnia energy") Moon Dogs (the best boys; CR 12; hunt evil; deserve all the treats) Phoenixes, because nobody here is trying to harvest them for profit Numerous deities, including Pelor, Lathander, and Shantaea Pathfinder vs. D&D Pathfinder does have an Elysium—but it's functionally closer to D&D's Arborea. Same name, wildly different vibes. The Gate Town: Ecstasy Located in the Outlands, connected to Elysium. Appears joyful, welcoming, and celebratory… because happiness is magically enforced. Suppressed emotions inevitably explode into violence. Ruled by twin dragons: The Lightcaller (gold dragon, daytime ruler) The Night Whisperer (silver dragon, nighttime ruler) Never seen together. Definitely suspicious. Key Locations in Ecstasy Philosopher's Court – a "safe" place to vent grievances that now regularly turns into Fight Club. Revelhome Inn – run by a Lawful Neutral medusa who turns problem guests into garden statues. The Bone Plinth – a giant spine you climb to reach the gate to Elysium, because nothing says "upper plane" like skeletal horror décor. Planar Mechanics Overwhelming Joy (Optional Rule): Fail repeated Wisdom saves and you refuse to leave Elysium. If forcibly removed, you'll do everything possible to return. Fear effects are weakened. Violence is rare—unless you're in Ecstasy, where it's scheduled. Key Takeaways Elysium is D&D's most tempting afterlife—and the one most likely to derail your campaign. It offers true happiness, not moral judgment or endless labor. The layered structure lets every character imagine their perfect heaven. Belierin quietly turns heaven into an endgame boss rush. Ecstasy proves that enforced happiness is way scarier than honest suffering. Overwhelming Joy is a brilliant narrative mechanic for testing player priorities. If your party reaches Elysium and leaves voluntarily, they are either heroes… or liars. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RPGBOT.Podcast
PLANE OF ELYSIUM - The Only Afterlife with HOA-Free River Property

RPGBOT.Podcast

Play Episode Listen Later Jan 26, 2026 58:37


Welcome back to the RPGBOT.Podcast, where today we're talking about Plane of Elysium—the one afterlife that sounds so good the Dungeon Master has to invent mechanics to stop you from moving there permanently. It's paradise. Your needs are met. You're at peace. You're happy. Too happy. In fact, if you stay too long, you might fail a Wisdom save and decide adventuring, heroism, and saving the multiverse are overrated compared to eternal riverfront property and a Mai Tai. And if that sounds suspiciously like quitting D&D to live in a gated community called "Ecstasy," don't worry—we'll explain why enforced happiness, dragon shift-work, and a giant bone spine gate mean Elysium is still absolutely unhinged. Show Notes What Is Elysium? Elysium is the Neutral Good Outer Plane, positioned between the Beastlands and Arborea. It represents true contentment, rest, and fulfillment, rather than law, chaos, or moral absolutism. Souls here aren't punished, tested, or judged—they're finally allowed to relax. The Core Vibe No labor, no scarcity, no stress. Everything you need is provided. Happiness is genuine—unless you're in the gate town, where it absolutely is not. The Four Layers of Elysium Amoria Gentle meadows, forests, and idyllic towns along the River Oceanus. Every settlement somehow has riverfront property. Biomes get weirder the farther you travel from the river (plains, badlands, deserts… for reasons). Eronia Craggy mountains, harsh winters, rugged terrain. Heaven for dwarves, mountain folk, and anyone who thinks Colorado weather is "nice actually." Belierin (Bellerin) The prison layer of heaven, which is a sentence that should worry you. Holds legendary threats that couldn't be killed: hydras, ancient evils, fallen dukes of Hell. Access is restricted—mostly via the River Oceanus. Perfect setup for a level 20 "heaven jailbreak" campaign. Thalassia Endless ocean dotted with heroic islands. Where the best souls go—or where deities personally abduct you before you die because you're just that good. Eternal tropical vacation, sailing, fishing, and zero capitalism. The River Oceanus A holy river that flows through Elysium and beyond. Functions as a major planar highway connecting multiple Upper Planes. Also conveniently Hydra-proof. Who Lives Here? Guardinals (celestial animal-folk with extreme "Narnia energy") Moon Dogs (the best boys; CR 12; hunt evil; deserve all the treats) Phoenixes, because nobody here is trying to harvest them for profit Numerous deities, including Pelor, Lathander, and Shantaea Pathfinder vs. D&D Pathfinder does have an Elysium—but it's functionally closer to D&D's Arborea. Same name, wildly different vibes. The Gate Town: Ecstasy Located in the Outlands, connected to Elysium. Appears joyful, welcoming, and celebratory… because happiness is magically enforced. Suppressed emotions inevitably explode into violence. Ruled by twin dragons: The Lightcaller (gold dragon, daytime ruler) The Night Whisperer (silver dragon, nighttime ruler) Never seen together. Definitely suspicious. Key Locations in Ecstasy Philosopher's Court – a "safe" place to vent grievances that now regularly turns into Fight Club. Revelhome Inn – run by a Lawful Neutral medusa who turns problem guests into garden statues. The Bone Plinth – a giant spine you climb to reach the gate to Elysium, because nothing says "upper plane" like skeletal horror décor. Planar Mechanics Overwhelming Joy (Optional Rule): Fail repeated Wisdom saves and you refuse to leave Elysium. If forcibly removed, you'll do everything possible to return. Fear effects are weakened. Violence is rare—unless you're in Ecstasy, where it's scheduled. Key Takeaways Elysium is D&D's most tempting afterlife—and the one most likely to derail your campaign. It offers true happiness, not moral judgment or endless labor. The layered structure lets every character imagine their perfect heaven. Belierin quietly turns heaven into an endgame boss rush. Ecstasy proves that enforced happiness is way scarier than honest suffering. Overwhelming Joy is a brilliant narrative mechanic for testing player priorities. If your party reaches Elysium and leaves voluntarily, they are either heroes… or liars. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
2014 DnD 5e CLERICS LEVELS 1-10 (Remastered) - A Build Guide for Unleashing the Divine

