124 – re:play City of the Crepuscular Queen 2/

We return to our actual play of Daniel’s homebrew setting-system. The party decides to track down the monster they fought from last time. Hijinx ensue. You get a good look at how combat can flow, magical catastrophes, and the drama-injection mechanics.

Theme music for CCQ is “Monarchy,” the title track of the album from Mosh: https://iammosh.bandcamp.com/album/monarchy

Episode image: public domain

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123 – re:play City of the Crepuscular Queen 1/

We start our play of Daniel’s homebrew setting and system, City of the Crepuscular Queen.

The first seven minutes or so explain to our magic user, Jim, how magic even works. We venture into discussions on what makes a good and/or fun spell. Thereafter, it’s onto the action.

There’s an entire cycle of play, which let the players (and lets you) get a decent idea of what D&D can be like without D&D. Tense NPC interaction, spell mishaps, combat, hippie storygame nonsense—it’s all here, folks.

Theme music for CCQ is “Monarchy,” the title track of the album from Mosh: https://iammosh.bandcamp.com/album/monarchy

Episode image: public domain

Links

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patreon: https://patreon.com/ggnore
podcast: gg no re @ itunes
g+: gg no re
twitter: https://twitter.com/ggnorecast
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anchorhttps://anchor.fm/ggnore
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122 – re:play City of the Crepuscular Queen 0/

We start our play of Daniel’s homebrew setting and system, City of the Crepuscular Queen. (Warning: mild Bloodborne spoilers.)

This episode starts with a discussion of mechanics and theory, intrinsic vs extrinsic rewards, using drama to structure your game, and giving creative pressure release valves.

Then Daniel moves into orienting the players on the setting, stuff they need to know in order to play their characters.

And finally we set up the first moment of actual play.

Theme music for CCQ is “Monarchy,” the title track of the album from Mosh: https://iammosh.bandcamp.com/album/monarchy

Episode image: public domain

Links

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patreon: https://patreon.com/ggnore
podcast: gg no re @ itunes
g+: gg no re
twitter: https://twitter.com/ggnorecast
facebook: https://www.facebook.com/ggnorecast
anchorhttps://anchor.fm/ggnore
instagram: https://www.instagram.com/ggnorecast

121 – re:play Hot Springs Island 6/

9 minutes of actual Hot Springs Island play, followed by GG NO RE: UNPLUGGED.

We talk about what we actually are looking for when playing and running RPGs, what effect the DM’s investment in the setting has on the game, using Coggle with investigative games, creating dungeons map-last instead of map-first, shots fired about the utility of unstocked maps, designing for emergent gameplay vs designing something inherently engaging with emergent gameplay a bonus feature, and old multiplayer games. Enjoy, if you can.

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patreon: https://patreon.com/ggnore
podcast: gg no re @ itunes
g+: gg no re
twitter: https://twitter.com/ggnorecast
facebook: https://www.facebook.com/ggnorecast
anchorhttps://anchor.fm/ggnore
instagram: https://www.instagram.com/ggnorecast