Lair Of Secrets: Recent Episodes

Lair Of Secrets

The podcast about gaming and being a geek by two forty something geek dads.

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torches, having a doom-filled dungeon that suppresses light output could make for a more challenging and horrific crawl.What do you think? Leave a comment on YouTube or email us at podcast@lairofsecrets.comFeatured Image MetaCo-host David fears the light.

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post for the hazards chart we reference in the episode, as well as example hazards quoted from Lost Citadel of the Scarlet Minotaur and Cursed Scroll #3: Midnight Sun.Featured Image MetaCover artwork from the Shadowdark RPG game master screen. Credit: Arcane Library.

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s Reflection of Reality04:24 Exploration and Discovery in Night City06:55 Game Mechanics and Play Styles09:43 Updates, Mods, and Community Engagement12:36 Emotional Storytelling and Character Impact17:54 The Evolution of Cyberpunk 207722:37 Realistic Dialogue and Player Choices24:32 Interweaving Storylines and Lore26:39 Bittersweet Endings and Moral Compromises32:00 Gameplay Mechanics and Character Development36:31 Future of CyberpunkListen to the EpisodeWatch the EpisodeWatch Why We Keep Coming Back To Cyberpunk 2077 on YouTube.Show NotesHuge, Immersive WorldWe want to discuss how Cyberpunk feels oddly familiar…like, even with all the over-the-top-ness of the ads, the violence, etc, the concepts are familiar because we are sort of living in it right now. I have THOUGHTS on this.  ( we were raised on Star Wars, or Trek, Or Harry Potter, and Cyberpunk. Which of those actually gives you a blueprint for today?)Exploration of the sights, sounds, and in world storytelling is deep. I have played several times and still discover something new when I have another playthrough.Ignore the main quest, focus on the small stuffTHe main quest is pretty great, but there is SO MUCH small stuff that it is a lot of fun on replayed to focus on different small sidequests and details. One criticism: you can max out your level and such fairly early by doing this. I’d love a mod that lets you keep levelling up. Multiple startsLatest editions of the game added some RPG lines specific for each start, which was good. I’m not sure they made a difference in the overall story plot, but it was good from an immersive RPG standpoint. Great being able to play the game for the 4th? 5th? time and still get a new experience when going the Corpo route.Multiple endingsYep, and even the ones for Phantom Liberty are noteworthy. And can be very noir – endings that are not tidy. Or even truly happy. So Many Toys…So Much LoreThe texts you find, the documents you read in the side quests, they often reference other sidequests or jobs. There is a ton of lore you can learn if that’s your thing. The old just won’t leave us.It tells a good story. It brings into question what we are here for and how we leave this life.When I think about this game, I think a lot of the joyful/rageful defiance that informs Punk.  The question “How does one live when all signs point to being trod upon and powerless?” comes up, and Cyberpunk (fiction in general) often answers this with that defiance, usually in the scenery or side characters.  Usually it means breaking the law, but in this situation where the law is corrupt and unjust, it is easy to see why that decision is made. I believe this dovetails into my earlier thoughts about CP being familiar on a level. Mods:Dark Future mod for Cyberpunk 2077DayDream Gaming Night City Videos36 StreetsFeatured Image MetaEdgerunner artwork from Cyberpunk 2077.

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Our Big list of Cozy GamesAnimal Crossing: New HorizonsStrange HorticultureStrange AntiquitiesTiny BookshopThe Planet CrafterSlime Rancher 2Red Dead Redemption 2Fallout 4No Man’s SkyDystopikaLightyear FrontierThe Long Dark – Pilgrim ModeAloftLonely House Outside the BlocksCyberpunk 2077Featured Image MetaCover art from Animal Crossings video game for Nintendo Switch.

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coffee shopsCoding while listening to musicSipping bourbon hot cocoa w/ the Xmas lights on in the darkBeing off the internetDavid:Rain on the roof as I head to bedReading a good book on the couch or in a comfy chair while warm and cozyLaying out under an umbrella on the beach, sometimes with a book, sometimes looking at the surfMusic around the house while puttering around and doing minor choresSitting out on the porch in the predawn hours with a cup of coffeeCozy LinksDarth Vader Yule LogNick Offleman drinking scotch Star Trek: Titan LCARS displayFeedbackWe love feedback! You post a comment below or connect with us using these channels:EmailBlueskyDiscordDiceCamp (Mastodon)YouTubeTwitchFeatured Image MetaA yellow Labrador retriever puppy snuggles with an older Labrador retriever.

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s considering using this to do a solo-run featuring the Maker Enclave, a faction from our Broken Loop campaign. ShadowdarkSolo Rules for ShadowdarkSolo Mode Board GamesDark Tower, Arkham Horror (board game and card game - Edge of the Earth), etcSuccesses and Challenges with Solo Role-Playing GamesKen:Challenges:Creating your character and universe are more fun than playing the game (Starforged,)Realizing the game is going to be more complex than you anticipated (Forbidden Lands)Getting stuck in the narrative (Captain’s Log)You’re not writing a book (see mindset)Can’t stop hacking the rulesKen finds he wants faster advancementAI?Successes:Playing dedicated zines with a focused rules framework helps.ChrisChallengesFinding the mindsetGive yourself permission to have fun without purpose.NOT bloggingSettling in to learn the rulesSuccessesReal immersionBeing OK with not writing a novelSolo Role-Playing Games ToolsSolo Game Master’s GuideAll gaming is play.Mythic Game Master Emulator Second EditionEngine for adapting regular RPGs to soloLonerA Solo RPG for Emergent StorytellingMinimal rules. Maximum story. Play anywhere, anytime.Thanks for joining us! Like and subscribe on YouTube and find our show notes on LairOfSecrets.com.Featured Image MetaCover art from the Ironsworn RPG.

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s occupation

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Digital SupportFoundryRoll20DemiplaneFeatured Image MetaA screenshot of the Vault 111 door from Fallout 4.

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Bat Form Battle1:21:00 Vampire On Fire – The Final Confrontation1:51:00 Outro – Victory, Loss, and EscapeListen to the EpisodeWatch to the EpisodeWatch Raiders of the Lost Temple, Part 3/3 on YouTube.Cast of CharactersZorax the Unready (Chris) – WizardA classically trained wizard with a spell book full of utility and a knack for casting magic missile, Zorax is more scholar than adventurer—often pondering the mystical while his party dives headlong into danger. Ever curious but slightly aloof, he has a cautious presence, offering magical firepower and insightful observations from the back line.Rilmorn (Josh) – ThiefImpulsive, chaotic, and famously unlucky, Rilmorn dives into danger with zero hesitation—whether it’s belly-crawling ahead of the group, swallowing a gem, or stabbing a snake-person mid-negotiation. He embodies the archetypal rogue with a wild streak, equal parts comic relief and terrifying wild card.Anders (Ken) – Fighter (Sea Wolf)A spear-wielding berserker blessed by old gods, Anders charges headfirst into combat with bravado, charisma, and minimal regard for tactics or consequences. He’s a blend of Conan the Barbarian and Thor with a concussion—smiling as he stabs and only asking questions after the bodies hit the floor.Lila (Erin) – PriestWise and pragmatic, Lila serves as the moral compass and healing backbone of the group, unafraid to challenge poor decisions or channel divine wrath when undead monstrosities strike. Calm under pressure but quick to act when needed, she blesses weapons, turns the undead, and debates with bloodthirsty prisoners without flinching.Show NotesThe party begins battered and low on resources, debating whether to rest before confronting the vampire Shanti.Strategic torch management becomes critical as players balance light, survival, and undead lore.A rest outside the temple gives time for planning, forging stakes, and prepping for a vampire confrontation.Upon reentering the temple, the group is distracted by an illusory wall and a secret passage.Shanti ambushes them in her lair, initiating a brutal, multi-phase battle involving transformation, fire, and constant regeneration.A gem-eating rogue, a berserking warrior, and a nervy priestess clash with the vampire queen in the dark.Shanti flees as a bat, feeding from a blood chalice and returning stronger than before.Traps are triggered, light sources burn low, and a boulder nearly wipes the party.In a desperate move, oil and fire are used to ignite Shanti, while the priestess delivers the final blow with a divine Turn Undead.The group flees the collapsing situation—teleporting or running—leaving one ally behind as the lair claims its toll.Featured Image MetaBlack-and-white artwork from the Raiders of the Lost Temple module.