The RPGBOT.Podcast

Play Episode Listen Later Jan 24, 2026 64:34


Somewhere in the multiverse, a cleric just whispered "I prepared Bless," and three dice immediately rolled higher out of pure fear. Because clerics aren't "the healbot," they're the divine Swiss Army knife: buffer, debuffer, front-liner, artillery, investigator, walking lie detector, and occasionally the person who politely asks a demon to leave and the demon actually does. Today we're building clerics from levels 1–10: how to pick your domain, what to prepare, how to stop wasting actions, and how to make your table say, "Wait… clerics can do that?" Show notes Cleric identity at levels 1–10: You're a full caster with armor, a strong action economy toolkit, and some of the best "party-wide value per spell slot" in the game. Choosing a Domain (Subclass) with intent What each domain wants to do in combat (frontline, blaster, controller, support, utility). How domain spells shape your "default prep list." The hidden question: "Do I want to solve problems with my action, my bonus action, or my reaction?" Ability scores and build priorities Wisdom as your engine (save DCs, prepared spells, key features). Constitution for concentration survivability. Strength vs Dexterity depending on armor and weapon plans. Armor, weapons, and "being accidentally hard to kill" Light/medium/heavy armor considerations. Shield math and when it's worth it. Weapon use: when it's a trap, when it's correct, and how cantrips change the calculus. Cantrips that actually matter Core combat cantrips (and why "I guess I'll swing my mace" is usually a cry for help). Utility cantrips that quietly win sessions. Spell preparation that doesn't make you cry Your "always-good" staples (buffs, heals, control, utility). How to prep for unknown adventuring days without over-prepping niche tools. Concentration discipline: the real cleric skill. Channel Divinity: use it early, use it often Turning Undead and its situational dominance. Domain Channel Divinity options as mid-tier power spikes. How Channel Divinity changes your "resource rhythm" between short rests. Level-by-level power spikes (1–10) L1: Domain + armor + Bless = "party performance enhancement plan" L2: Channel Divinity arrives (and suddenly your subclass has teeth) L3: 2nd-level spells broaden your problem-solving L5: 3rd-level spells are the "cleric becomes a headline" moment L6–8: subclass features + improved survivability + cantrip/weapon upgrades L9–10: 5th-level spells and consistent encounter impact Table role: how to be a cleric without becoming the babysitter Healing as a tool, not a lifestyle. Preventing damage and ending fights faster as the "real healing." Coordinating with your party so your buffs land where they matter. Key Takeaways  Start with your cleric job description Pick one primary role and one secondary role: Support/Buffer (primary) + Controller (secondary) Frontline (primary) + Support (secondary) Blaster (primary) + Utility/Support (secondary) Most clerics get in trouble when they try to be all of these every round. Concentration is your true hit point total A cleric who keeps concentration up is a force multiplier. A cleric who drops it every other round is a very polite person wearing armor. Practical habits: Don't stack concentration spells in your head like a wishlist—pick one plan per fight. Invest in Con saves/survivability decisions early. Position like you're important (because you are). Your "default fight plan" should fit on an index card Example templates: Support opener: Concentration buff → sustain/position → emergency heal only when it flips the encounter. Control opener: Concentration control → maintain distance/cover → punish clustering. Frontline opener: Concentration buff/control → stand where enemies hate it → force bad choices. Healing is strongest when it changes the math right now In-combat healing shines when it: Prevents an ally from going down before they lose their next turn, Buys a crucial round of actions, Keeps a key damage dealer online, Or pairs with control/positioning to stop the "down-up-down" cycle. Otherwise, healing between fights (and prevention during fights) is often more efficient. Domain spells and Channel Divinity are your build's "signature moves" If you're not using your domain's unique tools regularly, you may have picked a domain whose play pattern you don't actually enjoy. Levels 1–10 clerics win by being the most consistent person at the table You don't need perfect optimization to be great—clerics reward: Reliable concentration, Smart positioning, Prepared spells that solve common problems, And knowing when to spend resources to swing an encounter. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

DragonLance Saga
Order of Aesthetics News – January 23rd, 2026

DragonLance Saga

Play Episode Listen Later Jan 24, 2026 40:24


Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Jean Rabe, D&D coming to Fortnite, D&D and AI, and D&D #1 Rule. https://youtube.com/live/x180bpM8_n4 Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 23rd. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.  I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media and get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/  8k words or less Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  Patrons – 2 free game sessions per month! R.I.P. JEAN RABE https://icv2.com/print/article/61449  https://en.wikipedia.org/wiki/Jean_Rabe  Dungeons & Dragons comes to Fortnite as Wizards of the Coast explores ‘how D&D can connect’ with players https://www.polygon.com/fortnite-dnd-dungeons-dragons-homebrew-creative-islands-codes/  Scientists Forced AI Language Models To Play Dungeons & Dragons To See How Well They Concentrate https://www.iflscience.com/scientists-forced-ai-language-models-to-play-dungeons-dragons-to-see-how-well-they-concentrate-82297 I Finally Understood The #1 Rule For D&D, & It Changed My Games Forever https://screenrant.com/dungeons-dragons-dnd-number-one-rule-fan/  Outro And that's it for this OA News episode! Do you have a favorite Jean Rabe project? Do you enjoy watching actual plays? And finally, have you ever tried Alien or Call of Cthulhu ttrpgs? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

RPGBOT.Podcast
2014 DnD 5e CLERICS LEVELS 1-10 (Remastered) - A Build Guide for Unleashing the Divine

RPGBOT.Podcast

Play Episode Listen Later Jan 24, 2026 64:34


Somewhere in the multiverse, a cleric just whispered "I prepared Bless," and three dice immediately rolled higher out of pure fear. Because clerics aren't "the healbot," they're the divine Swiss Army knife: buffer, debuffer, front-liner, artillery, investigator, walking lie detector, and occasionally the person who politely asks a demon to leave and the demon actually does. Today we're building clerics from levels 1–10: how to pick your domain, what to prepare, how to stop wasting actions, and how to make your table say, "Wait… clerics can do that?" Show notes Cleric identity at levels 1–10: You're a full caster with armor, a strong action economy toolkit, and some of the best "party-wide value per spell slot" in the game. Choosing a Domain (Subclass) with intent What each domain wants to do in combat (frontline, blaster, controller, support, utility). How domain spells shape your "default prep list." The hidden question: "Do I want to solve problems with my action, my bonus action, or my reaction?" Ability scores and build priorities Wisdom as your engine (save DCs, prepared spells, key features). Constitution for concentration survivability. Strength vs Dexterity depending on armor and weapon plans. Armor, weapons, and "being accidentally hard to kill" Light/medium/heavy armor considerations. Shield math and when it's worth it. Weapon use: when it's a trap, when it's correct, and how cantrips change the calculus. Cantrips that actually matter Core combat cantrips (and why "I guess I'll swing my mace" is usually a cry for help). Utility cantrips that quietly win sessions. Spell preparation that doesn't make you cry Your "always-good" staples (buffs, heals, control, utility). How to prep for unknown adventuring days without over-prepping niche tools. Concentration discipline: the real cleric skill. Channel Divinity: use it early, use it often Turning Undead and its situational dominance. Domain Channel Divinity options as mid-tier power spikes. How Channel Divinity changes your "resource rhythm" between short rests. Level-by-level power spikes (1–10) L1: Domain + armor + Bless = "party performance enhancement plan" L2: Channel Divinity arrives (and suddenly your subclass has teeth) L3: 2nd-level spells broaden your problem-solving L5: 3rd-level spells are the "cleric becomes a headline" moment L6–8: subclass features + improved survivability + cantrip/weapon upgrades L9–10: 5th-level spells and consistent encounter impact Table role: how to be a cleric without becoming the babysitter Healing as a tool, not a lifestyle. Preventing damage and ending fights faster as the "real healing." Coordinating with your party so your buffs land where they matter. Key Takeaways  Start with your cleric job description Pick one primary role and one secondary role: Support/Buffer (primary) + Controller (secondary) Frontline (primary) + Support (secondary) Blaster (primary) + Utility/Support (secondary) Most clerics get in trouble when they try to be all of these every round. Concentration is your true hit point total A cleric who keeps concentration up is a force multiplier. A cleric who drops it every other round is a very polite person wearing armor. Practical habits: Don't stack concentration spells in your head like a wishlist—pick one plan per fight. Invest in Con saves/survivability decisions early. Position like you're important (because you are). Your "default fight plan" should fit on an index card Example templates: Support opener: Concentration buff → sustain/position → emergency heal only when it flips the encounter. Control opener: Concentration control → maintain distance/cover → punish clustering. Frontline opener: Concentration buff/control → stand where enemies hate it → force bad choices. Healing is strongest when it changes the math right now In-combat healing shines when it: Prevents an ally from going down before they lose their next turn, Buys a crucial round of actions, Keeps a key damage dealer online, Or pairs with control/positioning to stop the "down-up-down" cycle. Otherwise, healing between fights (and prevention during fights) is often more efficient. Domain spells and Channel Divinity are your build's "signature moves" If you're not using your domain's unique tools regularly, you may have picked a domain whose play pattern you don't actually enjoy. Levels 1–10 clerics win by being the most consistent person at the table You don't need perfect optimization to be great—clerics reward: Reliable concentration, Smart positioning, Prepared spells that solve common problems, And knowing when to spend resources to swing an encounter. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
D&D CAMPAIGN SETTINGS - The Multiverse is a Soda Fountain and We're Bad at Choosing

