There is no game session to accompany this podchat.
There is no game session to accompany this podchat.
Special guest Gita joins Ironicus, Gnome, and Drakkel in discussing the surprising links between exploitation film and tabletop gaming. Subtlety is eschewed, setpieces are tied together with string, and bombastic action often reigns. For more on how to make your favorite movie into your new favorite game, check out our previous podcasts on Genre Emulation (old site) and Designing from Influences (old site).
A panel of experts convenes to discuss virtual affairs of the heart. It's everything you need to approach the gametable with romantic intentions for your character, whether you're the GM or a player. Romance is an excellent way to introduce effective, lasting relationships into your game.
Special guest and half of 13th Age's creative core Rob Heinsoo joins Ironicus, Nate, Gharbad, and beloved guest Violet to discuss the history of Glorantha, the setting for the new playbook 13th Age in Glorantha. Originally a world without a game, Greg Stafford extensively sourced mythology to create a vibrant world. Ever since, all sorts of games have taken up Glorantha's banner.
Six Feats Under Presents: 13th Age in Glorantha
Ironicus, AWoodenPalisade, Gharbad, and Gnome are joined by guests Violet, Chip Cheezum, and a .rtf file to discuss... tension. Specifically, how it is used in storytelling media-- especially tabletop games. Tension is difficult to balance, and for a pre-written story, is carefully adjusted with cues for danger and story-based investment. It becomes far dicier when tension is incorporated into a game where the story is "written" as it is played. Danger Patrol not only explores bringing tension into the story, but into the core mechanic as well.
Due to a different recording method, audio quality is diminished.
Night Witches handles a real-life regiment of Russian airwomen in WWII, meaning it entails many potentially uncomfortable situations. Ironicus and Eliza (AWoodenPalisade) are joined by special guests Arden, DeviousVacuum, and Marah (0rangesicle) to discuss ways to ensure players feel comfortable, drawing especially on experiences as queer women. Strategies depend on open communication, patience, and a willingness to learn.
Six Feats Under presents: Night Witches
Designer of Goblin Quest Grant Howitt joins Ironicus, Medibot, Gharbad, and Panzer to discuss how comedy, which often comes from subversion of a framework, can be accounted and designed for in roleplaying games. There are two key factors: writing vaguely enough for the players to add their own comedy, and ensuring comedy and progress are not mutually exclusive. To think, before this I thought I just had to play something sad and wait a while.
Paranoia's complete Kickstarter
That story in the back of your favorite RPG is good for more than just a glossary, even if you're an expert GM. Ironicus, Gnome, Ethel and guest Marah discuss the value of such prepackaged adventure as a teacher, a timesaving measure, a chance for communal experience, and a springboard for your campaigns.
Special guests Keith Carberry of Run Button and Friends at the Table and Phil Kollar of Polygon join us to discuss a somewhat reversed method of design, genre emulation. Genres, created as an ends to categorize media, can also be a powerful tool to give your game the feel it needs; the key lies in breaking your favorite genre down into the criteria that define it, then analyzing just what it is about those individual criteria you like so much. We present our favorite examples and test the theory out on two game sure to be the next big thing: Where's Waldo & Kevin RPG and Noir Swimmingly.
This episode expands upon topics first discussed in our episodes on Designing from Influences, Show Wrestling & Mechanics, and Feats 101. We also discussed Law's Out (with which we put together a harrowing tale) and Monsterhearts (with which we surely will soon).
Special guests and RPG beginners Mark Soloff and Ashley Davis join us to discuss just what to do when you've never played an RPG before.
Here are our recommendations for D&D4e's player types!
Golden Sky Stories: A focus on developing your character as a complete (and cute) individual
Chuubo’s Marvelous Wish-Granting Engine, Nobilis - in both games, your character is literally center stage, and the world revolves around them. Advancing your character is based around developing the desires and the responsibilities they gain from their newfound powers.
Engard: Becoming - everyone plays as the same hero, and the goal of the game is to flesh them out and determine how they overcome challenges and why they are a hero
FATE (Core and Accelerated Edition): A game engine based on playing to your character’s aspects, for good or ill.
WWWRPG: Of all the *World games, none gives you a stronger character role to play with.
Eclipse Phase, Ashen Stars, Malifaux, and other games with strong established settings
Last Stand: All the GM advice is built around setting up unique fight scenarios and cool locations and big flashy one-time events
DANGER PATROL: Leap into action, don’t bother thinking about it! That is the core mechanic of Danger Patrol: the more danger you are in, the better your dice rolls get.
Costume Fairy Adventures: Causing shenanigans is the goal of the game and how you win at being fairies.
Everyone is John: This is like Engard, above, except extremely silly and the goal is to Kill John.
D&D 4e: Fully customizable, robust character classes, with potential for fun synergies.
Double Cross: Probably the best point-buy supers game currently on the market!
Last Stand: It is a save-the-world fightgame where you rip apart giant monsters!
Strike! RPG: A simplified battle system designed for quick fights and lots of ‘em
13th Age: Encourages characters to have relationships with the established setting
Breakfast Cult: Cooperative and competitive; each player has a secret objective for plenty of intrigue
Fiasco: The perfect game for telling a story where everything goes wrong. GM-less.
Law’s Out: For the exact same reasons as Fiasco.
Monster Hearts: If you want to play Buffy the Vampire Slayer: the RPG, this is where it is, and it hits the sense of drama perfectly.
Retrocausality: This game is all about time travel, and the core mechanic is messing with the time stream in a way that gets you what you want out of it, but without causing unintended consequences
The GUMSHOE line: Various games all about finding information and piecing it together to solve a mystery.
The Quiet Year: This is a game where everyone has to spend a year preparing for a horrible disaster that they don't know what it is, and do what they think is best to save their community from the coming disaster. Problem solving is the name of the game.
Microscope: Microscope is a game you play before another game. Microscope is a collaborative worldbuilding game where everyone works together to figure out what elements of the setting everyone cares about and wants to explore, and building a setting around those ideas.
Apocalypse World: no turn order, meaning players can play whenever they feel comfortable
Dungeon World: Same reasons as Apocalypse World, except for people who want the classic D&D feel. DW also has probably the best handouts of any *World game out there, which are nice for beginners.
Law’s Out: the players are actors on the set of an Old West movie-- games are as fun to watch as they are to play, and the auction mechanic is good for beginners or those uncomfortable with number-crunching.
Six Feats Under Presents: Lasers & Feelings
Medibot, Gnome, Ambisagrus, Ironicus, and Gharbad are joined by special guest PublicOpinion to discuss risk and reward design. These elements appear organically in all sorts of games, but are rarely designed as a core part of a roleplaying experience-- rather, these elements are much more common in directly competitive games. Our panel discusses this phenomenon in preparation for Last Stand, a Fortune engine game just dripping with risks and rewards.
Six Feats Under presents: Last Stand