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In this one-shot actual play scenario for Fallout 2d20, the Eggheads -- a new crew of wastelanders -- finds themselves double-crossed and left for dead in a radioactive crater. They barely survive thanks to a regenerating ghoul, a rebooting robot ... and a very confused Child of Atom named Jonathan.Need more Fallout?Check out our Fallout 2d20 Actual Play Campaign!Watch our Gore and Lore of Fallout episode on YouTube.Learn about the game by watching d10 Reasons Fallout 2d20 is Great (S5E10).Confused about movement and zones? We’ve got an episode for that: Fallout Zones.Chapters00:00 Welcome to Dicetown02:31 Meet the Eggheads04:11 Crawling Out of the Crater09:10 The Shrine of the Last Stop19:07 Dancing with Danger24:19 Is that a mini nuke, or are you just …30:45 The Nuka Grenade Threat39:52 Sleep tight, Child of the Atom50:57 Arrival at Hardscrap54:20 Mole Rat Attack!58:30 To Nuke or not to NukeListen to the EpisodeWatch to the EpisodeWatch Crawl Out Through the Fallout, Part 1 on YouTube.Show NotesFallout 2d20 actual play, one-shot scenarioDicetown heist gone wrong: betrayal by Moose and the Moose MenThe Eggheads: Sally Sun-touched, Sarge, Colby Brokenpen, and CoromirCrater recovery and unexpected assistance from Child of Atom zealot, JonathanDeadly loot: RadAway, mini nukes, a gamma gun, and a pile of stim packsChaotic moral quandaries: diplomacy via smooches and buzz sawsHigh-stakes mini-nuke jugglingTension and hilarity at the Shrine of the Last StopArrival at Hardscrap and new threats: mole rats incoming!Tease for next session: what happens when you have a nuke and no self-control?Featured Image MetaA screenshot of a radioactive crater from the Fallout 4 video game.

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We talk with Derek White, one of the minds behind DarkSpace, a science fiction rules hack for Shadowdark. Together with his co-creator Than Gibson, they created and released the basic rules through DMing the World and DriveThru RPGNow they’ve got a Kickstarter for an expanded version that quickly blew past their $15,000 goal and just crossed the $70,000 threshold. Join us to learn more about the 200+ page Shadowdark hack, new sci-fi rules and options, and the Kickstarter.DMing the World - DarkSpace homepageKickstarter: DarkSpace - Sci-Fi Rules for ShadowdarkNew to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library.Chapters00:00 Introduction to DarkSpace and Its Inspiration05:42 Design Philosophy: Rules Light and Player Collaboration11:16 Archetypes vs. Classes: A New Approach to Character Creation16:41 Psionics and the Triad Powers19:52 Kickstarter Success and Future Plans23:00 Challenges in Running Sci-Fi Games25:42 Kickstarter Stretch Goals and Community Engagement28:13 The Role of Light in Gameplay32:09 Surprises in the Kickstarter JourneyListen to the EpisodeWatch to the EpisodeWatch DarkSpace Interview: Sci-Fi for Shadowdark on YouTube.Show NotesIntro to DarkSpace and its pitch: “Rules light. Play sci-fi your way.”Derek’s motivation: burnout from fantasy and a return to sci-fi rootsChallenges with other sci-fi RPGs and love for risk and danger in spaceWhy species and archetypes replaced traditional races and classesCollaborative worldbuilding through trait-based character creationTriads: body/mind/soul psionic system and Force-like mechanicsExpansion content teased: GM guide, monsters, hacking rules, chase mechanics, and ship buildingUse of timers and light mechanics adapted from ShadowDark for sci-fi tensionKickstarter surprises, stretch goals, and community engagementLegendary contributors: Mörk Borg creators, Ed Stark (Star Wars RPG), Mark Miller (Traveller), Kelsey Dion (ShadowDark)Unique add-ons: glow-in-the-dark premium edition, custom dice, merchFeatured Image MetaBlack-and-what cover art for the DarkSpace rules hack.

