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:


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.

Actual Play: Fate Accelerated One-Shot 0101 Mearth

Fate Accelerated logo

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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.