The RPGBOT.Podcast

Play Episode Listen Later Jan 22, 2026 72:54


Welcome to the RPGBOT.Podcast, where tonight we bravely attempt to eat the entire Dungeons & Dragons campaign setting menu in one sitting. No tie-ins, no supplements, no "this was technically in Dragon Magazine once" nonsense: just the official D&D settings, served tasting-menu style. From post-apocalyptic deserts where magic killed the planet, to punk fantasy with robot soldiers, to the setting so generic it's basically carbonated water, we're ranking, roasting, and reminiscing about the worlds that shaped tabletop roleplaying games. Grab your character sheet, loosen your belt, and prepare for Forgotten Realms Coke vs Greyhawk Pepsi discourse. Show Notes In this episode of the RPGBOT.Podcast, we review the official Dungeons & Dragons campaign settings created by Wizards of the Coast (excluding licensed tie-ins and sub-settings) to help players and Dungeon Masters understand what makes each world distinct. Rather than deep dives, this episode delivers a high-level overview of each D&D setting's tone, themes, and playstyle, helping listeners decide which campaign setting best fits their table. Campaign Settings Covered Birthright – A kingdom-management focused D&D setting where divine bloodlines grant rulers supernatural authority. Ideal for players who want politics, rulership, and domain-level play alongside traditional adventuring. Dark Sun – A grimdark, post-apocalyptic fantasy setting defined by ecological collapse, psionics, scarce resources, and moral ambiguity. One of D&D's darkest campaign settings. Dragonlance – Epic fantasy rooted in legendary novels, fallen gods, returning dragons, and mythic heroism. A classic D&D setting built around narrative arcs and world-shaking events. Eberron – A pulp fantasy and dungeon-punk setting where magic functions as technology. Airships, warforged, political intrigue, and post-war fallout define this highly popular D&D world. Forgotten Realms – The default D&D campaign setting for 5e. High-magic, high-fantasy, dense lore, iconic characters, and flexible adventure design make it the most widely recognized setting. Greyhawk – The original published D&D setting, emphasizing sword-and-sorcery, moral ambiguity, and classic fantasy roots tied to iconic spells and characters. Mystara – A simplified fantasy setting originally designed for Basic D&D, featuring lighter tone, fewer races, and a more approachable style for new or younger players. Nentir Vale – A minimalist fourth-edition setting designed as a flexible framework rather than a fully realized world—perfect for Dungeon Masters who prefer homebrew. Planescape – A multiversal setting centered on Sigil, the City of Doors. Philosophical factions, planar travel, cosmic weirdness, and reality-bending concepts define this fan-favorite. Ravenloft – Gothic horror fantasy featuring cursed domains, tragic villains, and psychological dread. A setting focused on atmosphere, consequences, and survival. Spelljammer – Space fantasy for D&D, blending swashbuckling adventure with crystal spheres, astral travel, and magical ships sailing between worlds. Key Takeaways Not all D&D campaign settings are designed for the same playstyle—some emphasize politics, others horror, survival, or pulp action. Forgotten Realms works as the most flexible and accessible default setting, especially for new players. Eberron stands out for its coherent worldbuilding and logical use of magic as technology. Dark Sun and Ravenloft require player buy-in due to their heavy themes and darker tone. Planescape offers unmatched freedom and philosophical depth but demands strong DM preparation. Nentir Vale exists primarily as a DM toolkit rather than a narrative world. Older settings like Greyhawk, Dragonlance, and Mystara remain relevant for groups seeking classic fantasy vibes or nostalgia-driven campaigns. Dungeon Masters should choose a setting that reinforces—not fights—the story they want to tell. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

DragonLance Saga
Dragonlance Hangout – January 21st, 2026

DragonLance Saga

Play Episode Listen Later Jan 22, 2026 43:11


Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing the Dungeons & Dragons Basic Set, Holmes Edition. https://youtube.com/live/gWX0M7frBEA Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 21st, and my name is Adam. Today I am discussing the Dungeons & Dragons Basic Set, Holmes Edition. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 Holmes Basic Set https://grognardia.blogspot.com/2008/09/holmes-basic.html The Holmes Basic Set was published in 1977 and would be superceded by Moldvay/Cook Basic/Expert or B/X (1981) a revision and representation of OD&D for the mass market, supercedes Original Dungeons & Dragons (1974) an introduction to the then-unpublished AD&D game,  and a unique game in its own right. draws select influences from other sourcebooks, including Supplement I: Greyhawk (1975), Swords & Spells (1976), the Chainmail wargame rules, and the third-party sourcebook Warlock https://dungeonsdragons.fandom.com/wiki/Basic_Set_(Holmes) color art by  David C. Sutherland III contents vary considerably depending on printing, but all include the 48-page rulebook The rules only cover play from level 1 to 3. Spells are only provided up to level 2. From the Greyhawk supplement, it includes the thief class; variable hit points per class; and the hit point bonus for very high Constitution scores; the first-level Magic-User spells magic missile, shield, and ventriloquism; the second-level Magic-user spells darkness, magic mouth, mirror image, pyrotechnics, strength, and web; and the second-level cleric spells silence 15′ radius and snake charm. From Advanced Dungeons & Dragons, for which the Player’s Handbook had not yet been released, it includes the first-level Magic-User spells dancing lights, enlargement and Tenser’s floating disc; the second-level Magic-User spells audible glamer and ray of enfeeblement; the first-level cleric spells remove fear and resist cold; and the second-level cleric spells know alignment and resist fire. An individual initiative system has characters with highest Dexterity go first. The 3 for 1 basis rule is clarified to mean that one can lower an ability score to raise their prime requisite. Although Gygax would later assert that this was not the intended interpretation of the rule, it would influence further editions of the Basic D&D rules line. A two-axis alignment system is included, with alignments having both lawful-neutral-chaotic and good-neutral-evil. However, only five of the possible nine alignment combinations are evidenced in the text—lawful good, lawful evil, neutral, chaotic good, and chaotic evil. There is no neutral good, neutral evil, lawful neutral, or chaotic neutral. Parrying rules are included, likely from Chainmail. Early printings of the book included Dungeon Geomorphs Set One: Basic Dungeon (1976) Monster & Treasure Assortment Set One: Levels One-Three (1977) November 1978 onward, the box set instead came with a copy of the adventure module B1 In Search of the Unknown (1979) Later printings instead included B2 The Keep on the Borderlands (1981) It was edited by Dr. John Eric Holmes, an associate professor of neurology at the University of Southern California’s School of Medicine. Holmes was a D&D player, and it was he who first approached TSR in 1976 offering to write an edited revision of the game’s rules. TSR had originally envisioned the idea of a Basic Set prior to the release of Eldritch Wizardry (1976). publication date of July 10th, 1977 sold for the price of US $9.50 The Basic Set received seven printings between 1977 and 1980. https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set The rulebook is intended for characters of levels one through three, with rules for adventuring in dungeons, and introduces the main concepts of the game;[2] it explains the game’s concepts and method of play in terms that make them accessible to new players ages twelve and older who might not be familiar with the rules and structure of tabletop miniatures wargaming. Although the Basic Set was not fully compatible with Advanced Dungeons & Dragons, players were expected to continue play beyond third level by moving to AD&D,[2][3] which was released beginning later that year. Holmes preferred a lighter tone with more room for personal improvisation, while Gary Gygax, who wrote the Advanced books, wanted an expansive game with rulings on any conceivable situation which might come up during play, and so could be used to arbitrate disputes at tournaments. Outro And that is all the time we have to hangout today. What do you think of Holmes' Basic Set? What was your first experience with D&D? And finally, would you ever play B1 or B2 with the Basic D&D set rules? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Dragon’s Bluff Review

