Because again, we can’t seem to stay in order, here’s Episode 77.
In this installment, Duncan, our resident Pokémon expert (Poké-expert?) talks about Pokémon X and Y.
Then, Yanni talks board games, Caitlin tells us about her adventures in transhumanism, and we cover a few recent comic book and movie releases (and talk about some of the problems with modern 3D movies).
Also, there are a surprising number of really great quotes.
“In the dark grimness of the grim-dark, there is only grim darkness.”
In this episode we talk about playing in existing worlds, including settings created specifically for games (e.g. Forgotten Realms, Warhammer 40K) and those from licensed IP (e.g. Firefly, Star Wars Expanded Universe).
Stuff in this episode:
Warhammer 40K fluff is epic.
How is Forgotten Realms like a neutron star?
How do different creative agendas interact/conflict with established settings?
How do you play in an established universe without running afoul of “fluff lawyers”?
Where should you set your campaign within an established setting?
In this discussion episode, we kvetch about Steven Moffat, current writer for Doctor Who, and how the show’s writing may not be as spectacular as it used to be. We also talk about what we like about the Doctor’s character – and other hyper-competent, somewhat inscrutable characters like him.
Dave talks about going to the inaugural Chicago LongCon and playing in Jen‘s great three-session Monsterhearts game. Then the cast discusses religion, faith, and inscrutable power in general in games. Is faith something that can be explored in games? How can you bring a sense of the mysterious/numinous into your game?
Note: Renee Knipe’s name is pronounced with a hard “K”, Dave apologizes for getting it wrong.
Also, an announcement about our current AW campaign: because of Caitlin’s schedule, Will and she will be swapping places; Caitlin will play Man and Will will be the MC.
We discuss how gamers grow and change over time, including what motivates them. We cover our own experiences, and how coming from traditional versus indie role-playing games changes the course of players’ evolution (but often not where they end up, given enough time).