Archive for the 'The RPG Room' Category

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In this episode, Rob and I talk lots about Dark Sun and why we think it is the best exotic fantasy world out there.

Hope you enjoy it!

 

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Being as I am a little bit tired of traditional fantasy and medieval based fantasy worlds, Rob and I thought it would be a great idea to talk about some worlds that are a bit more exotic than your Tolkien derivative.

 

Visit other G*M*S Magazine productions:

Interviews: https://goo.gl/w5XrbS

Review: https://goo.gl/hqx8HW

Unboxings: https://goo.gl/hHGCSW

Roleplaying games: https://goo.gl/XvtHA9

Roleplaying games unboxings: https://goo.gl/meXcYM

More articles, reviews and related posts in www.gmsmagazine.com

 

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

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

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

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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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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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