DragonLance Saga

Play Episode Listen Later Jan 22, 2026 24:23


Join me as I review Dragon’s Bluff by Mary H. Herbert live! Share your thoughts on this third novel in the Dragonlance Crossroads series, released by Wizards of the Coast on June 27, 2001. You can buy a copy here: https://amzn.to/49KMLMm  https://youtube.com/live/60w8Oljnazc?feature=share About Dragon’s Bluff The Crossroads Series explores previously undescribed areas of the Dragonlance world. Dragonlance fans eagerly await detailed information on any area of their favorite fantasy world. The son of one of the Heroes of the Lance and his wizard companion journey to Flotsam to recover the body of the wizard’s father. They quickly discover that her father isn’t dead, but missing. To compound their situation, a red dragon is terrorizing the population. Review Intro Welcome to another DragonLance Saga review episode. It is Misham, Newkolt the 22ndth. My name is Adam and today I am going to give you my review of Dragon’s Bluff by Mary H. Herbert. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review The first third of this novel is a very interesting setup. Ulin Majere just returned from Palanthas after looking for magical artifacts for his father Palin in the wake of magic being unstable (we are pre War of Souls here). Exhausted from travel, he is excited to be home with his betrothed Lucy Torkay. They are visited by a female dwarf from Flotsam named Chalcedony Rockdale who is the magistrate. She would like Lucy to come to identify a body believed to be her father Kethril. Her father abandoned her and her mother. He was a thief and con artist. They set sail to Sanction then took a caravan to Flotsam. En route they were ambushed by draconians and Lucy was able to make a spell actually work. She imbued potatoes with her magic which burst into flame as they struck the draconians. It's not what she intended, but it worked. Everyone was stunned, and with much of the caravan destroyed, they were approached by Silver Fox the 3rd, and his group, the Vigilant Force. They are all stunned that Lucy is a sorcerer and lead them into town.  Once in town the local council tells them they don’t have the body and can’t seem to find it. This is clearly something fishy going on, and Ulin and Lucy say they will only stay for four days then leave with the caravan, whether they have found her fathers body or not. As they wait, they get to know the other members of the vigilant force and become friendly with them. Lucy is offered a role as sheriff for Flotsam, as Malys is sending her Dark Knights to collect the annual taxes as tribute, and the town can get rowdy. Lucy and Ulin refuse. Lucy is jumped by brigands with their dwarven magistrate and she fights them off, threatening more potato fire.  They are called to help with some men who were wounded and the council presents a corpse, believing it to be Kethril, supposedly. It is not him, and the council finally admits that they need her to help them find Kethril, as he stole the town treasury they were going to give to Malys. Now with everything clear, Ulin and Lucy have to make a choice. Again, it is an interesting setup, but it seems like a lot to go through to get someone to hunt down a thief. Why not hire a bounty hunter? Certainly Flotsam has some hanging around. Ulin leaves with Notwen to see his hideout which contains a ton of magic items and components, when he returns to Lucy he has been gone for hours and she is in the hands of Dark Knights. They claim she stole the horse that was given to her by the caravan for saving them, and the council arrives to say they could pay the Dark knight for the horse, a bribe. The dark knight agrees and they release Lucy. When they leave Ulin runs to her and they confront the council about the bill of sale they happened to have ready. They say that they had to have it so they could convince her to be sheriff. She decides to stay for a while and be their sheriff, and Ulin swears to find her father.  Ulin and Notwen leave on his steamboat which crashes on a small island inhabited by a Siren. She tries to charm Ulin but her magic fades. He shares that its happening everywhere and the sirine helps them fix the steamboat. Back on their way they head to dead pirates’ cove to find Kethril. It seems everyone knows him, and hates him. But no one has seen him lately. They finally hear about a gambling riverboat that he may frequent, so they head off. Life in Flotsam as the sheriff is as crazy as one could expect it to be. Lucy is approached by the Dark Knights again, demanding that if she sees the Silver Fox, to raise the town flag. Otherwise she will be killed. THen the fox appears next to her in a fisherman’s disguise. He clearly likes her romantically, but she doesn’t reciprocate. They are friends however and will work together but he obviously has a spy in his inner circle he needs to discover. Back at the riverboat, Palin and Notwen discover Kethril disguised as a Khur and they drug him during a cardgame and take him on their ship. As they are heading back to Dead pirate cove for fuel they say, they see Ghagglers, sea slugs, attacking boats and come after them! They are boarded and captured, leaving a hidden Notwen for the siren to discover. She hears that they have been captured and leaves. Notwen stays hidden, fearing for his life. Ulin and Kethril are chained up for a while and get to know each other, then the Ghagglers take them to a sea cave with a  sea lion, hungry and ready for them. The final third of this novel was rather nice. Ulin and Kethril were saved from the Ghagglers and Sea Lion by the Sirine and her sea elf friends. It turned out that Sirine was Kethril's daughter. He gets around it seems. And they are taken by the sea elves to Notwen's ship, where he is still trying to make repairs, but it is slow going. Back in Flotsam the red dragon Fyremantle showed up a week early to ensure the new sheriff was collecting the requisite taxes. He burned some boats and killed some men in the process. Lucy confirmed that they were collecting the money, and the dragon left. Seeing the dragon in the distance, Ulin, Notwen and Kethril leap from the hip and swim away from it as the dragon burns as it flies by. Kethril only agreed to return if Ulin gave his word of honor that he wouldn’t let the town kill him outright. They arrived and Lucy punched her father in the nose, then sent him to jail. Ulin and Notwen talk with the town leadership about the predicament. They cannot pay the total money, and are at a loss for a plan, but they are beginning to put one together when they retire for the night. Kethril is found guilty at a trial and says that he spent the money he stole from them, but that he can get the money back. It turns out Fyremantle is stealing from Malystrix, and keeping his money in a separate lair. Kethril knows the location and was planning on stealing it, but now he will help the town get it and pay their debt. Lucy has a better idea.  Dark knights arrive in town and while Ulin and the townspeople are raiding the dragon’s lair with Kethril, Lucy has the dark knight soldiers abducted and tells the commander that Fyremantle is stealing and provides proof. If the dark knight reports to Malystryx, she will be given payment from the stolen money. She will be called off if Fyremantle agrees to lower the cost and leave the town largely alone. The knight reluctantly agrees and leaves. The town returns having lost some warriors due to traps and lizards living in the lair. The gnome Notwen has a dragon trap design and presents it for the final confrontation. Fyremantle arrives and steps into the trap which ends in it being bound in the trap. They share their knowledge of him skimming off Malystryx and the evidence being delivered. The dragon is furious but helpless in the face of the threat, knowing Malys will kill him if she finds out. He agrees to stop skimming and burning the town down, and is let out of the trap. He murders the council and mayor then leaves with the treasure.  The dark knight returns after the funerals and receives her pay and men. The town elects a new leadership as another Khur caravan arrives. Ulin and Lucy leave with the caravan after her father steals some money and flees into the desert. He left a note saying he is proud of her, and Lucy told the town to just bury him if he ever dies again. They join the caravan and return to solace. This was a great story about the love between Ulin and Lucy and how each of them feel slightly unworthy for the other due to the state of the world and their respective places in it. I really like these intimately driven stories. It is so much more relatable. I would recommend this to any fan of the Fifth Age or Dragonlance in general. It was a fun read. Outro And that's it for my review of Dragon’s Bluff by Mary H. Herbert. What did you think of the town of Flotsam in this era? Do you enjoy stories where mortals pull one over on dragons? And finally, would you have stayed in Flotsam if you were Lucy? Feel free to email me at info@dlsaga.com or leave a comment below.  I would like to thank Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content.   This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
DM101: Understanding Player Motivations