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When is a monster not a monster? We’re talking about those classic threats known as oozes, cubes, and puddings. These creatures appear as puddles, cubes, and rolling masses of ick ... and they're sure to challenge your players.Want more Shadowdark? Check out our episode “d12 Reasons Shadowdark is Awesome!”Watch our Shadowdark actual play: Raiders of the Lost TempleNew to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library.Chapters00:00 Introduction to Oozes and Puddings00:08 Grey Ooze05:50 Zomblob11:32 Gelatinous Cube16:35 Cran Gelatinous Cube22:18 Black Pudding23:39 Heal Cube22:45 Are Slimes a kind of Ooze?Listen to the EpisodeWatch to the EpisodeWatch d6 Oozes , Cubes, and Puddings on YouTube.Show NotesGrey OozeSource: Core Rulebook, p. 223Description: Slick puddles the color of stone Monster Level: 2Notes: This ooze dissolves metal, so using swords, spears, and other metal weapons against it is risky:At the table: In Ken’s game, he had a gray ooze lurking in a cave, appearing to be part of the floor. He foreshadowed the ooze’s appearance by having a pseudopod lash out and snag one of the PCs’ allies. In game play, the ooze went down quickly because the PCs had help - their “allies” were cultists of the Rat-King, and they convinced them (via a charm spell) that they were also servants of the Rat-King. Foreshadowing - puddle of wet stone that lurks on the cavern floor … and attacks when players walk over them.ZomblobSource: Monthly monster - The ZomblobDescription: A sickly purple carpet of rolling sludge. Eyeballs, organs, and partially dissolved bones bubble up before being reabsorbed.Monster Level: 3Notes: An zombie ooze that regenerates every round. At the table:  The players are summoned by the City Guard to deal with an undead infestation in the town’s catacombs, but when the PCs arrive … the catacombs are silent. There’s no sign of the undead … or even the dead. All the corpses are missing.And then the ooze appears…Gelatinous Cube Source: Core Rulebook, p. 217Description: A translucent cube of slime that silently mows through tunnels.Monster Level: 5Notes: An Old School classic, which inevitably has some sort of skeleton floating in its innards.At the table:In Ken’s game, he had a skeleton “floating” up a vertical shaft in a dungeon, surrounded by a halo of daggers and coins. The PCs assumed it was some sort of telekinetic threat … until they threw a barrel at it and hit the edge of the cube. The PCs then rain away. :) In David’s game, a skeleton appeared out of the darkness at the edge of the torch, a sword floating near it’s hand. Magic? Nope, gelatinous cubeCran Gelatinous Cube Source: Monthly monster - Cran Gelatinous Cube Description: In the darkest bogs and chilliest swamps, a blood-red cube slurps along the muddy earth. Glistening cranberry juice beads from its sides, and leathery corpses swirl around within its towering bulk.Monster Level: 9At the table: It’s the holidays, so why not work something beloved (and horrible) into your game?The Night Before YuletideIt’s the night before Christmas (or your equivalent fantasy holiday) and a contingent of the Sewermen Guild have gone missing. One of their children begs the PCs to save their missing parent. Venturing into the sewers, the PCs come across strange, caustic puddles of fermenting red liquid. Zombies, soaked in the weird liquid, attack unexpectedly. And somewhere, a Mad Wizard is searching for his favorite monstrous side dish.OR attack PCs while they venture into the bogs for fixings for the holiday?Black PuddingSource: Core Rulebook p. 199Description: A black, ice-cold mass of sludgeMonster Level: 6Notes: Dissolves wood AND metal, so it’s a double threat to PC weapons and armor.At the table:Ice Cave Denizen:The pudding lurks, Predator-like, at the back of an ice cave. When creatures/PCs take refuge in the cave, it detects the heat, and creeps forward … but only after watches have been set.Variant Mechanics: Traditionally, black puddings split when hit (in 5e, lightning and slashing attacks do this). What happens in ShadowDark? Heal CubeSource: Monthly monster - Heal CubeDescription: A massive cube of clear slime with a faint, pink color. Plump mice and centipedes drift around inside.Monster Level: 5At the Table:Noble Healing ChamberThe town’s local noble acquired a Heal Cube as a hedge against death. The PCs come across it during a night of carousing that ends at the noble’s estate. The Cube is keeping the noble alive … but what’s fueling the cube?Side Note Conversation Massive cube of clear slime? Wait … are slimes actually a kind of ooze? What the heck is an ooze anyway?Featured Image MetaBlack-and-white art of a skeleton-filled gelatinous cube devouring a new victim from the Ooze Cubes monthly monster release.

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The Lair crew continues their Shadowdark actual play by venturing deep into the Lost Temple, exploring its strange environs and encountering factions within the group defending it. Missed the first part? Catch up now: Raiders of the Lost Temple, Part 1/3Get the dungeon: EnWorld – Kelsey Dionne publishes two new free Shadowdark adventuresNew to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library.The quickstart set includes example characters, essential rules, and a ready-to-play dungeon.Want to know more about Shadowdark? Check out our episode "d12 Reasons Shadowdark is Awesome!"Chapters0:00 Intro & Party Recap5:00 Gorgoroth’s Offer & The Blood Chalice13:00 Ruby Theft & Suspicious Snake Rooms22:00 Drum Ritual & Prepping the Ambush29:30 Total Darkness & The Battle Begins41:00 Chaos Combat: Priestess vs. Party55:00 Rilmorn Falls, Light Restored1:10:00 Strategic Recovery & Magic Mishaps1:26:00 Showdown with the Serpent Priestess1:45:00 Aftermath, Regroup, and What’s NextCast of CharactersZorax the Unready (Chris) – WizardA classically trained wizard with a spell book full of utility and a knack for casting magic missile, Zorax is more scholar than adventurer—often pondering the mystical while his party dives headlong into danger. Ever curious but slightly aloof, he has a cautious presence, offering magical firepower and insightful observations from the back line.Rilmorn (Josh) – ThiefImpulsive, chaotic, and famously unlucky, Rilmorn dives into danger with zero hesitation—whether it’s belly-crawling ahead of the group, swallowing a gem, or stabbing a snake-person mid-negotiation. He embodies the archetypal rogue with a wild streak, equal parts comic relief and terrifying wild card.Anders (Ken) – Fighter (Sea Wolf)A spear-wielding berserker blessed by old gods, Anders charges headfirst into combat with bravado, charisma, and minimal regard for tactics or consequences. He’s a blend of Conan the Barbarian and Thor with a concussion—smiling as he stabs and only asking questions after the bodies hit the floor.Lila (Erin) – PriestWise and pragmatic, Lila serves as the moral compass and healing backbone of the group, unafraid to challenge poor decisions or channel divine wrath when undead monstrosities strike. Calm under pressure but quick to act when needed, she blesses weapons, turns the undead, and debates with bloodthirsty prisoners without flinching.Listen to the EpisodeWatch to the EpisodeWatch Raiders of the Lost Temple, Part 2/3 on YouTube.Show NotesParty recap: Anders, Lila, Rilmorn, and Zorax faced off against a vampirodile.They meet Gorgoroth, a snake-headed wizard, who offers a shady dealA strange ritual begins: drums echo and stakes are revealedRilmorn steals—and tries to eat—rubies from a snake statueZorax initiates a diplomatic bluff as “a wizardly exchange student”Gorgoroth reveals Shanti, a vampire and former acolyte of the snake goddess NathrexusTension rises as the group readies to ambush ShantiAll light sources fail: the group plunges into darkness mid-battleChaos unfolds: stabbing in the dark, torch misfires, snakes summonedAnders goes berserk with his talking spear, ValrathRilmorn falls, pierced by the falchion of a serpent priestessThe ritual snakes slither away… and Shanti’s chamber lies just aheadFeatured Image MetaBlack-and-white artwork from the Raiders of the Lost Temple module.

