A podcast dedicated to bringing science and cinematic style to tabletop roleplaying for those courageous enough to step outside their systems and preformed notions.
So what did the investigators find? What is happening back at the camp? What is Johnny Parkour going to do? Will Dr. Alex get to finish his Cheetos? WIll Roger survive the night and make it to retirement? Will red-shirted Joel the Cameraman survive the next action scene?
Find out in this, our 4th of 5 episodes produced by our collaborative effort between Brad Younie from Carnivore Games (who will be our intrepid Director running his game The Unexplained, a FUDGE game setting of paranormal investigation), Tony from A Fool's Quest, Aaron from Level up You Gaming, Jerome from D20 to Curtain, and last but by no means list, Scott and Bill from the Dungeon Masters Dojo!
Sites where each of the other 4 episodes may be heard:
Additional Project Links to our Episode Contributors:
A Fool's Quest
Level Up Your Gaming
D20 to Curtain
Brad Younie
Dungeon Master's Dojo:
Hey Everyone...
Wonder why the radio silence? Listen to our quick episode where I catch everyone up with the state of the game and announce my new project:
A cross-podcast Live Play featuring
The first episode of our 5 part series drops tomorrow on http://afoolsquest.com and each one of our podcasts will drop an episode each week in October, with the grand finale episode tp be presented on Halloweeen by the organizer of our production, our friends at the Dungeon Master's Dojo!
In this episode, Hujraat decides to take a break from 5th Edition Dungeons and Dragons and discuss how he would HiBRiDize the FASERIP retroclone of the classic 1984 TSR Marvel Superheroes RPG.
Many players who have only known the 5E game system and video games are trapped within the paradigm of emphasizing character abilities, and character ability optimization. In this episode, Hujraat discusses the barriers he encountered when attempting to start to move his players away from this paradigm and how he implemented the Ite' Gaming Engine to do so. He then provides tools and advice to help you implement the Ite' Gaming Engine in phases to slowly help the players you direct to adjust and ultimately accept a similar shift to a new gaming paradigm as well.
In this episode, Hujraat discusses how to adjust the encounters you have designed on the fly during the game and provides an example.
In this episode, Hujraat continues his discussion on encounter design that he began in the previous episode by going through the process of designing a combat encounter.
In this episode, Hujraad discusses the 5E initiative system, its origins, its weaknesses, and how to keep things organized with large-sized gaming groups using the HiBRiD Initiative System, using two Rules of Three in a method known as the Phased Initiative/"Dogpile" initiative system.
In this episode, Hujraat designs an encounter in live time to provide a specific example of to use the Rule of 10 in the medium time frame for Encounter Design.
In this episode, Hujraat describes the what HiBRiD Rule of Ten is and how you can use it to manage your time in one of three time frames, a short time frame for directing Action Scenes (Encounters), a mid-range time frame for Encounter Design, and a long-term time frame for World Building. It also provides three examples of using the Rule of 10 in the short time frame.
This episode discusses the origin of the Rule of Three used in the HiBRiD Director's Guide, how it works, and an example of how to apply it when developing encounters for your 5E game.
In this episode, Hujrot discusses the differences between Alchemy and Chemistry, then goes on to describe how players can use these differences player to enhance their character's dialog and Directors can use them to create stories, create tension, and engage their players
In this episode, Hujrot discusses the topics he will be presenting in each of the series of episodes he will be releasing for the 2022 Podcast Season: HiBRiDizing 5E for Directors and PharmacoHiBRiD
This episode marks my first full year of recording this podcast and I wanted to do a brief description of how the implementation of the HiBRiD rules that we have been discussing this season in my 5E Dungeons and Dragons game worked as well as what didn't work. I will also be providing a sneak preview of the two series I will presenting over 2022: HiBRiDizing 5E for Directors and The Science of The Game. Thanks everyone for tuning in this year, and I look forward to chatting with you over the 2022 Podcasting Season.
This episode is a short one in which I expand a bit on my discussion from S2E2 in which I discussed the differences in the action economy between in HiBRiD and 5E Specifically, I discuss the HiBRiDization of Attacks of Opportunity and the Disengage action to speed up gameplay. You may be surprised by how I did it...
This episode is a continuation of my HiBRiDizing 5E series in which I discuss the implementation of HiBRiD rules in the 5th Edition Dungeons and Dragons game I am currently directing. This episode is the second of the final two episodes of my current series discussing traditional "psionic abilities" in the Dungeons and Dragons game, in which I describe the rules for creating characters that I will be using to make characters able to assert the "psionic" aspects previously mentioned throughout the series. In this episode, I discuss the 5 psionic character classes we will be using in our 5E game.
This episode is a continuation of my HiBRiDizing 5E series in which I discuss the implementation of HiBRiD rules in the 5th Edition Dungeons and Dragons game I am currently directing. This episode is the first of the final two episodes of my current series discussing traditional"psionic abilities" in the Dungeons and Dragons game, in which I describe the rules for creating characters that I will be using to make characters able to assert the "psionic" aspects previously mentioned throughout the series. In this episode, I discuss the two character origins that may use psionic abilities: Brih'jaDunians and Half-Brih'jaDunians.