DragonLance Saga

Play Episode Listen Later Jan 20, 2026 36:18


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: Understanding Player Motivations. https://youtube.com/live/g-r-PdSim_Y Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 19th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can have a beautifully designed world. Balanced encounters. Deep lore. And still have a table that feels bored. That's because players don't engage with content — they engage with what motivates them. If you've ever wondered why one player lights up during combat while another checks out, or why a puzzle excites one person and frustrates someone else, today's episode is for you. This is Dungeon Mastering 101, and today we're talking about Understanding Player Motivations. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — Why Motivation Matters More Than Mechanics Most new Dungeon Masters focus on rules mastery. But rules don't create engagement. Motivation does. Every player comes to the table looking for something different: excitement story mastery connection chaos When a game works, it's not because everyone wants the same thing — it's because the DM knows what each player wants and creates space for it. Understanding motivation turns guesswork into intention. Segment 2 — The DM101 Motivation Model (8 Types) Let's establish the framework. No player fits into only one category, but most players lean strongly toward one or two. These motivations are not labels — they are tools. The eight DM101 motivation types are: Combat Story Social Puzzle Power Discovery Character-Driven Chaos / Thrill Your job is not to please everyone all the time — it's to rotate spotlight intentionally. Segment 3 — Combat-Motivated Players Combat-motivated players want: tactical depth meaningful choices visible consequences They engage when: positioning matters enemies behave intelligently victories feel earned How to support them: Add terrain and objectives to fights Vary enemy tactics Let combat outcomes affect the story Combat players are not murderhobos — they are problem-solvers through conflict. Segment 4 — Story-Motivated Players Story-motivated players care about: narrative continuity themes cause and effect They engage when: choices matter long-term the world remembers what happened actions have moral weight How to support them: Reference past events Let NPCs evolve Show consequences over time These players want to feel like they're inside a living story, not a sequence of quests. Segment 5 — Social-Motivated Players Social players thrive on: roleplay conversation influence They engage when: NPCs feel real dialogue changes outcomes relationships matter How to support them: Give NPCs goals, not scripts Allow talking to replace fighting Let reputation shape the world Social players don't want to “win” conversations — they want to change people. Segment 6 — Puzzle-Motivated Players Puzzle players enjoy: logic riddles systems They engage when: problems have multiple solutions clues reward attention thinking beats brute force How to support them: Present mysteries, not just locks Offer layered clues Allow creative solutions Important note: Never lock progress behind a single puzzle solution — frustration kills momentum. Segment 7 — Power-Motivated Players Power players want: growth mastery competence They engage when: abilities matter progression feels meaningful success is visible How to support them: Let characters shine at what they're good at Use enemies that highlight strengths Tie advancement to narrative moments Power players aren't selfish — they're expressing fantasy fulfillment. Segment 8 — Discovery-Motivated Players Discovery players love: lore exploration secrets They engage when: the world feels deep curiosity is rewarded unanswered questions exist How to support them: Seed rumors and mysteries Hide lore in the environment Let exploration change understanding Discovery players make the world feel bigger. Segment 9 — Character-Driven Players Character-driven players focus on: identity personal growth internal conflict They engage when: backstory matters choices challenge beliefs arcs evolve naturally How to support them: Ask “What would this cost emotionally?” Tie personal stakes into larger events Let characters change These players are here for transformation. Segment 10 — Chaos / Thrill-Motivated Players Chaos players want: unpredictability excitement surprise They engage when: anything could happen rules bend for fun the table laughs How to support them: Embrace wild ideas occasionally Use unexpected twists Channel chaos, don't suppress it Chaos players provide energy — manage it, don't fight it. Segment 11 — Using Motivations to Tune Your Game Here's the practical application. For campaigns: Identify each player's top two motivations Make sure each appears regularly Avoid letting one dominate constantly For encounters: Mix motivations inside single scenes Add social choices to combat Hide lore inside puzzles Let chaos moments exist safely Balance is achieved over time, not per session. Segment 12 — The DM101 Mindset Shift Here's the core philosophy: Players aren't difficult — they're motivated differently. Once you understand that, frustration turns into clarity. You stop asking: “Why don't they care about this?” And start asking: “Who is this for?” That question changes everything. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: Understanding Player Motivations! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Glade Hornfel Kytil

DragonLance Saga

Play Episode Listen Later Jan 20, 2026 7:26


Today, we journey beneath the mountains of Krynn, into the ancient halls of Thorbardin, to tell the story of the dwarf who reunited a broken people—Glade Hornfel Kytil, Thane of the Hylar, and the first King of Thorbardin since the Cataclysm. Buy Dwarven Kingdoms of Krynn: https://www.dmsguild.com/en/product/16962/dwarven-kingdoms-of-krynn-2e?affiliate_id=50797  https://youtu.be/oQQ6o7em540 Transcript Cold Open He was not born a king. He ruled a kingdom that did not yet believe in kings. And when the world above called for aid, he answered—even if it meant marching into legend, and never returning. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today I'm going to talk about the life of Thorbardins King, Glade Hornfel Kytil. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing DL4 Dragons of Desolation, War of the Lance Sourcebook, Chronicles, Lost Chronicles, Stormblade and The Last Thane for this information. If I leave anything out or misspeak, please leave a comment below. Discussion Very little is known about the early life of Glade Hornfel Kytil. His parentage is unrecorded in the histories of Thorbardin, an unusual omission in a culture that prizes ancestry and clan lineage above almost all else. What is known is that he was Hylar, and that he rose not through blood alone, but through merit, resolve, and an unyielding sense of duty. One of the few recorded family connections is his cousin, Baker Whitegranite, a dwarf he trusted deeply—so deeply, in fact, that Baker would one day be left in charge of Thorbardin itself. Even in his early years, Hornfel distinguished himself as a warrior and leader, personally leading Hylar troops against riots instigated by the Theiwar and Daergar clans. These were not symbolic actions—he fought in the tunnels, weapon in hand, earning the scars that would later mark his arms as a badge of hard-won authority. Unlike many of his fellow thanes, Glade Hornfel believed that dwarven isolation was a slow death sentence. Since the Cataclysm, Thorbardin had turned inward, sealing itself away from the world above. To Hornfel, this was not preservation—it was stagnation. Time and again, he argued before the Council of Thanes that the dwarves must rejoin the world, reopening trade and forging alliances beyond their mountain halls. These efforts met fierce resistance. Only through cooperation with Gneiss Truesilver, Thane of the Daewar, did any trade at all manage to resume. Hornfel knew the danger. He feared that pushing too hard, too fast, would ignite a civil war that Thorbardin could not survive. And so he walked a careful path—pressing forward, but never recklessly. One of the clearest signs of Hornfel's open-mindedness came with the arrival of a human named Jordy, known among the dwarves simply as Piper. In a kingdom deeply suspicious of outsiders, Hornfel gave his word for the man's safety. Among dwarves, a sworn word carries immense weight. By staking his honor on a human, Hornfel demonstrated not only his belief in cooperation, but his confidence in his own judgment of character—a trait for which he was widely respected. When the War of the Lance reached Thorbardin, Glade Hornfel ruled as Thane of the Hylar and presided over the Council of Thanes. During this time, a kingsword named Stormblade was forged for him by Isarn Hammerfell and his apprentice, Stanach Hammerfell—a weapon meant to symbolize unity and rightful rule. But Stormblade's story became a tragedy. The sword was stolen, lost in the wilderness beyond Thorbardin, recovered, returned… and then stolen again—this time by Realgar, a derro agent secretly serving Verminaard. When Hornfel confronted Realgar, the dispute ended not with words, but with violence. The two fought, and Realgar fell to his death—plummeting into the depths, taking his ambitions with him. Despite his authority, Hornfel understood that Thorbardin would never truly unite until a symbol greater than any sword was restored: the Hammer of Kharas. When the Heroes of the Lance arrived seeking shelter, Hornfel struck a bargain. In exchange for sanctuary, they would recover the Hammer. They succeeded. Before a massive assembly of dwarves—Hylar, Daewar, Theiwar, and Daergar alike—the Hammer of Kharas was presented to Glade Hornfel Kytil. In that moment, centuries of division ended. He was crowned King of Thorbardin, the first since the Cataclysm. Not by conquest. Not by bloodline. But by unity. When Chaos invaded Krynn, Glade Hornfel did not remain behind his walls. True to his belief that dwarves were part of the world—not apart from it—he led an army of Hylar warriors to fight in the Chaos War. He left Thorbardin in the capable hands of Baker Whitegranite and marched to war alongside the Knights of Solamnia and the Knights of Takhisis. What happened next is shrouded in silence. The fate of Hornfel and his army remains unknown. All were presumed lost—wiped out in the war against Chaos itself. No body was ever recovered. No final battle recorded. Only absence. Glade Hornfel Kytil was shorter than most dwarves, but possessed a commanding presence. His hawk-like brown eyes, regal bearing, and well-groomed silver beard marked him as a leader long before he wore a crown. He was a master of both sword and tongue—an impeccable judge of character, a master debater, and a leader who resolved countless internal conflicts without bloodshed. His handwriting was thin and precise, much like his thinking. He was loved by his people. Hated by his dark cousins. And respected even by those who disagreed with him. Above all else, Hornfel believed in a future where dwarves stood shoulder to shoulder with the world once more—and he intended to see that future realized in his lifetime. Outro But that is all the time I have to talk about Glade Hornfel Kytil. What do you think of the first King of Thorbardin since the Cataclysm? Should the dwarves have opened their gates to outsiders? And since history remembers Glade Hornfel Kytil, he couldn't have been killed by the Daemon Warriors. Could his remains still be out there? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: Not everyone in this world is as wise as the great Fizban the Fabulous.

