Podcasts

Episode 23: Emotional Rewards of Tragedy in RPGs

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In this episode we discuss the emotional benefits of the hardships player characters endure

Things we discuss in this episode:

Podcasts

Episode 22: How to Create a Campaign Setting

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In this episode we discuss the methods we use and the inspiration we draw from when we create a campaign setting

Things we mention in this episode are:

Clayton’s litany of questions when designing a campaign setting:

  • What System?
  • How long is this campaign going to last?
  • Why make a new setting?
  • What is different about the setting?
  • What is the scale of the start of the campaign vs the end of the campaign?
  • How long are the PCs going to spend in any particular place?
  • (If fantasy or sci-fi) what races are available?  How prevalent?
  • How fantastic? How “realistic”?
  • What do you expect from this fantasy campaign? What is your idea of fantasy? How is magic involved/how prevalent?
  • What has been established?  Are there wizards, haughty elves, dragons, etc. What fantasy memes, tropes, etc are we going to follow?
  • How must the System be changed to accomplish this
  • Shorten the pre-game information that the players need to know down to 10 bullet points.
ActualPlay

Actual Play: Fate Accelerated One-Shot 0101 Mearth

Fate Accelerated logo

Download the episode here

In which the PCs wrote aspects of the world on card and forced the GM to make some sort of sense of the nonsense

Aspects of the world are as follows

  • This takes place in the 1920s
  • The monarchies that fell during WWI remained in power, and it is the 1920s
  • Everyone has innate elemental magic within them.  This has led to street gangs of magic developing all over the world
  • Magic exists, but only elemental magic
  • Everyone has a talking duck companion
  • Animals can talk and are cool
  • We are not on Earth.  We are on the Mars, but as if it were Red Earth, called Mearth
  • Death is not death.  You just ascend to the next world.