A Satisfying TPK

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We have all played or ran games where everyone one died a gruesome death. So what can we do to make it satisfying for everyone at the table? Some games do it better than others and some adventures seem to be made to drive towards a TPK and then be replayed. We take a look at the differences in theme, expectation, and games to make everyone’s demise a more enjoyable experience.

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Something About Character Sheets

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Whether its two sided, questionnaire, spreadsheet, or artistic, every game has one. We break down some of the character sheets for the games that we play, our preferences, short comings, styles, and how they effect play at the table.

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Review Mork Borg

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We return to reviews with Ennie Nominated Mork Borg

Mork Borg is an OSR inspired dark metal rpg with some amazing new mechanics that it uses for defense, armour, and the world ending. It is the most metal game we have ever played and we love it. 

We break down some of the mechanics in more depth in episode 157 and 162.

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167 Finding the Rhythm

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Improv or planning? James makes an argument that there is another method to putting games together that lies somewhere in between the two. Using the analogy of a dj or a jam band we explore a few games and try to make sense of finding the groove when we run games.

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Kiel Chenier Weird on the Waves Interview

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We sit down with Kiel Chenier and talk about the completion of his largest and most recent project Weird on the Waves. We get into what makes Weird on the Waves more than just a dungeon on the ocean, inspiration, and how the scope of the project grew.

You can find Kiel and his work at @KielChenier Weird on the Waves Breakfast with Birch & Bat

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Cthulhu Live Inspiration

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Hillcon is approaching and James is going to run a King in Yellow inspired Cthulhu Live game. We talk about different sources of inspiration, props, and designing scenarios and game needs based on the number of players.

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Vampire Hunting

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With an eye towards Vampire the Masquerade James and Lacey look at hunting vampires and the resources that are available from different games. We debate the merits and flaws of mundane vs supernatural methods.

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GameStorming: 17th Century Submarine

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Turns out the first submarine was built in 1620. James and Lacey lay out a terrible deep sea adventure in a sunken city. Complete with a fallen wizards tower, city districts, deep sea environments, and some terrible creatures drawn from reality and myth.

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Stealing Mechanics

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We break down some of our favorite game mechanics and steal them to bring to other games to add more focus on story elements and add more player voice to the narrative.

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161 Gaming Round Table 12

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Time for another gaming round table. James and Lacey wax poetic on a variety of topics, like our recent gaming, rediculous adventure premices, a Depeche Mode RPG, No Rest for the Wicked and mundane adventures, Vampire the Masquerade for younger players, Three Sisters monster progress, and so much more.

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