Archive for the 'The RPG Room' Category


James Bond RPG came out a very long time ago and, even though no longer published or popular, it is a very relevant game today. It is interesting that some games that have been out of print for a long time can, and indeed have some ideas that a vast amount of more modern games could learn from.

Perhaps having ideas was easier all those years ago. Or simply the industry was more audacious than today. Or we pander to the “easy design” a bit too much. I don’t know.

But the fact remains that when one reads Chris Klug’s James Bond RPG, it is not easy to find a spy game that fits so well both to the genre and the IP.

It was thus an honour to have Chris on the show to talk about dilemmas in RPGs and the extent of their importance.

This one, my friends, I can say is one of the good episodes.




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In an attempt to break our record for the weirdest episode, Jim and I attempt to discuss what games have been good for the industry.

A few weeks ago we chatted about what games were bad for the industry and a good number of them came up.

Today we try to do the opposite with some very varying results…

Also we spent a while watching some ski tyre jumping from Japan. That was really, really weird…



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oh-please-just-fuck-off.jpgYou know, I am pretty tired of stupid, petty minded assholes who prefer to take offence of anything rather than celebrate diversity.

I am sick of idiots who don’t have what it takes to feel safe and secure in their masculinity and whinge and complain endlessly when something is organise just for women or minorities.

And I am fucking fed up with seeing responses that make me feel ashamed of being a man.

If you have a problem with initiatives like the one Green Ronin had recently to find female writers for a project, please do fuck off. Go back under the stone you call world and stay there reading your games lit by the sun coming out of your ass.

Or stop being stupid and join the normal humans who understand the richness of diversity and celebrate rather than bemoan it.

And yes… in this episode we talk about this issue.



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Since it came out so many years ago, Shadowrun has been the favourite game of connoisseurs and indies alike. It has inspired millions of people to look forward to a future where magic and science can coexist, and where computers are but the landscape of the mind.

Indeed it has inspired pretty much any and every game Jim Pinto has ever created based on some of his best experiences as a player and GM.

In this episode, we pay tribute to the game that redefined RPGs, fantasy, Science Fiction and society itself.

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In last episode Jim and I discussed if casual gamers are actually bad for the hobby or not. With polarised opinions, Jim believes that casual gamers are a lot less needed than hardcore gamers in order to sustain the hobby, whereas I believe the more casual gamers we have, the better.

Regardless of who is right or wrong on this one, he fact is that the presence of casual gamers and their numbers do help shape the state and direction of the industry for keeping a casual gamer interested is a much different task than keeping a hardcore gamer hooked.

So, based on that, what games are no longer made because of the proliferation of casual gamers?

Are indeed casual gamers responsible for the disappearance of any game at all?

Once again, Jim and I have different opinions on this one!



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Casual gamers are, in my opinion, the bread and butter of any hobby. The vast majority of any hobby’s follower is a casual person who enjoys whatever it is on an ad-hoc basis.

And of course the presence of casual gamers has an impact on the gaming experience. If anything because the level of commitment of a casual gamer is never going to be the same and thus they might not engage or otherwise participate in the same way as a more hard-core gamer.

And it would seem that can be a frustrating thing for some. Like Jim.

In this episode we actually get to disagree a fair bit about it, for I think casual gamers are a good thing and it is the responsibility of the person around the table to control how they behave.

In this episode it becomes even clearer that Jim is the nicest of us two!



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cliches.jpgHow many times have we seen the same clichés in RPGs? How many more times will we have to endure them?

Truth is that clichés have a reason to exist because they make life easy for the writer or player, so it is not surprising that we see them so often. However, overuse and simplification have made those clichés to become really tired and boring.

Even though they do have a place and a time, usually it is not the correct place or time when they are used and we find too many of them in our games.

In this episode, Jim and I discuss what clichés should never be seen again in our games and why.



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orphan_character.jpgRPGs are home to too many orphan characters. Characters with no past, no grounding or no substance.

Often we see people who create characters and have no background whatsoever, or want to have the “mysterious” character with no past. A character that will take as close to zero as possible effort to play because they don’t have to justify their actions or add some sort of congruence to their personality.

Even if there is nothing wrong with playing a character like that, the chances are that the player is missing out on some intense gaming experience.

What can be done and why is not a good idea to play an orphan character?

Jim and I talk about it for a bit.


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x-card.pngI recently discovered the X-Card thanks to Jim. I had no idea it existed and it was a truly fantastic revelation that will grace my table from now on.

For those of you who don’t know, the X-Card is an invention by John Stavropoulos that aims to stop discomfort at the table.

As part of the social contract around the game, the X-Card is introduced at the very beginning as a means to seek help from everyone in order to take away from the game anything that make people uncomfortable and stop a bad situation from escalating into something worse.

The trick of the card is that it also says that explanations are not needed. If you don’t want to say why something makes you uncomfortable, you don’t have to say it. Simple as that. Privacy comes first.

This card is specially useful around a table where people are strangers, where unexpected situations and unknown circumstances can make life hell for some people.

And yet, it has a huge number of detractors who prefer to put the game ahead and above people’s safety.

Jim and I discuss the use of the X-Card and make an effort to have the worst possible to a podcast ever.

I think we succeed!


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Jennel.jpgHaving Jennel Jaquays on the show was long overdue. With so much talking about OSR and what games were like all time ago, Jim and I thought it was about time we had someone who knows *a lot* about the old days and the starts of many things.

Jennel has been writing games since the mid 70s and has written some books that continue to influence creators to this day.

And she has some truly amazing stories and, by the sounds of it, a really well packed library at her home!

Hope you enjoy the show!



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