The RPGBOT.Podcast
ADAPTING PUBLISHED TTRPG SETTINGS - How to Pretend You Planned This the Whole Time

The RPGBOT.Podcast

Play Episode Listen Later Jan 19, 2026 65:59


Have you ever opened a published TTRPG adventure, read three chapters in, and thought: "There is absolutely no way my players will do any of this"? Welcome to Adapting Published TTRPG Settings, where the RPGBOT crew explains why modules are suggestions, railroads are imaginary, and your Big Bad will absolutely die three sessions early because someone invented an arcane nuclear device. Whether you're running Dungeons & Dragons, Pathfinder 2e, or your favorite tabletop roleplaying game, this episode is all about how to customize published adventures, steal player backstories, break plots responsibly, and still pretend you planned it all from the beginning. Show Notes In this episode of the RPGBOT.Podcast, the hosts dive deep into adapting published TTRPG settings to better suit your table, your players, and the chaos they inevitably create. Drawing from years of experience running official D&D adventures, Pathfinder 2e campaigns, and homebrew nightmares, the team explains why no module survives first contact with players—and why that's a good thing. Topics include how to customize published adventures without breaking the story, when it's okay to railroad (yes, really), and how to balance sandbox freedom with guided play. The hosts discuss common pitfalls like breaking narrative continuity, accidentally ruining game mechanics, and losing focus when a side quest becomes the main plot. You'll also learn why player backstories, class features, and character goals are the best raw material for reshaping any tabletop RPG setting. Practical advice covers adding new villains, replacing weak encounters, cutting boring dungeons, and remixing iconic elements from other TTRPG adventures and settings. From fixing overly linear modules to turning side quests into emotional gut punches, this episode is a masterclass in adventure customization for Game Masters who want their campaigns to feel personal, memorable, and fun. Key Takeaways for Game Masters Published TTRPG adventures are guidelines, not gospel, and should be adapted to fit your players' interests and play style. There is a healthy middle ground between sandbox chaos and rigid railroading, often called a guided experience. Player backstories, goals, and class mechanics are the best tools for customizing published modules. It's easier to add content than remove it, but cutting boring or irrelevant sections is sometimes necessary. Breaking the story, mechanics, or balance can be fun—if you know what you're doing and why. Players don't remember plot holes; they remember closed narrative loops that make past actions feel meaningful. If a side quest becomes more fun than the main plot, promote it—your players will thank you. Every published TTRPG setting can support wildly different campaigns depending on how the GM adapts it. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

DragonLance Saga
Review: The Thieves’ Guild

DragonLance Saga

Play Episode Listen Later Jan 19, 2026 16:16


Join me as I review The Thieves’ Guild by Jeff Crook live! Share your thoughts on this second novel in the Dragonlance Crossroads series, released by Wizards of the Coast on December 1, 2000. You can buy a copy here: https://amzn.to/49nFYto  https://youtube.com/live/qMIRuk1R5lE About The Thieves’ Guild Palanthas, Jewel of Ansalon, City of Seven Circles, heart of the old Solamnic empire. For three thousand years she has shone as a becaon to the world. Even now, ruled by the Knights of Neraka, she glitters in the night. Yet at the core of the gleaming city lies a dark center: the Thieves’ Guild. Though the Dark Knights ruthlessly crushed the guild beneath an iron heel, a stronger, darker guild has arisen. Now it’s intent on recovering its lost treasures and power. And nothing will stand in its way. Review Intro Welcome to another DragonLance Saga review episode. It is Palast, Newkolt the 19th. My name is Adam and today I am going to give you my review of The Thieves’ Guild by Jeff Crook. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review This is such a well written story thus far. We are presented with Palanthas under the rule of the Knights of Takhisis. They have routed the Thieves Guild, murdering them all, nearly, in one night. Years later a wealthy merchant has a shipment of a rare herb powder arriving that was paid for by Mistress Jenna of the Red Robes. This powder comes from the Dragon Isles and is very expensive. It is naturally a target for thieves. As Cael Oronstaff infiltrates the merchants home during his Spring Dawning eve party, he comes across another thief who already has the substance. He takes it from Alynthia Krath-Mal, a high ranking thief in the new thieves guild, and escapes. The next day the Lord High Justice, Sir Arach Jannon, a Thorn Knight, arrives to investigate as does Jenna. They discover the thief used magic and killed another thief. They believe it is an associate of a blacksmith that recently rebarred the merchant’s windows. The Spring Dawning festival proceeds with Cael visiting his dwarven friend Kharzog. They go to the festival together and hear Sir Elstone Kinsaid, the Lord Knight of Palanthas read a declaration from Sir Morham Targonne, the Lord of Knight. He declares the Knights of Takhisis are now the Knights of Neraka. No one seems to care, and the festival continues unabated. Cael is confronted by Alynthia and a band of thieves who chase him into the sewers and eventually capture him. He is brought before Mulciber, the Thief Guild's master and sentenced to death for stealing from them and selling it to someone else. As Cael is responsible for other thieves’ deaths, Alynthia requests to own him and train him to be  guild thief. THey eventually agrees on the provision he can steal the Potion of Shonlay for the guild. She agrees and they disperse. Sir Kinsaid commands Sir Jannon to find this Cael thief and deliver him so Mistress Jenna will leave him alone. Weeks later, Cael has been training with the Thieves Guild, learning how to work with their tactics. He is sent on a test in the sewers, to the heart of Palanthas, which is  an old dwarven home, Cold Forge or Kal Thax as they call it. Within they have to pass a series of tests to fully join the guild, but only a few have ever passed them. THey get split up as the Knights are searching for Cael in the tunnels, and he and one of the thieves sneak into a beast’s lair, who kills his partner and he kills it in return, discovering the secret door. He is denied entry by Alynthia who admonishes him for leaving the group he was sent in here with and ending with a dead partner.  Mistress Jenna meets Arach Jannon to tell him the Thieves Guild is set to raid her store, and while he adamantly denies there is a Thieves Guild, he agrees to ambush the intruders. As the thieves enter for the potion of Shonlay, their attempt is thwarted by Jenna’s magic and they narrowly escape, with Cael and Alynthia being chased around the city by the Lord high Justice and his men. They are consistently on their tail. They enter shoikan grove to hide, then end up sneaking out of the old town and splitting up. Alynthia is caught by the knights and Cael saves her by running them off. As she goes to flee, the alley erupts, attacking the knights. As Cael tries to escape he is caught and sentenced to death by slow torture. He is imprisoned in the dungeons. He is rescued a month later by the gnome Gimzig and Alynthea. As they are escaping in the sewers, Gimzig is attacked and pulled under water by a sewer beast and Alynthia takes the unconscious Cael to a safehouse. He is sick and unconscious for another month. When he wakes he learns the Thieves Guild labeled them both traitors and are looking for them, as are the Knights of Neraka. Alynthia is convinced if they find a treasure named the reliquary they could earn their way back into the Thieves Guild. Caels doesn’t care, but he swears to help her get it if she helps him get his staff which was taken by Sir Jannon. They break into the Great Library and have Berem show them to the volumes about recovered treasure from years past, in hopes the Reliquary will be annotated. It is not. With nothing to go off of, they turn to retrieving Cael's staff. They break into Jannon’s office and take the staff, inadvertently starting a fire. THey see Mulciber sneak into the keep and they follow him to see it’s actually Alynthia's husband, Captain Oros. It turns out he was behind the fall of the guild years ago and he’s about to make a deal with the Knights to have it fall again if he can keep some treasure. Alynthia refuses to believe it and a dragon spots them, and chases them out of town and into the bay. It leaves them for dead as they slink into a tavern and coincidentally find a childhood protector of Alynthia thought dead who confirms Oros' treasury. She demands to see him face to face and when they search his office they find a note about treasure being transferred to his ship. They go to the ship and find the reliquary and Oros and his minotaur Kolav attack them both. Cael defends the reliquary running into the city and is rescued by the gnome Gimzig! They defeat Kolov and Janon arrives, only to be killed by Kael. Meanwhile Alynthia is brought before the guild and sentenced to death by Mulciber, but then Mulciber counteracts the order, revealing there to have never been a mulciber, as Cael stands there. The guild turns against Oros and captures him. With the guild back in order, and their immediate enemies taken care of, Cael leaves to steal the founders stone and affix it to his dwarven friends gravestone. The knights ask Jenna to get it off the stone, but she refuses saying she isn’t able. But secretly she believes it belongs there. This was a good story, but the time shifts were erratic. Crook clearly realised he had to wrap it all up in a hurry and the third act is just one resolution after the other with contrived solutions and meetings, belying credulity. I did enjoy the story overall, and the suggestion that Cael is Tanis Half-Elven and a sea elf’s son, even having a dragon slaying weapon like his supposed fathers. But ultimately I just have this as fun head canon rather than reality. In any case, if you love Dragonlance, you should definitely read this novel, and if you really like thief stories, you will probably dig this one as well. So give it a read! Outro And that's it for my review of The Thieves’ Guild by Jeff Crook. When do you think of Cael being Tanis' son? Do you like magical artifacts being used in stories like this? And finally, should the Thieves Guild have a happy ending? Feel free to email me at info@dlsaga.com or leave a comment below.  I would like to thank Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content.   This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