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The Lair Crew takes on Shadowdark as they play Kelsey Dionne's free Raiders of the Hidden Temple adventure. In the first actual play episode, they venture into a snake-infested dungeon, discovering dangerous monsters and potential allies.Get the dungeon: EnWorld - Kelsey Dionne publishes two new free Shadowdark adventuresNew to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library.The quickstart set includes example characters, essential rules, and a ready-to-play dungeon.Want to know more about Shadowdark? Check out our episode "d12 Reasons Shadowdark is Awesome!"Check out Part 2 of the actual play. Chapters0:00 Intro & Setup – Welcome to Shadowdark in Foundry VTT6:30 The Temple Doors & Snake Trap Puzzle14:10 The Hypnotic Pool & The Emerald Dive22:40 Meeting the Snakefolk & The Cursed Dilemma31:15 Bloodthirsty Prisoner & Party Tensions Rise39:50 Enter the Chapel & Alessa's Mission48:00 Ambush! The Vampirodile Attacks59:45 Blood, Magic & Betrayal – Combat Escalates1:16:00 The Final Blow & Tactical Retreat1:29:00 Aftermath, Drumbeats & What Comes NextCast of CharactersZorax the Unready (Chris) – WizardA classically trained wizard with a spell book full of utility and a knack for casting magic missile, Zorax is more scholar than adventurer—often pondering the mystical while his party dives headlong into danger. Ever curious but slightly aloof, he has a cautious presence, offering magical firepower and insightful observations from the back line.Rilmorn (Josh) – ThiefImpulsive, chaotic, and famously unlucky, Rilmorn dives into danger with zero hesitation—whether it’s belly-crawling ahead of the group, swallowing a gem, or stabbing a snake-person mid-negotiation. He embodies the archetypal rogue with a wild streak, equal parts comic relief and terrifying wild card.Anders (Ken) – Fighter (Sea Wolf)A spear-wielding berserker blessed by old gods, Anders charges headfirst into combat with bravado, charisma, and minimal regard for tactics or consequences. He’s a blend of Conan the Barbarian and Thor with a concussion—smiling as he stabs and only asking questions after the bodies hit the floor.Lila (Erin) – PriestWise and pragmatic, Lila serves as the moral compass and healing backbone of the group, unafraid to challenge poor decisions or channel divine wrath when undead monstrosities strike. Calm under pressure but quick to act when needed, she blesses weapons, turns the undead, and debates with bloodthirsty prisoners without flinching.Listen to the EpisodeWatch to the EpisodeWatch Raiders of the Lost Temple, Part 1/3 on YouTube.Show NotesThe setting is a jungle temple with Indiana Jones vibes.The ruleset is Shadowdark.Major events in the episodeParty decrypts a reptilian phrase: “A snake shall always find safe passage”First major trap revealed—players must crawl under or face slicing spearsMysterious pool hypnotizes players with serpent-like reflectionsRogue Rilmorn dives in, swallows a gem, and later becomes a one-man blood detectorPlayers encounter snake-headed humanoids claiming to be cursed by a wizard named GorgorothTrust issues spike as Rilmorn executes a cold-blooded backstab, using the corpse as baitA massive undead crocodile (vampirodile) attacks, draining HP and ConstitutionIntense combat ensues—players burn luck points and divine smites to surviveFinal blow delivered by Anders wielding a newly-blessed spearFeatured Image MetaBlack-and-white artwork from the Raiders of the Lost Temple module.

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Ken returns to the Dungeon of Dread by Rose Estes, the first of TSR's Endless Quest books for Dungeons & Dragons.The book places you in the role of a young warrior who befriends a halfling thief. The halfling just escaped the lair of a magic-user, so naturally he's up for going back there with you… It's a classic book, and one that went on to inform a lot of Ken's early D&D campaigns (and his ongoing affection for water weirds…)Chapters0:27 A D&D Geek's First Endless Quest0:56 Mechanics and Flavor Text – No Dice Required1:55 Cryptic Warnings and Classic Monsters3:22 The Nostalgia Factor4:27 Next stop … Gamma World?5:00 Outro – Share Your Own Endless Quest StoriesListen to the EpisodeWatch to the EpisodeWatch "Dungeon of Dread - Endless Quest Book Review" on YouTube.Show NotesOverview of Dungeon of Dread (1982) by Rose EstesIntroduction to the Endless Quest series (1982–1987)Roleplaying without dice: choose-your-own-adventure styleYour character: a slim 5'9" adult human fighterGear as flavor text, not inventoryEarly monster encounters: water weirds, kobolds, hobgoblins, basiliskNarrative decisions that lead to death or danger (e.g., falling in holes)Personal nostalgia: how these books fueled imagination between D&D sessionsThe roots of Ken’s love for green slime and trapsCollecting vintage Endless Quest booksTeaser: Gamma World’s Light on Quest Mountain

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With help from the Lair community, we collected eight house rules for Shadowdark. On this episode, we run through these rule hacks, offering our thoughts on how they might impact the game. Most of these are not rules we've tried ourselves, so we'd love some more field reports! And yep, we're looking for even more rules variants. Leave your feedback and/or house rules in the comments, or email us at podcast@lairofsecrets.com.Want more house rules? Check out d8 Shadowdark House RulesChapters0:00 Intro & Updates from the Lair0:42 House Rule #1 - DM Scotty’s Luck Dice (via Matthew McGugin)3:20 House Rule #2 - Dice Instead of Luck Tokens (via BrentNorton1602)5:43 House Rule #3 - Priest Miscast Tables (via BrentNorton1602)9:40 House Rule #4 - Session-Based XP (via BrentNorton1602)14:11 House Rule #5 - Max HP at First Level (via BrentNorton1602)17:24 House Rule #6 - Magical Tattoos and Moonstones (via BrentNorton1602)21:14 House Rule #7 - Don’t Lose Spell Until Success (via Sly Flourish)23:30 House Rule #8 - Removing Luck-Generating Classes30:03 Obligatory Rambling - Hades II, American Arcadia & Games from the Lair38:13 BattleZoo, More Shadowdark & OutroListen to the EpisodeWatch to the EpisodeWatch d8 ShadowDark Hacks on YouTube.Show Notes1. DM Scottie’s house rule for luck diceDetails:https://youtu.be/x13wXuszkLA?si=6B2P4DQjArcXLrOP Provided by Matthew McGuiganOur thoughts:David - Getting luck or luck dice for failure is interesting. It gives you something for losing a turn in combat. It will change how Shadowdark plays though. You can’t give dice to others like you can with luck. You can accumulate a lot of dice, making it nearly impossible to fail. It can tilt Shadowdark back to superheroic fantasy like 5e is.Nothing wrong with this. Be aware if you use this house rule, it will change the game a bit more in the player success direction. 2. Dice instead of Luck TokensDetails:Use d6 per level (level 1 gets 1, level 2 gets 2). Can be used to add or subtract from rolls at the table and can be shared with others, but can only spend an amount equal to their level.Provided by BrentNorton1602Our thoughts:David - I think this sounds like a good idea. This gives you the ability to push you just over the edge, but at low level you can tell if spending luck would be worthwhile or not.You do lose the chance for a big swing from a 1 to a 20.At low levels you may not have a chance to succeed like you would with a luck token.It’s a lot less of an impact than DM Scottie’s house rule.3. Clerics have miscast tables like wizardsDetailsThe gods are fickle, plus it’s easier if the system is the same for all casters. Provided by BrentNorton1602Our thoughts:Hmmmm. Kind of like the arbitrary nature of needing to atone. Cleric chart vs. Wizard chart.All wine turns to vinegar until you atone.A plague of frogs. :) Enemies of the deity send someone after you.Elite warriors of your faith come to beat the crap out of you. 4. Experience per session, not per monster or treasure.Details:1 xp per session. 2nd lvl you need 3xp. At 3rd you need 4 new sessions. Easier to keep track of.Is the number of xp needed equal to the level you are going toward?Provided by BrentNorton1602Our thoughts:David - It would be easier to keep track of. I see two issues with it:What about carousing and downtime? Does that XP go away? There’s a knock on effect to the game economy if you get rid of carousing, and remove a reason to go out and get treasure.This would mean that getting to 5th level would take a very long time/# of sessions. It also takes away the need to gain treasure or do things in the game that would gain you XP.5. Max hit points at first levelDetailsProvided by BrentNorton1602Our thoughts:David - If you want a less deadly game at first level, I think this is a good option. It doesn’t lead to a great party cohesion if characters die right off the bat.6. Magical TattoosDetails:We have a magic tattoo system and use warp stone, moon stone. Spell casters need to find or buy moonstone and have it turn in ink and tattooed on to their bodies. 1 pound per tier of spell.Provided by BrentNorton1602Our thoughts:We’d like to know more! 7. Don't Lose a Spell Until You've Succeeded At Least OnceDetails:SlyFlourish: ShadowDark House RulesOur thoughts:Avoids the “you failed. So sorry”8. Removing character classes that generate luckClasses like the Bard and Seer generate too much luck during games (or so I have heard)Having luck easily at hand removes a lot of the risk in ShadowdarkThings like spellcasting become easier and more certainLuck is sometimes hoarded for spellcasters so they don’t failMaybe this should be: Don’t allow more than one luck to be spend for spellcasting?“You must use the new result” could be interpreted as only a single luck can be spent on a rollDo you allow multiple luck to be spent on a single roll?Obligatory BanterHades 2American Arcadia Slime Rancher 2Three New Battlezoo Secret Tomes for Shadowdark!Featured Image MetaBlack-and-white artwork from the Shadowdark core rule book.

