We talk about ACE, or Agency, Consistency, and Engagement in RPG sessions and campaigns. Then we take a look at the Awfully Cheerful Engine and try and exorcise the ghost of Dr. Alexander’s ex-wife from the Alexander building.
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We talk about theme and the special definition we give it when we talk about how to use it to GM. Then, we jump into the idea of pirates without water, but with computers to see how the histories turn out using Microscope.
The crew handle pitching a campaign, and undertaking a session 0 to get your game up and running. We then play Kids on Bikes, and explore an abandoned mine in Tonopah.
Episode 11: Gotta Get My Gains
The crew discusses campaign structures, and different forms of long term RPG play. We then play Inhuman Conditions, where a pro-wrestler and disgraced scientist make a mad dash against robot customs.
Episode 10: Thicc Thighs
We talk about tone and tension, and how that can inform your decisions and difficulty of your setting. Darien and Dominic play Star Crossed, where Argyle and Don are doomed to fail in love.
Episode 9: How Big is Your Banana?
We talk about the use of Maps and miniatures in RPGs, and the effect is has on your game. Then we dive into the ICRPG, and explore a mysterious planet and crystal cave to find a rare dihydrogen monoxide crystal.
Episode 8: How Dare You Sir!
We describe the levels of agency and how they are used in TTRPGs. Then we cover an easy way to “GM” your character when playing as a player. Finally, we play The Extraordinary Adventures of Baron Munchausen.
Episode 7: Tickle Gas
We talk about how to quickly plan a session. Then go over Broken Binary, and stop the evil Murderface from unleashing tickle gas onto the world.
Episode 6: Take the Money and Run
We talk about the different terminology we use, and define some terms. Then, we teach Blades in the Dark. Finally, we try and take out the Frank’s Hotel and Casino crew.
Episode 5: Ball?
We talk about how to roll up a monster to fight for every occasion, then learn the rules to Knave, an OSR TTRPG. After, we try and find the mystical “ball” left by the “hoomans.”