In this episode we give you a few pointers on how we approach adventure design and what fundamental aspects of design one should keep in mind: Flexibility!

 

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Ok… “How did you learn not to be an asshole” was a bit of an inflammatory title, I wanted to get your attention and now you are here.

But, you see, most people grow up learning some things that turn us into assholes. We can’t help it. We are taught from an early age “Gays are _______” and how much we should disappear from the planet. Because god.

Or something like that.

The point is that, whether we like it or not, we – and I say “we” because LGBTQI+ people can get caught in this – can grow up believing and acting on some very nasty things.

And yet, we have some straight people who get out of that and become allies. They learn to understand that they have been force-fed a whole lot of crap and learn to separate the wheat from the chaff.

So I was curious… how does one get out from being the asshole that the teaching from youth turn us into?

How does a person give away their comfort zone and status-quo, their privileges, in order to help the fight of the minority?

I decided to ask a straight person. A friend who actually mentioned that, considering the podcast is orientated to straight people, there should be a straight person sometime in it.

He so happens to have been on the “less than average” in the asshole spectrum, so his experience might not be representative…

But worth hearing him, I think!

Hope you enjoy the show!

 

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In this episode Rob and I talk about how to create your character and ease the pain off the proccess a bit.

For full episode, please visit :

Link to our Kickstarter campaign for Dragon Kings: https://goo.gl/7DWrLf

You can listen to this podcast in iTunes and Stitcher too. You can download the episode from here.

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You know, there are a lot of very funny horror films out there. Seriously (pun intended) and some films that weren’t intended to be funny become funny in time. Because what was horrible 30 years ago it can now be common.

And yet we should not ignore the horrific elements of those films, because otherwise they are just silly, out-of-place comedies that aren’t funny for long.

So, as a means to lighten-up some games, adding funny horror movies elements to the table can be a very good idea.

In this episode, Rob Adams and I go over a few movies that can offer a lot of inspiration to bring goofy and silly horror to your games without ruining the drama.

Hope you enjoy the show!

Link to our KS for Dragon Kings: https://goo.gl/7DWrLf

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The 70s and 80s saw a lot of slasher horror films. From The Texas Chainsaw Massacre to the more surreal and loved Nightmare in Elm Street or the legendary Evil Dead.

Although I (Paco) must admit it is not my favourite genre nowadays, I used to love slasher horror when I was a lot younger. From the perfectly well-known Friday 13th that brought the fear of Friday 13th to Spain (before that we didn’t even think about the 13th of the month being on a Friday…. It is the Tuesday 13th that does it for us) to the slightly more obscure film by Dario Argento. But somehow, I went off the gore and the blood and now only seldom watch them.

Still, I do like my blood and gore in some games and slasher horror movies have a lot to teach us about the use of blood and violence, villains, environments…

In this episode Rob Adams and I talk about how to take some of those elements and translate them into your game.

We think it was a good conversation!

Show links:

http://megaplaysets.com/

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The 1950s and 1960s saw a ton of horror movies that featured monsters of sorts.

Partly because of the social and political climate, partly because of the standardization of colour and advances in technology, movies could create more spectacular special effects that, in some cases, have aged really, really well.

War of the Worlds and Forbidden Planet are two great examples of movies that, even today, look really amazing and, time considerations aside, still look incredible.

And yet, those movies tend to be the least scary of them all. At least for me. Perhaps because, despite how good they can look, I can only suspend my disbelief for so long.

In this episode, Rob and I talk about those movies, what make them scary and how they could be used to add a dash of horror to your adventures.

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This podcast has been produced for www.gmsmagazine.com

Please, help us by becoming a Patreon: https://goo.gl/EpSluL

We all love horror games. Well.. most of us do. OK… a lot of us do.

And they can be tremendous fun. Just like going to the cinema to be scared can be tremendous fun. Because we are weird creatures who find pleasure in safe discomfort and then dealing with the nightmares they bring.

There have been horror movies pretty much since the dawn of cinema and Universal Studios led the way with a lot of movies in the 30s and 40s that have stood the test of time very neatly, considering they are almost 100 years old.

Old baddies like Dracula, Nosferatu, the Werewolf, the Mummy, Dr. Jekyll and Mr. Hide, the Monster of Frankenstein… they are all much loved villains with hidden depths we can use in our games.

So… what do movies from the 30s and 40s have to teach us about horror and how could we use them in our games?

