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Episode 149: The Chaterunga Choo-Choo
Posted: Tue, 21 Apr 11:09:56
Posted: Tue, 21 Apr 11:09:56
A new episode has been added to the database:
Episode 149: The Chaterunga Choo-Choo
Keys (Lady Blackbird) with Whitney Delaglio
Posted: Tue, 21 Apr 11:09:54
Posted: Tue, 21 Apr 11:09:54
A new episode has been added to the database:
Keys (Lady Blackbird) with Whitney Delaglio
The Chaos Protocol | Arc Four | E20: to my lost kin
Posted: Tue, 21 Apr 11:09:14
Posted: Tue, 21 Apr 11:09:14
A new episode has been added to the database:
The Chaos Protocol | Arc Four | E20: to my lost kin
[PREVIEW] Design Session #76: Devils and Development
Posted: Tue, 21 Apr 11:08:51
Posted: Tue, 21 Apr 11:08:51
A new episode has been added to the database:
[PREVIEW] Design Session #76: Devils and Development
War for the Crown Episode 138: Infested
Posted: Tue, 21 Apr 11:07:01
Posted: Tue, 21 Apr 11:07:01
A new episode has been added to the database:
War for the Crown Episode 138: Infested
[DND3 Pg 212] The One About Haste [Week 36]
Posted: Tue, 21 Apr 11:05:47
Posted: Tue, 21 Apr 11:05:47
A new episode has been added to the database:
[DND3 Pg 212] The One About Haste [Week 36]
Reply: General Role-Playing:: Re: QOTD APR 19: Are there weapons you almost always choose for your characters? If so, why? Mechanics? Style?
Posted: Tue, 21 Apr 10:46:39
That's why so many weapons are re-purposed farming tools. For biological creatures, violence is part of the circle. Only domesticated humans living inside sprawling infrastructure believe they don't need to defend themselves from predators nor hunt.
Posted: Tue, 21 Apr 10:46:39
by shiva666
Whymme wrote:
Nice how the question assumes that a character in an RPG always needs a weapon - hence, regularly gets into combat, or chooses combat over other means of problem solving.
Reply: Brindlewood Bay (Kickstarter Ed.):: General:: Re: Let's Read Brindlewood Bay!
Posted: Tue, 21 Apr 10:45:27
Posted: Tue, 21 Apr 10:45:27
I ended up running the Dad Overboard session on Sunday and it was a great laugh and everyone got into it. One thing I found tricky as the GM though - if a player fails a roll and you need to respond in some way (particulary if it's a night time move), I found it very difficult to inject some form of jeopardy, given that you don't necessarily want to implicate any of the NPCs as being the baddie, keeping it open for the players to form their own conclusions in the investigation. I could really have done with some sort of antagonist to make life difficult for them. It was good though and I think we're going to play again this week.
New comment on Blog Post Bundle Watch - April 21, 2026 - Perilous Void, Fellowship, Land of Eem, and Dark Conspiracy
Posted: Tue, 21 Apr 10:24:42
Posted: Tue, 21 Apr 10:24:42
Reply: General Role-Playing:: Re: QOTD APR 19: Are there weapons you almost always choose for your characters? If so, why? Mechanics? Style?
Posted: Tue, 21 Apr 10:17:03
Posted: Tue, 21 Apr 10:17:03
by coil23
In my high school class presentation in world history, I used the overhead projector to stunning effect to show how the differing blades of polearms served varied functions. I’m not sure I have ever seen a more indifferent and somnolent audience but I enjoyed myself immensely. Thus was born an educator.
New comment on Blog Post Bundle Watch - April 21, 2026 - Perilous Void, Fellowship, Land of Eem, and Dark Conspiracy
Posted: Tue, 21 Apr 09:51:28
Highly recommend it!
Can you tell us a bit more? I've read up a bit, but I'd love a personal perspective!
Sure! Due note that I only play solo, so I cannot comment on multiplayer experiences.
A few things that stand out to me:
- The world building
- The way I feel stimulated to think creatively
- The fact that conflict does not always lead to combat
What I particularly like as a solo player, but I think GMs would appreciate as well, is how easy I can step into this world and start playing. The things I feel I need are already there: tables for encounters, creating NPCs on the fly, location aspects, traps, magic items, crafting, curses, boons, spells etc. The map consists of different regions that have their own encounters, crafting components and each characters has a region as their homeland.
