Archive for the 'RPG Podcast' Category

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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

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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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For our YouTube Channel in Spanish: https://goo.gl/CXPc1H

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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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This podcast has been produced for www.gmsmagazine.com

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

 

After a long break and a change in co-host, the RPG Room Podcast is back to talk all things related to RPGs, from design to controversies.

In this episode, we talk about the future of the podcast, a bit about online issues and ask you, our listener, what you would like to see and hear from us.

Hope you enjoy it and looking forward to hearing from you!

 

Subscribe to our YouTube Channel here: https://goo.gl/rl8MsU

For our YouTube Channel in Spanish: https://goo.gl/CXPc1H

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This is a podcast review narrated by Paco García Jaén and originally writen by Endzeitgeist.

Rally draconic might to your cause with the Dragon Companion Handbook! From the designer who brought you the Pact Magic Unbound series and Guidance, the Dragon companion Handbook gives even low-level characters the resources they need to use dragons as effective cohorts and companions. Within the Dragon Companion Handbook, you will find:

  • 25 separate 0 Hit Die subraces of dragons that are suitable to recruit as cohorts for leadership-inclined characters.
  • The dragon paragon, a new 20-level base class that allows dragon characters to gain the special powers of their kind scaled at an appropriate rate for a player character.
  • 25 new dragon companions that druids, cavaliers, and virtually any other character with an animal companion or special mount can bond with and enhance using the new Draconic Companion and Draconic Companion Mastery feats.
  • 5 pages of feats to support and enhance dragon companions and characters of any sept.
  • And much, much more!

With Everyman Gaming, innovation is never more than one purchase away!

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

Dragon Companion Handbook is available from DriveThruRPG

Remember you can follow us on Twitter and Google+!

To

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This is a podcast review narrated by Paco García Jaén. The original review was written by Endzeitgeist.

You can find the written review in endzeitgeist.com and in gmsmagazine.com

Please suppor Endzeiteist's Patreon campaign.

You can buy this product at Drivethrurpg.

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A 5E Mini-Dungeon for 4-6 Characters of Level 1

The Aura of Profit takes place in an underground lair that serves as an alchemical laboratory. Fritz is an alchemist who has an underground laboratory in the poor section of the city. His experiments produce wastes that run into the sewer and enhance the effects of alcohol. Several local innkeepers have seen sales plummet, as their patrons can’t hold their liquor anymore. They think that there is something happening underground, where a strange odor has been detected under one of the taverns. They have asked the PCs to investigate.

5E Mini-Dungeons are single page, double sided adventures for D&D 5th Edition which are setting agnostic and are easily inserted anywhere in your campaign.

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This is a review podcast episode. The review was first written by Endzeitgeist and narrated by Paco Garcia Jaen

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

You can find more reviews also in gmsmagazine.com

To purchase the Grimoire of Lost Souls, please visit DriveThruRPG

Remember you can follow us on Twitter and Google+!

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This is a review podcast episode. The review was first written by Endzeitgeist and narrated by Paco Garcia Jaen

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

You can find more reviews also in gmsmagazine.com

To purchase the Grimoire of Lost Souls, please visit DriveThruRPG

Remember you can follow us on Twitter and Google+!

 

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Working with an IP can be a very challenging topic. To take something that has already been created and transform it into an RPG that does it justice is a tricky exercise that requires a deep knowledge of both the original IP and the RPG design process.

Dave Chapman is one guy who knows a lot about that, since he was one of the responsible people to create Cubicle 7’s Dr. Who Roleplaying Game.

He kindly agreed to come to the show to be interviewed and I gladly proceeded to do so.

¡Hope you enjoy the show!

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