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Ken digs up the Timex Sinclair 1000. When this tiny computer was released in 1982 for $99, it was the cheapest home computer on the market. Ken walks through the device's features, his challenges using it, and contemplates what it will take to get the thing running again (a rainy Saturday project if there ever was one).Chapters0:00 Introducing the Timex Sinclair 10000:35 First Impressions & Form Factor Throwback1:15 The Tech Behind the Machine2:25 Programming Memories & BASIC Adventures4:10 From Sinclair to Commodore 64Listen to the EpisodeWatch to the EpisodeWatch "Timex Sinclair Computer" on YouTube.Show NotesUnboxing the Timex Sinclair 1000: cheapest home computer of 1982How it worked: plugged into a black-and-white TV, used cassette tapes as storageMembrane keyboard woes: sore fingers, missed keystrokes, and perseveranceProgramming in BASIC from magazine printouts (like Byte Magazine)Memories of building a skiing game and early D&D toolsSinclair's role as a gateway to more powerful machines: Commodore 64, 128, Apple II PlusDiscussion of family influence—Ken’s mom, a programmer, inspired himFuture challenge: will it still boot in 2025?

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We're back for Season 5 of Lair of Secrets! On this episode, we take a look back at our favorite episodes of Season 4 including:the actual play episodes for Cyberpunk RED and FalloutGM advice episodes on modern maps and building citiesour cozy Saturday morning show "Campaigns & Coffee"We also look ahead into Season 5, which will include:New seasons of Fallout 2d20 and Cyberpunk RED as well as a new Shadowdark actual play.Delving into Cyberpunk 2077 and Cyberpunk RED Single Player ModeShadowdark house rules and adviceChapters0:00 Welcome Back to the Lair – Season 5 Kicks Off0:30 Cyberpunk Red Recap – Flipping the Switch & Hera Awakens1:57 Modern Maps & Mothership’s Corporate Horror3:25 Building Better Cities – Real World Inspirations8:30 Fallout 2d20 Finale – Lasers, Zones & Tailspire Maps6:58 Shadowdark Fails – Mistakes & GM Reflections10:27 Unboxings – Fallout, Electric State & Savage Worlds15:39 Season 5 Preview – Fallout, Cyberpunk & Shadowdark Actual Play24:40 Geek Archaeology – Star Frontiers, Dragonbone, Timex Sinclair & Rockets27:28 Future Features – Craft Projects, How-Tos & Call for IdeasListen to the EpisodeWatch to the EpisodeWatch "Back to the Lair: Shadowdark, Cyberpunk Red, & GM Advice" on YouTube.Show NotesLooking back at Season 4Favorite Episodes?KenRegular episodesCyberpunk Chapter 9: Flip the Switchd8 ShadowDark Mistakes We MadeFallout 2d20 Chapter 5: Thriftway ThrowdownCampaigns & CoffeeBuild Better CitiesOne-offsUnboxing Fallout 2d20 Starter Set (such a goofy, disastrous video). DavidRegular EpisodesModern MapsWe got to talk about Ken’s best worst map for his Mothership convention gameSo corporate, it’s perfect, just not for the people living in itCampaigns & CoffeeDave likes the Campaigns and Coffee as a series.It’s a way to relax and talk as a group about different gaming topics that we are interested inOne-offsUnboxing the Electric StateEven though I haven’t played it yet, it’s a gorgeous book and has been a depressing but creative readLooking ahead to Season 5Whats coming next?Actual PlaysFallout 2d20 Season 2Cyberpunk Red Season 3Shadowdark Actual PlayEpisode IdeasWhy we love Cyberpunk 2077Geeking out about Single Player Mode (Cyberpunk RED)Fallout Series as inspiration for your gameFeaturesGeek Archeology - what tech/geeky stuff would you dig up?Fixing my old Dragon Bone?How-Tos - what do you want to see?