The Mucklands setting adds a lot with fleshed out settlements, points of interest, zones and more, including NPCs, rumors, quests. There are no fully fleshed out adventures, rather story hooks, which feels fitting for a sandbox. The Mucklands book also contains factions, but I haven’t played around with those much yet.
There is focus on character building; back story and relationships with other characters matter. During character creation you also roll an ideal and a flaw. For example, for one character I rolled that he wants to stand up for someone weaker, but his flaw is he runs away like a coward. I enjoy the inner conflict such rolls create for a character.
A last thing I appreciate is the options of actions you have during a turn. It gives some structure without feeling limiting.
The artwork I have mixed feelings about. The map looks great to me, the classes and folk are somewhat too cartoony for my taste, and honestly made me hesitant to try the game at first.
I feel I’m going from left to right here so not sure if this helps at all, but if you have any questions, shoot 🙂
Posted: Tue, 21 Apr 09:51:28
by Livion
Related Item: RPGG News
Againsto wrote:
Livion wrote:
GrimoireOfJank wrote:
Hoping to pick up the Land of Eem bundle, though!
Highly recommend it!
Can you tell us a bit more? I've read up a bit, but I'd love a personal perspective!
Sure! Due note that I only play solo, so I cannot comment on multiplayer experiences.
A few things that stand out to me:
- The world building
- The way I feel stimulated to think creatively
- The fact that conflict does not always lead to combat
What I particularly like as a solo player, but I think GMs would appreciate as well, is how easy I can step into this world and start playing. The things I feel I need are already there: tables for encounters, creating NPCs on the fly, location aspects, traps, magic items, crafting, curses, boons, spells etc. The map consists of different regions that have their own encounters, crafting components and each characters has a region as their homeland.
The Mucklands setting adds a lot with fleshed out settlements, points of interest, zones and more, including NPCs, rumors, quests. There are no fully fleshed out adventures, rather story hooks, which feels fitting for a sandbox. The Mucklands book also contains factions, but I haven’t played around with those much yet.
There is focus on character building; back story and relationships with other characters matter. During character creation you also roll an ideal and a flaw. For example, for one character I rolled that he wants to stand up for someone weaker, but his flaw is he runs away like a coward. I enjoy the inner conflict such rolls create for a character.
A last thing I appreciate is the options of actions you have during a turn. It gives some structure without feeling limiting.
The artwork I have mixed feelings about. The map looks great to me, the classes and folk are somewhat too cartoony for my taste, and honestly made me hesitant to try the game at first.
I feel I’m going from left to right here so not sure if this helps at all, but if you have any questions, shoot 🙂
Reply: General Role-Playing:: Re: QOTD APR 19: Are there weapons you almost always choose for your characters? If so, why? Mechanics? Style?
Posted: Tue, 21 Apr 09:40:29
No, there are no weapons I always choose for my characters. My crazy professor in a relatively recent Doctor Who game never used weapons at all.
And when the PCs in the game I'm running now encountered a demon in the sewers below Bögenhafen, they preferred slamming the door shut and running away over drawing weapons and storming the monster.
On the other hand, my characters in my two latest D&D games had weapons - one had a rapier, the other bow and arrows. That was because that game is set up for combat, and the GMs steered toward it. But no, there is no weapon I always choose for my character.
Posted: Tue, 21 Apr 09:40:29
by Whymme
Nice how the question assumes that a character in an RPG always needs a weapon - hence, regularly gets into combat, or chooses combat over other means of problem solving.No, there are no weapons I always choose for my characters. My crazy professor in a relatively recent Doctor Who game never used weapons at all.
And when the PCs in the game I'm running now encountered a demon in the sewers below Bögenhafen, they preferred slamming the door shut and running away over drawing weapons and storming the monster.
On the other hand, my characters in my two latest D&D games had weapons - one had a rapier, the other bow and arrows. That was because that game is set up for combat, and the GMs steered toward it. But no, there is no weapon I always choose for my character.