Rob Adams and I talk about that in this episode.

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This podcast has been produced for www.gmsmagazine.com

Help us by becoming a Patreon: https://goo.gl/EpSluL

 

There are times when we need characters and considering LGBTQI+ characters simply scapes us. We just don’t think about it and we go on writing or otherwise designing what we like and know.

 

And, although this is something controversial, if you don’t consider LGBTQI+ characters for your game, you will never be able to provide the best experience you can possibly design.

 

In this podcast I go on about why leaving the wealth of experiences that LGBTQI+ people have behind and unexplored diminishes the potential richness of your setting, game, novel or adventure.

 

Because, believe it or not, like it or not, a world without LGBTQI+ people is a much impoverished world.

 

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It seems amazing to me that, despite TTRPGs and videogames having similar ages, videogames have evolved a lot more rapidly, and have become more popular than TTRPGs.

Although TTRPGs have enjoyed a great deal of popularity, and they are on the rise again (thank goodness!), though it is hard to see they are evolving at the same pace as videogames. Perhaps because videogames have the pace of technology on their side.

So, knowing that videogames are advancing rapidly, what could we learn from them that can be applied to the world of TTRPS?

From the initial tutorials that teach us how to play the game and all the rules in no time, to the marketing strategies or the visuals and narratives, there are lessons we should consider in the world of RPGs.

Rob and I talk about them and how they could be implemented by companies to get TTRPGs to more people, faster.

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This review was initially writen by Endzeitgeist. You can find lots more like this at endzeitgeist.com and gmsmagazine.com

This review was initially writen by Endzeitgeist. You can find lots more like this at endzeitgeist.com and gmsmagazine.com

With all the Conspiracies, the intrigue, the danger, it’s hard to know what exactly is and isn’t on your side. When every shadow from the back alleys of Bucharest to the back benches of the parliament could hide an inhuman enemy, it’s hard to tell what solid ground you can stand on. What can you depend on? Can you make a difference? Trust no one and nothing except the silver bullets in your Glock. To make a difference, aim true.

Even then, sometimes that first shot isn’t a killer. Sometimes you need a double tap.

Double Tap: The Night’s Black Agents Expansion Book includes:

  • Sample clues, special spend benefits, and a model Tactical Fact-Finding Benefit for each Investigative ability, along with information, tips, and best practices from cloning a cell phone to hosting a seance to the slang of spycraft!
  • For the General abilities, lists of sample clues if they can be used investigatively and more key information and best practices. A new optional Mastery rule keeps your dice hot on every roll — plus over 25 new Cherries!
  • 20 new maneuvers, from Alibi to Thrown Clear by the Blast, plus 60 Achievements to add flavor, focus, and flexibility to your play.
  • Adaptive Tradecraft and the Cartagena Rules let you low-tech your way out of trouble — and high-action your way back into it!
  • More spytech for any mode, from custom face masks to RFID sniffers to jetpacks to EMP weapons — and the “Q Rule” for that laser watch you’ve always wanted!
  • Because you demanded it — a big list of guns, customized for 22 clandestine, military, and police groups from SEAL Team Six to the Swiss Guard. Plus eight Gun Cherries — never waste another 6! — and lots more gun gadgets from the CornerShot to UV-emitting bullets to net grenades!
  • New rules for adapting the acclaimed night’s black agents Thriller Chase rules to contests of hacking, sneaking, and tracking — plus Manhunt rules for agents hunting monstrous masterminds.
  • For Directors, 26 Cameos give you living, breathing NPCs complete with their own clues, and 26 Establishing Shots give you exciting settings to put them — and your agents — into.
  • Discover the horrific secrets of the chupa, the ekimmu, the homunculus, and the penanggalan — and recoil from the nosferatu, a complete vampire build straddling the line between biotech and blasphemy. A complete list of vampiric powers lets you build your own bloodsuckers faster than ever.
  • Finally, the Suspyramid models war within a Conspiracy, tips for solo-agent play let you lay on the Burn, and variant builds send your campaign to the Victorian Era, WWII, or the depths of the Cold War!

So consider this the next level, a higher pay grade and higher-than-double-0 clearance. It’s time to take the fight to the Conspiracy.

This time, it’s not just a headshot. Better go for the double tap.

Please support Endzeitgeist’s work by visiting his website or sponsoring his Patreon.

Dragon Companion Handbook is available from DriveThruRPG

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