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With help from the Lair community, we collected eight house rules for Shadowdark. On this podcast episode, we run through these rule hacks, offering our thoughts on how they might impact the game. Most of these are not rules we've tried ourselves, so we'd love some more field reports!And yep, we're looking for even more rules variants. Leave your feedback and/or house rules in the comments, or email us at podcast@lairofsecrets.com.Like this episode? Check out our other ShadowDark shows:d12 Ways Shadowdark is Awesome! (S4E15)d8 Shadowdark Mistakes We Made (S4E19)d8 Shadowdark Monster Resources (S4E26)Shadowdark Impressions (Campaigns & Coffee)Unboxing Cursed Scrolls 3: Midnight Sun for ShadowdarkUnboxing the GM Companion for ShadowdarkChapters00:00 Introduction to House Rules00:25 House Rule 1 - No Torch Alarms02:16 Digression: David's real-world LED torch timer04:14 House Rule 2 - One Hour Minus 1d12 on Torch Timers07:30 House Rule 3 - Henchmen09:39 Rule 4 - Constitution Score as Hit Points13:32 House Rule 5 - 30-minute timers for torches16:22 House Rule 6 - Sneaky Triggers18:43 House Rule 7 - More Magic Missiles21:12 House Rule 8 - The Crawling Clock27:21 Obligatory Banter: Finishing the U.S.S. Enterprise32:50 R2-D2 Model Rocket Complete!35:07 Anticipating the Mars Lander37:19 David's Theatrical Debut in Dracula43:43 Celebrating Milestones and Future PlansListen to the EpisodeWatch to the EpisodeWatch d8 ShadowDark House Rules on YouTube.Show Notesd8 Shadowdark House Rules1. No Torch AlarmsDetails:SlyFlourish: ShadowDark House Rules“Players aren't allowed to use a timer to keep track of torches on their side. They can look at their watch or phone and note the time but they can't set a stopwatch or timer to keep track of torches for them. This limitation puts more responsibility on players to remember to deal with their torches before they go out.”Our Thoughts2. One Hour Minus 1d12 on Torch TimersDetails:SlyFlourish: ShadowDark House Rules“The GM subtracts 1d12 from the torch timer so no one is quite sure when it's going to go out. This alteration adds a little fun variance.”Our ThoughtsKen thinks … this certainly adds stress and anxiety for playersAnd Dave thinks … a fun variant for for the GM. :) David likes this one because humans are bad at estimating.We don’t don’t think you need this if you’re doing #13. Add henchmen to mitigate TPKsDetails:“After 4 TPKs in 8 sessions, our table adopted rules for henchmen. Make characters RAW. Players select 1 character each as their ‘main’ to earn full XP. Henchmen earn 1 full share of treasure and 1/2 XP. A main can manage up to 4 henchmen plus/minus CHA modifier. Players tend to run a main + 3 henchies. Initiative is rolled only for main PCs, but the player may order their characters actions any way on their turn.”Provided by macoppy6571Our thoughtsWe like idea of henchmen … is the share split amidst the henchmen? Or do each henchmen get their own XP?Definitely has the old school feel of old D&D hiring henchmen.4. Constitution Score as Hit PointsDetails:“I give player HP equal to their con score at Level 1.”Provided by GM GI JoeOur thoughtsWow … that can be a lot of points!Eliminates a lot of the low level dread, BUT keeps the PCs alive.5. 30 minute timers for torches.Details:“I play solo, so most of my rules are geared towards solo play. For torches, I set a 30 minute timer, and after 30 minutes there’s a 50/50 chance it burns out. If it doesn’t burn out, it can last up to 90 minutes.” Provided by BradUtterstrom4105Our thoughts:We like the push your luck aspect of this option.6. Sneaky TriggersDetails:“For thieves, I roll a stealth check to see if they can hide/sneak around to try to trigger their sneak attack.”Provided by BradUtterstrom4105Our thoughts:We like how this introduces an option for making sure that sneak attacks are happening.7. More Magic MissilesDetails:“Magic missile has two missiles at d3 damage instead of one missile at d4.”Provided by bradutterstrom4105Our thoughts:If you’re nostalgic for being able to sling multiple magic missiles.BUT there is the math of the dice … you’re doing a little more damage per turn AND getting two targets.8. The Crawling ClockDetailsCrawling Clock write-up for random encounters, which was inspired by Goblin Punch's Underclock write-up.Our thoughts:We like the idea … though David’s not great at rolling random encounters.Ken likes the variability, and having the die there helps remind us that random encounters should be happening.Obligatory BanterThe Enterprise Flying Model Rocket (ken)Been working on it for several weeks.NeutronLad says he’ll likely graduate from college before I finish it.BUT I am getting pretty close to finishing it. Just need to hand paint a few more elements and then try to stick 50-year old, water-based decals on the ship. What could go wrong?Well, actually, decals that old can disintegrate when you put them in water, so I used clear coat on them in an effort to give them more structure DraculaDavid’s acting in Dracula as the attendant.Featured Image MetaBlack-and-white artwork from the Shadowdark core rule book.

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We unbox the GM Companion for Shadowdark, a supplemental rulebook designed to make the game master's life easier. Written by Chubby Funster, it's got a ton of random charts for the world above and the world below, plus monsters, treasure, and much more. Get the GM's Companion for Shadowdark at DriveThruRPG. Chapters0:00 Intro & GM Needs for Shadowdark0:07 Unboxing the Book & Initial Impressions1:15 Exploring the World Above: Hex Crawling, Biomes & Hazards3:43 Cities, Settlements, Shops & Taverns5:30 Class-Based Carousing & Downtime Options7:13 The World Below: Dungeon Generation, Rivals & Traps9:52 Monsters, Treasure & Magic Items12:08 Final ThoughtsListen to the EpisodeWatch to the EpisodeWatch Unboxing GM Companion for Shadowdark on YouTube.Venture Deeper for more Shadowdark!What more ShadowDark? We’ve got more ShadowDark!d8 ShadowDark Mistakes We Made (S4E19)d12 Ways ShadowDark is Awesome! (S4E15)Shadowdark Impressions (Campaigns & Coffee)Unboxing Cursed Scrolls 3: Midnight Sun for ShadowDarkFeatured Image MetaCavern artwork from the GM's Companion for Shadowdark. Credit: Chubby Funster.

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In this episode of the Cyberpunk campaign, the Edgerunners navigate the treacherous Elysium HQ after awakening Hera, a vengeful AI. They embark on a mission to plant AI-spawned seeds across the city, facing various challenges including combat with scavengers and the emergence of the Glow Boys amidst a radioactive sand storm.Get more Cyberpunk RED:Cyberpunk RED Actual Play @ Lair of SecretsCyberpunk RED Role-Playing Game ResourcesCyberpunk RED Frequently Asked QuestionsCyberpunk RED ScreamsheetsChapters00:00 The Awakening of Hera02:41 The Mission to Plant the Seeds07:06 Combat and Chaos in the Garden Level11:41 The Escape Plan28:02 Exploring the Map and Game Mechanics35:23 Encountering the Glow Boys43:12 Inside the Building and Tactical Decisions48:50 The Growl of Danger52:40 A New Challenge Emerges01:00:41 Critical Moments01:07:13 Tactical Decisions in Close Quarters01:08:47 The Aftermath of Battle01:10:55 Resource Management and Vehicle Repairs01:20:15 Conclusion and Future AdventuresListen to the EpisodeWatch to the EpisodeWatch Cyberpunk RED Chapter 11: Get Out on YouTube.Show NotesRecap: Edgerunners awaken Hera, the vengeful AI, and agree to her missionObjective: Plant AI "seeds" in three Hercules Industries locationsImmediate goal: Escape Elysium HQ on foot without a vehicleEncounter: Hostile scavvers attacking cyber-corvids for chromeTactical choices: Split between sneaking out and running headfirst into dangerSurprise threat: A radioactive storm arrives mid-escapeRetreat to shelter: Players take refuge in a ruined garageCombat: Coydogs attack—Bob attempts diplomacy with kibbleAtlas falls dramatically out a windowBob uses glow sticks and a flashlight to reveal threatsPlayers defeat coydogs and trick the Glow Boys into thinking they’re deadFinal escape: Hotwire a barely-working car and roll out of the Hot ZoneFeatured Image MetaThe glowing ruins of downtown Night City, as depicted in the Cyberpunk RED core rule book. Credit: R. Talsorian Games.