This episode is a continuation of my HiBRiDizing 5E series in which I discuss the implementation of HiBRiD rules in the 5th Edition Dungeons and Dragons game I am currently directing. In this episode, a continuation of my current series discussing traditional defined "psionic abilities" in the Dungeons and Dragons game, I do a rundown of the correspondent aspects of the game, specifically providing a few examples of not only how they can be used creatively but also how time travel and teleportation can be used in the game without a complete disruption of the story.
This episode is a continuation of my HiBRiDizing 5E series in which I discuss the implementation of HiBRiD rules in the 5th Edition Dungeons and Dragons game I am currently directing. In this episode, a continuation of my current series discussing traditional defined "psionic abilities" in the Dungeons and Dragons game, I do a rundown of the 7 telekinetic aspects of the game, specifically providing a few examples of not only how they can be used creatively but also how they cleanly fit in with the 5E rules system with respect to both damage types and their interactions with magical abilities and spells.
This episode is a continuation of my HiBRiDizing 5E series in which I discuss the implementation of HiBRiD rules in the 5th Edition Dungeons and Dragons game I am currently directing. In this episode, I continue my discussion of psionic abilities. I begin by briefly comparing and contrasting the biokinetic aspects I described in my previous episode with the mentalic aspects I will be describing in this episode, then define two terms used for these abilities, then delve into basic descriptions of the second of the four types of "psionic" abilities: Mentalic Aspects.
This episode is a continuation of my HiBRiDizing 5E series in which I discuss the implementation of HiBRiD rules in the 5th Edition Dungeons and Dragons game I am currently directing. In this episode, I continue my discussion of psionic abilities. Having discussed the problem I intend to resolve and compared and contrasted the specific mechanics of the two systems, I begin by briefly describing how psionic abilities, or aspects, are categorized into four types, then introduce a few terms to make understanding the descriptions easier, then finally delve into basic descriptions of the first of these four types of abilities: Biokinetic Aspects. One Caveat/Disclaimer to this episode: In this episode I talk about humans are "devolved to lemurs", "yuan ti to snakes", and so forth. I just want to let everyone know that I understand how evolution truly works. A human is not "evolved form a lemur"; a human would actually be devolved to a common ancestor between a lemur and a human...a branch species or common protospecies with less derived anatomy, if you like. This was worded this way so as to remove confusion in the presentation of the source material. If you really wish to get into a discussion of comparative vertebrate anatomy, please respond via email; this is about gaming and meant to be fun.
In this episode, I explain why HiBRiD does not use the term Psionics, but rather the term "aspects", as well as how aspects work in HIBRiD and how I will make them work in the 5E game I am directing. I also discuss how implementing this system will create the different feeling for "psionics" that I am trying to achieve.
In this episode, I discuss the issue I am having regarding psionics (or rather the lack of a unique and defined psionic system and feel in the 5E paradigm) and my plan for introducing the HiBRiD psionics system to the 5E game I am running to overcome this issue to create a feeling of uniqueness to psionic abilities among my players.
To give fighters and monks back their mojo and speed up combat with high level characters, I further discuss HiBRiDizing the 5E action economy, specifically with the implementation of the HiBRiD weapon damage code system into the 5th Edition Dungeons and Dragons game I am currently running.
This episode consists of a discussion of the 5E action economy, the HiBRiD action economy, and how I will be implementing the HiBRiD action economy into my 5e game.
This episode will be the first in yet another series in which I share how I am modifying the current 5E campaign I am running with HiBRiD rules to speed up game play and align the experience more with HiBRiD Theory
I was going through my notes and noticed I had missed a portion of the evolution of the name of the HiBRiD game system. For the record, it went from going form a "hybrid" system to the "Highly Bastardized RPG in Development" to the "Heroic Ite-Based RPG in Development" to the "Heroic Ite-Based RPG in Disguise" to just "HiBRID", with no meaning to the acroynym whatsoever....
The first in this series as laid out in Episode 4, I discuss speed of play and how HiBRiD theory balances this with complexity of game rules to enhance the game experience. In this episode, I focus on task resolution, specifically, the physical tasks and mental operations required by both players and directors that can slow down and stifle game play.
This episode is the introduction to a series of episodes I will be producing over the coming weeks in which I will be discussing ways of instilling your games with faster action resolution, increased levels of heroism, new levels of emotional satisfaction, and more fulfilling social interactions at the gaming table.
This podcast is intended to introduce the Ite' Gaming Engine, a system designed to increase the level of heroism of any tabletop roleplaying game regardless of genre or level of tactical detail in the ruleset. The system is a metagaming engine that players and directors can layer on top of their preferred system of choice, and by doing this, enable themselves to adjust the level of heroism, character survival, and over-the-top action without having to tinker with the preferred system's core mechanics.
In this episode, I wanted to discuss what I think are the strengths and weaknesses of the Vancian Paradigm used in Dungeons and Dragons and various other systems based on the Open Gaming License and share a few hacks I've used to overcome someof the paradigm's weaknesses.
This episode is just a short introduction to who I am, why I am doing a podcast, and what the podcast will be about.