The RPGBOT.Podcast
DEATH MECHANICS (Remastered): From Tragic Defeat to Heroic Sacrifice

The RPGBOT.Podcast

Play Episode Listen Later Jan 17, 2026 49:28


Death in tabletop RPGs is a lot like a group project: everyone insists they're prepared for it, nobody actually reads the rules, and somehow it's always the wizard's fault. In this episode, the RPGBOT crew stares straight into the great beyond—death saves, dying conditions, resurrection magic, and those awkward moments when the cleric checks their spell slots and quietly says, "So… about that body." Whether your character goes out in a blaze of glory or bleeds out behind a crate because no one had an action left, we're breaking down how death really works at the table—and how to make it memorable instead of miserable. Show Notes Character death is one of the most emotionally charged—and mechanically misunderstood—parts of tabletop roleplaying games. In this episode of the RPGBOT.Podcast, the hosts dig into how death mechanics work across popular systems, why they often feel harsher (or softer) than intended, and how players and GMs can turn character death into a powerful storytelling moment instead of a buzzkill. The discussion covers death saves, dying conditions, instant death effects, and the role of healing magic in prolonging—or preventing—the inevitable. The crew examines how different RPG systems handle mortality, from forgiving safety nets to brutal attrition-based designs, and what those choices say about the kind of stories those games want to tell. Beyond raw mechanics, the episode explores meaningful death: heroic sacrifices, last stands, narrative consequences, and when resurrection magic enhances the story versus when it cheapens the moment. The hosts also share table-tested advice for GMs on foreshadowing danger, setting expectations, and making sure character death feels fair—even when it's devastating. If you've ever wondered whether death should be rare, frequent, reversible, or permanent—or why every party suddenly becomes a tactical mastermind the moment someone drops to zero HP—this episode is for you. Key Takeaways Death mechanics shape tone. How a system handles dying directly affects whether the game feels heroic, gritty, or forgiving. Death saves are drama engines. They create tension, spotlight teamwork, and often reveal who really read their character sheet. Instant death is rare—but memorable. When it happens, it should feel earned, telegraphed, or narratively significant. Resurrection is a storytelling tool. Bringing a character back should have consequences, costs, or complications to preserve emotional weight. Heroic sacrifice beats random loss. Deaths tied to player choice are almost always more satisfying than unlucky math. GM communication matters. Clear expectations about lethality prevent resentment and help players invest emotionally. Death doesn't end the story. It can launch new arcs, reshape the party, or permanently change the world. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
PF2e LOST OMENS DRACONIC CODEX - What if dragons were… weird?

The RPGBOT.Podcast

Play Episode Listen Later Jan 15, 2026 66:33


Dragons are eternal. Gaming mice are not. In today's episode of the RPGBOT.Podcast, we survive cursed peripherals, catastrophic Kingdom turns, and at least one near-fatal werewolf encounter before finally turning our attention to the real reason we woke up before dawn: Paizo's Lost Omens: Draconic Codex. It's a book that asks the important questions—like "What if dragons were powered by magical traditions?", "What if dragons were made of swords?", and "What if a dragon respawned because you can't kill the joke?" Pour yourself a gallon of coffee and join us as we dig into archdragons, dragon gods, delight dragons, wish dragons, and more dragons than should legally fit in one hardcover. Show Notes In this episode, the RPGBOT crew reviews Lost Omens: Draconic Codex, Paizo's definitive Pathfinder Second Edition sourcebook for dragons. The discussion covers both lore and mechanics introduced in the Remaster era, highlighting how Pathfinder 2e has fully reinvented dragons to align with its four magical traditions: Arcane, Divine, Occult, and Primal . Covered Topics Include:  Remastered Dragon Lore Pathfinder's clean break from chromatic/metallic dragons Dragons aligned to magical traditions instead of color Why these dragons feel "native" to PF2e mechanics Dragon Creation Myth & Dragon Gods Apsu, Dahak, Sarshalatu, and the draconic origin story Dragon gods, pantheons, edicts, and anathema Cleric and champion support for dragon-aligned worship Archdragons & Dragon Physiology New age category: Archdragon Young → Adult → Ancient → Arch progression Why archdragons emerge during times of conflict Expanded archdragon stat blocks for existing dragons Bestiary Highlights (So Many Dragons) - Over 40 dragon types, including: Delight Dragons (joy, bubbles, toys, and respawning punchlines) Mocking Dragons (laughing at your failures—mechanically) Wish Dragons (granting wishes with no ritual cost… interpreted by the dragon) Vorpal Dragons (made of swords, can decapitate you and leave you alive) Sage Dragons (dragon nerds who weaponize your secrets) Wyrm Wraiths (void-fueled undead dragon horrors) Player & GM Options Dragon-themed archetypes and ancestry options Dragonets as playable, pseudo-dragon-like companions Expanded kobold options New spells, magic items, and dragon contracts (mechanical pacts that actually matter) GM Tools & Campaign Hooks Dragons as quest-givers, gods, villains, and punchlines High-level storytelling with wish-granting dragons Using dragons as expressions of magical philosophy Key Takeaways Lost Omens: Draconic Codex fully redefines dragons for Pathfinder 2e, making them mechanically and narratively distinct from D&D while remaining iconic . The four magical traditions give dragons clearer identities, spell access, and story roles. Archdragons provide true level-21+ threats with campaign-defining presence. Dragons in this book are not just monsters—they're gods, philosophers, tricksters, wish-granters, and walking rules arguments. Player options (dragonets, archetypes, contracts) meaningfully support dragon-centric campaigns. This book is a must-own for Pathfinder 2e GMs, especially for high-level or lore-heavy games. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
EBERRON - FORGE OF THE ARTIFICER 2: Mobile Bastions and Divorced-Dad Energy