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With help from the Lair community, we collected eight house rules for Shadowdark. On this episode, we run through them, offering our thoughts on how they might impact the game (most of these are not rules we've tried ourselves, so we'd love some more field reports!) Leave them in the comments, or email us at podcast@lairofsecrets.com.Want more ShadowDark? We've got more ShadowDark!d8 ShadowDark Mistakes We Made (S4E19)d12 Ways ShadowDark is Awesome! (S4E15)Shadowdark Impressions (Campaigns & Coffee)Unboxing Cursed Scrolls 3: Midnight Sun for ShadowDarkChapters00:00 Introduction00:54 Monster 2403:02 VALHOLL!04:21 Shadowfinder Complete Bestiary05:24 Creating and Adapting Monsters for ShadowDark14:16 The Monster Overhaul15:12 Ruincairn Bestiary17:20 ShadowDark Monster Tools19:34 Conclusion and Future DiscussionsListen to the EpisodeWatch to the EpisodeWatch d8 ShadowDark Monster Resources on YouTube.Show NotesShadowDark specific Monster ResourcesMonster 24Cost: $2 (pay what you want)250 monsters by Tom Phillips, who spent 2024 creating monsters and publishing them to Reddit. This compiles his various critters into one document. Includes gaggles of hags (forest hags, tomb hags, venom hags), plenty of plants (carnivorous cave moss, blood orchid, vampire grass), and oodles of oozes and slimes (chaos pudding, green slime, umber jelly)VALHOLL! Nashcraeft #1Cost: $6.99A fanzine that builds on Cursed Scrolls #3: Midnight Sun. Introduces a bunch of monsters as well as a “lot system” as alternative to carousing, new magic items, new blessings, and 4 classes.Shadowfinder Complete BestiaryCost: $25 (PDF) $29 (POD+PDF) as part of the KickstarterEvery PF 1E bestiary, #1-6, converted for Shadowdark RPG. The kickstarter is over; hopefully they’ll release this for sale when the Kickstarter-created book releases in October 2025.Creating and Adapting Monsters for ShadowDarkCost: $5 (pay what you want)Very handy, fan-created rules for making your own monsters (or converting them from other systems).Advice on creating monsters including “VIBES OVER COMPLEXITY”, “USE NATURAL LANGUAGE”, “MONSTER SPELLS ARE WEIRD”, and “RULES ARE MEANT TO BE BROKEN”Options include:BUILD BY EQUIVALENTSIf your monster is like a knight, bugbear, or zombie … just use the stat block as is.BUILD BY ADAPTATIONSay you want to recreate the 5e Bandit Captain, you take the ShadowDark bandit, and beef it up. BUILD BY BENCHMARKE.g. converting Yakfolk warrior. Look at the CR (in this case, CR 3, compare it to CR3 monsters in ShadowDark, and start building.It has a talent bank describing all kinds of monster capabilities and a big list of monster spells. It includes a bunch of horrors as well, including blink dogs, ettins, pseudodragons, unique horrors like the  “Eyeball Wall”, and a number of NPCs (pyromancer, cultist, etc.).ShadowDark adjacent ResourcesRunecairn BestiaryCost: $13.49100 Norse-inspired monsters for Runecairn, an Old School Renaissance RPG. The OSR stat blocks are close enough to ShadowDark to make conversion pretty easy. Includes sabertooth cats, grave newts, ogres, and giant octopi.The Monster OverhaulCost: $30.00 (PDF) $60 (PDF+Print)Come for the 200+ monsters, stay for the ecology and random table pieces. Uniformly praised online. It’s got entries for NPCs (adventurers, barbarians) each with d100 names and character traits. For monsters, it delves beyond the stat block. Goblins get the same d100 names and traits PLUS physical descriptions, motivations, mounts, elite weapons, and loot. Plus there are random tables like “50 mercenary jobs” and generic maps of locations like a wizard tower and a village.ShadowDark Monster ToolsShadowDark Tools: Monster ReferenceFilter monsters from the ShadowDark core rules + the first three Cursed Scrolls. Criteria include monster level, environment, type (e.g. angel, aberration), movement type (burrow, climb, fly), attack (blood drain, petrify, venom), effect (blindness, charm), and trait (corrosive, damage reduction, immune non-silvered weapons)Ken the DM’s Shadowdark RPG Monsters By LevelA PDF index of ShadowDark core monsters by level. It includes each monster's special abilities and its page number. Featured Image MetaA list of monster stat blocks generated using ShadowDark Tools.

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The edgerunners finally flipped the switch at the bottom of Elysium HQ's subbasements. As the power surged back, a wrathful AI queen named Hera burst to life, proclaiming her refusal to serve any false gods or corporate masters. She sees to draw the crew — APT, Angry Bob, Omen, and Atlas — into her web of revenge against Jason Antilles, a tech bro CIO who escaped Earth’s devastation for an orbital Olympus. Get more Cyberpunk RED:Cyberpunk RED Actual Play @ Lair of SecretsCyberpunk RED Role-Playing Game ResourcesCyberpunk RED Frequently Asked QuestionsCyberpunk RED ScreamsheetsChapters00:00 Intro1:04 Recap of the last mission2:27 Hera awakens, demands loyalty5:00 Digging into Antilles’ backstory7:15 The Wrathful Queen’s digital gifts10:00 Team heals up in eerie med-labs15:00 Planning escape routes, avoiding turrets20:00 Discussing Erebus, Cerberus, and past scars25:00 Moral debates and fixer mysteries30:00 Stepping back into the hot zone35:00 Prepping next moves and research42:00 Outro and episode wrap-upListen to the EpisodeWatch to the EpisodeWatch Cyberpunk RED Chapter 10: Hera's Wrath on YouTube.Show NotesRecap of the team’s mission: descend into Elysium HQ, flip the switch, collect paydayActivation of Hera, an AI queen filled with rage against Hercules Corp and Jason AntillesTeam dialogue with Hera: pledging loyalty (for now) to survive, receiving cryptic gifts (golden apple, pomegranate, persimmon)Background on Antilles, Olympus orbital, and corporate loreTension builds over the meaning of Hera’s demands and the risks of unleashing AI beyond the BlackwallCharacters reflect on past wounds (both physical and emotional) while healing in futuristic med baysPlanning next steps: research Hera, investigate who hired them, understand the nature of the gifts, and strategize upcoming infiltrationsBanter and camaraderie among players, with moral dilemmas surfacingCliffhanger: the team escapes the ruins, heading into Night City’s dangerous streets on foot, fruits and fate in towFeatured Image MetaA marble bust of the Greek goddess Hera.

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Grab your coffee and join the Lair crew as we unpack the challenge of fostering player agency in tabletop RPGs. We explore how to spark proactive decisions, avoid the paralysis of infinite choice, and leverage mechanics that reward bold, cinematic play.Chapters0:00 Intro1:00 Star Wars Sparks and hesitant players3:00 Fear of splitting the party and analysis paralysis6:30 Encouraging proactive play and giving permission10:00 Using patrons and clear motivations14:00 Narrative hooks and inciting actions17:00 Video game parallels and open-world stress20:00 Mechanics: fate points, plot points, and inspiration24:00 Player chaos: volunteering as hostages26:00 Minion promotions and closing commentsListen to the EpisodeWatch to the EpisodeWatch Player Agency on YouTube.Show NotesErin’s Star Wars SPARKS games: hesitant players and dusty Star DestroyersFear of splitting the party and the paralysis of choiceGiving players permission to act and making decisions cinematicNarrative hooks: long-lost brothers, ticking clocks, and patronsGame mechanics fueling agency: Fate Core, Cortex, Savage Worlds, inspiration pointsStories from the table: defeating big bads too quickly, volunteering as hostages, “Benny from The Mummy” momentsThe balance between modules and improvisationOpen-world video game parallels (No Man’s Sky, Red Dead Redemption, Skyrim)The episode’s closing: minion questions, potential promotions, and how to connect with the showFeatured Image MetaA collection of twenty-sided dice.

