126 – re:play City of the Crepuscular Queen 4

This ep is another example of a full mythic play-cycle: suffering in the world of humanity caused by evils within and/or without, leading to a journey to the underworld and mortal combat with its denizens, which are inimical to human interests and values, followed by the liberation of its secrets and wealth, with the protags returning to the world of humanity bearing sorrow, experience, boons, and, perhaps, an adumbration of the eschaton.

In other words, town problem > dungeon > town resolution.

This episode is also heavily choreographed in the fight(s). The game doesn’t have to play out this way, but I think everyone was into it. I know I like an intense and gorily choreographed monster fight, and that’s what you get.

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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125 – re:play City of the Crepuscular Queen 3/

A recap of last episode, and then the party engages Batman-mode when the cleric hears a terrible accusation against the local priest. Tragic backstory, magical investigations, barrow mounds, communing with darkness, and unexpected inquisition: THIS WEEK ON GG NO RE.

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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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

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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

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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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120 – re:play Hot Springs Island 5/

Loosely an actual play, we spend the first 20 minutes talking about Star Wars. Then we look at statues.

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119 – re:play Hot Springs Island 4/

We actually play Hot Springs Island this time! We meet people, kill monsters, and talk about what’s good and bad so far about the module, concluding with general thoughts on the role of random generation in modules.

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118 – re:play Hot Springs Island 3/

We talk about how Chartopia can help you organize your random tables, high school drama club, how motion blur is terrible except in VR, and play a little bit of the actual game. More proper play next episode.

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117 – re:play Hot Springs Island 2/

We continue our actual play of Hot Springs Island, using a hacked up version of 5e to be more like the upcoming Pathfinder 2e playtest. This one has us fully exploring a hex and getting sidetracked by film criticism and grits criticism.

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