The RPGBOT.Podcast

Play Episode Listen Later Jan 12, 2026 70:08


Welcome back to RPGBOT.Podcast, where Ash is a Top GM™, Tyler is still emotionally processing Bastions, and Randall has discovered that Eberron finally lets you live your best divorced-dad-with-a-houseboat fantasy. In Part 2 of our review of Eberron: Forge of the Artificer, we leave the artificer workshop behind and dive headfirst into dragonmarked intrigue, mobile bastions, noir detectives, political backstabbing, and the deeply dangerous question: "What if my base could walk?" This episode contains airships, crime fiction, economic monopolies, and at least one moment where we realize the answer to most Eberron problems is "build a bigger construct." Show Notes In RPGBOT.Podcast – Eberron: Forge of the Artificer (Part 2), the hosts continue their in-depth review of the book by shifting focus away from the artificer class and into the broader Eberron ecosystem. This episode examines the character options beyond artificers, including dragonmarked feats, reworked species, and the lore implications of opening dragonmarks to wider character concepts. From there, the discussion moves into Bastions, including mobile bases like airships, lightning rail trains, and ships—raising important questions about gameplay practicality, narrative freedom, and whether your party should legally be allowed to own a war machine. The back half of the episode explores Eberron's storytelling frameworks, including noir-inspired Sharn inquisitives, dragonmarked house intrigue, and campaign structures built around politics, monopolies, and inevitable wars. Key Takeaways Dragonmarks are the backbone of this book. If you like dragonmarked houses, intrigue, and economic power struggles, this chapter delivers in spades. New species updates are a big win. Warforged as constructs, kalashtar as aberrations, and revamped korovar (half-elves) meaningfully impact gameplay and spell interactions. Dragonmark feats heavily favor spellcasters. Martials should be cautious—many benefits scale best with spellcasting. Mobile Bastions are conceptually excellent and mechanically… messy. Airships, trains, and ships are cool, but DMs will need to smooth the edges. Eberron leans hard into genre play. Noir detective stories, Renaissance-style intrigue, and political drama are clearly supported. High-level play quietly breaks old Eberron assumptions. The book embraces higher-level NPCs and epic conflicts, even if it bends earlier canon. Everything eventually leads to war. Political intrigue, dragonmarked monopolies, and bastions all point toward large-scale conflict—and that's very on-brand for Eberron. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
ELEMENTALS (Remastered): Unleash the Untamed Fury of Fire, Air, Water, and Earth!

The RPGBOT.Podcast

Play Episode Listen Later Jan 10, 2026 58:03


Show Notes Elementals are the walking embodiment of the four classic forces—fire, air, water, and earth—and they're one of the easiest monster families to drop into any campaign while still feeling mythic, dangerous, and thematically sharp. (Spotify) In this remastered episode, the RPGBOT crew digs into how to make elementals more than "a pile of hit points with a damage type"—including encounter roles, terrain design, and how to telegraph threats so your table feels challenged instead of cheap-shotted. What elementals are (in play): not just monsters, but mobile hazards and "terrain with teeth." Element-by-element encounter design: how fire/air/water/earth fights should feel different, even at the same CR/level band. Battlefield engineering: using smoke, wind, currents, collapsing ground, and difficult terrain to make elementals do elemental things. Player-facing tactics: reading resistances/immunities, avoiding trap damage types, and solving the encounter with positioning and control (not just DPR). GM toolbelt: telegraphing danger, escalating phases, and mixing minions/terrain so elementals don't devolve into a slog. Practical GM ideas you can steal immediately Fire: oxygen, visibility, spreading zones, panic movement (force decisions, not just damage). Air: verticality, forced movement, disarms/knockdowns, splitting the party without hard walls. Water: grapples, drowning pressure clocks, currents, "you can't stand where you want" fights. Earth: cover that changes, chokepoints that collapse, tremors, being pinned or isolated. Key Takeaways Elementals work best when the environment participates. If the room is a blank grid, elementals lose most of their identity. Make the "element" a problem to solve, not a damage type to resist. The memorable part is usually the smoke, the current, the sinkhole—not the stat block. Telegraph early, punish late. Give clear warnings (heat shimmer, rising wind, sudden undertow) so players can adapt before consequences spike. Different elements reward different counterplay. Fire wants spacing and line-of-sight management; water punishes isolation; air punishes clustering; earth punishes predictable lanes. Elementals shine in mixed encounters. Pair a "big elemental" with lesser hazards/minions so the fight has motion, decisions, and tempo. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

The RPGBOT.Podcast
EBERRON: FORGE OF THE ARTIFICER 1 - Union-Approved War-Forged Opinions

The RPGBOT.Podcast

Play Episode Listen Later Jan 8, 2026 79:44


Welcome back to RPGBOT.Podcast, where optimism is optional, feedback is weaponized, and today we're firing up the lightning rails straight into Eberron: Forge of the Artificer. This is Part 1 of our review, which means we're here to ask the most important questions first: Does this book actually understand artificers? Does it respect Eberron's magic-as-industry vibe? And will Ash rant about corporate design decisions like an angry warforged with a union card? Spoiler: yes. Probably several times. Grab your tool proficiencies and buckle up—this is Eberron, where magic is practical, progress has consequences, and feedback is delivered with a hammer. NOTE: WE GOT SEVERAL RULES WRONG IN THIS EPISODE. We recorded after an initial read of the book, and I hadn't had time to analyze things in depth, so we made several mistakes. Check our full Artificer class guide, which represents the more accurately. Show Notes In RPGBOT.Podcast – Eberron: Forge of the Artificer Part 1, the crew kicks off a deep-dive review of Wizards of the Coast's newest Eberron supplement, focusing on core themes, design intent, and early impressions rather than final verdicts. This episode sets the foundation for the full review by examining how Forge of the Artificer approaches Eberron's defining pillars: magical technology, artificer identity, pulp action, and noir-inspired worldbuilding. Along the way, the hosts reflect on feedback culture, creator intent, and how production environments shape the final product—because you can't talk about artificers without talking about how things are made. Covered in Part 1: First impressions of Eberron: Forge of the Artificer Artificers as a class fantasy vs. mechanical execution Eberron's "magic as infrastructure" philosophy Tone consistency with classic Eberron (pulp + noir) Early signs of passion vs. corporate checkbox design What this book signals for future D&D 2024 content This is a setup episode—laying groundwork, raising expectations, and sharpening knives for Part 2. Key Takeaways Eberron still lives or dies on tone. The book's success hinges on whether it treats magic as an economic force, not just spell flavor. Artificers need identity, not just options. New tools are exciting, but the real test is whether the class fantasy feels coherent and intentional. Design fingerprints matter. You can feel when a book is made with enthusiasm—and when it's made to hit a release window. This is a promising start, not a final judgment. Part 1 is about signals and foundations; Part 2 will be about payoff. Feedback culture comes full circle. The episode opens with feedback talk for a reason: the hosts apply that same lens to the book itself. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati