Archive for the 'The RPG Room' 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

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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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 podcast has been produced for www.gmsmagazine.com

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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!

 

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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.

Enjoy!

 

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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… https://youtu.be/f62Z8Ev9OXA

 

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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.

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

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

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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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