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With the first arc of our Fallout 2d20 campaign completed, we sit down with some coffee to reflect on the game.We talk about the 2d20 system's strengths, campaign story arcs, funky dice, perk cards, and immersive mechanics. Looking ahead, we think about future campaign goals, new characters, and deeper dives into Fallout-style survival gameplay.Want more Fallout 2d20? Check out: Post: Fallout 2d20 Campaign & RPG ResourcesPodcast: Gore and Lore in Fallout – Campaigns & CoffeePodcast: Fallout ZonesChapters0:00 Intro & Fallout Campaign Overview1:17 First Impressions of the Fallout 2D20 System3:38 Luck as a Game-Breaking Stat?6:05 Perks, PDFs, and the Art of Scavenging8:22 Critiques: Special Dice, Proprietary Components10:23 What Didn't Work—Or We Didn't Use13:40 Cheat Sheets and GM Tools14:44 Favorite In-Game Moments16:42 Character Growth and Future Arcs20:15 Would You Play It Again?21:56 Combat Mechanics and Cover23:04 Planning the Next Arc: Session Zero Redux24:56 Minion Mailbag: Dungeon Guard Duty Snacks26:10 OutroListen to the EpisodeWatch to the EpisodeWatch Fallout 2d20 Wrap-up (Campaigns & Coffee) on YouTube.Show NotesFallout 2D20 system wrap-up after six sessionsReflections on long break and return to post-apocalyptic playMechanics discussion: perks, action points, special dice, and the role of luckPraise and critiques: rulebook usability, proprietary materials, and gameplay smoothnessFavorite moments: Pip-Boy puzzles, Nurse 17’s goldfish crusade, and ghoul roleplayHopes for future arcs: deeper scavenging, zone maps, and expanded character growthJosh contemplating retiring "Lucky Buck"Session Zero for planning future campaign directionBonus question: Best snack for dungeon guard dutyFeatured ImageThe door from Vault 81 in Fallout 4.

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Join us for the Lair of Secrets' annual summer reading list! We run down a few of the books on our respective lists, but we're always looking for more!Featured in this episode are: Red Sonja Consumed by Gail SimoneWhen the Moon Hits Your Eye by John ScalziCold Eternity by S.A. BarnesSpace Opera by Catherynne M. ValenteInfinite Archive (The Midsolar Murders #3) by Mur LaffertyVicious by V.E. SchwabAs well as side quests to talk about Iain Banks' The Culture series, Terry Prachett's Discworld, and Neal Stephenson's Seveneves.Suggest your own book ideas in the comments!Chapters0:00 Intro & Rocket Misfires0:40 Red Sonja: Sword & Sorcery Revival1:45 Moon Cheese Madness: Scalzi’s Absurd Apocalypse3:10 Seveneves vs. Moon Made of Cheese4:20 Ghosts in Cryo: Cold Eternity Breakdown5:35 Space Opera and the Glam-paign Idea6:50 Infinite Archive: Murder, She Wrote in Space8:00 Vicious by V.E. Schwab: Superpowered Rivalry9:10 The Overflowing To-Read Pile10:20 Pratchett’s Final Discworld Reflections11:20 Saying Goodbye to The Culture Series12:00 More Books, More Time: Summer Reading Goals13:10 Share Your Book Picks!14:00 Outro & Call to ActionListen to the EpisodeWatch to the EpisodeWatch Summer Reading List 2025 (S4E24) on YouTube.Show NotesRed Sonja Consumed by Gail Simone (Ken) - I got this as a Christmas present, and I’m looking forward to Gail’s take on Red Sonja in novel form (I already read the comic book series she wrote; it was great).From the book blurb: The gutsy, wild, tortured free spirit, forged in pain yet unafraid of life or death, Red Sonja, the famous, fiery She-Devil and barbarian of Hyrkania has never concerned herself with the consequences of her actions. She’s taken what she wanted, from treasure to drink to the companionship of bedfellows. She’s fought who deserved it (and sometimes those who didn’t). And she’s never looked back. But when rumors start bubbling up from her homeland—rumors of unknown horrors emerging from the ground and pulling their unsuspecting victims to their deaths—and a strange voice begins whispering to her in her sleep, she realizes she may have to return to the country that abandoned her. And finally do the only thing that has ever scared her: confront her past.When the Moon Hits Your Eye by John Scalzi (David) - I’ve been a fan of most of Scalzi’s books. This is one of his more humorous books like Starter Villain and Kaiju Preservation Society. I’m looking forward to it. It’s also going to hold me over until the next Old Man’s War book comes out.The moon has turned into cheese.Now humanity has to deal with it.For some it’s an opportunity. For others it’s a moment to question their faith: In God, in science, in everything. Still others try to keep the world running in the face of absurdity and uncertainty. And then there are the billions looking to the sky and wondering how a thing that was always just there is now... something absolutely impossible.Astronauts and billionaires, comedians and bank executives, professors and presidents, teenagers and terminal patients at the end of their lives -- over the length of an entire lunar cycle, each get their moment in the moonlight. To panic, to plan, to wonder and to pray, to laugh and to grieve. All in a kaleidoscopic novel that goes all the places you’d expect, and then to so many places you wouldn’t.It’s a wild moonage daydream. Ride this rocket.Cold Eternity by S.A. Barnes (Ken) – Barnes’ third sci-fi/horror/ghost story novel is out. I loved the creepy atmosphere of the first two, which makes this one an easy pick.Halley is on the run from an interplanetary political scandal that has put a huge target on her back. She heads for what seems like the perfect place to lay low: a gigantic space barge storing the cryogenically frozen bodies of Earth’s most fortunate citizens from more than a century ago…The cryo program, created by trillionaire tech genius Zale Winfeld, is long defunct, and the AI hologram "hosts," ghoulishly created in the likeness of Winfeld’s three adult children, are glitchy. The ship feels like a crypt, and the isolation gets to Halley almost immediately. She starts to see figures crawling in the hallways, and there’s a constant scraping, slithering, and rattling echoing in the vents.It’s not long before Halley realizes she may have gotten herself trapped in an even more dangerous situation than the one she was running from….Space Opera by Catherynne M. Valente - This one has been on my Kindle for way too long. It’s about time I ready what is described as “The Hitchhiker's Guide to the Galaxy meets the joy and glamour of Eurovision”. It may also feed into my vision of creating a Glampaign game.A century ago, the Sentience Wars tore the galaxy apart and nearly ended the entire concept of intelligent space-faring life. In the aftermath, a curious tradition was invented—something to cheer up everyone who was left and bring the shattered worlds together in the spirit of peace, unity, and understanding.Once every cycle, the great galactic civilizations gather for the Metagalactic Grand Prix—part gladiatorial contest, part beauty pageant, part concert extravaganza, and part continuation of the wars of the past. Species far and wide compete in feats of song, dance and/or whatever facsimile of these can be performed by various creatures who may or may not possess, in the traditional sense, feet, mouths, larynxes, or faces. And if a new species should wish to be counted among the high and the mighty, if a new planet has produced some savage group of animals, machines, or algae that claim to be, against all odds, sentient? Well, then they will have to compete. And if they fail? Sudden extermination for their entire species.This year, though, humankind has discovered the enormous universe. And while they expected to discover a grand drama of diplomacy, gunships, wormholes, and stoic councils of aliens, they have instead found glitter, lipstick, and electric guitars. Mankind will not get to fight for its destiny—they must sing.Decibel Jones and the Absolute Zeroes have been chosen to represent their planet on the greatest stage in the galaxy. And the fate of Earth lies in their ability to rock.Infinite Archive (The Midsolar Murders #3) by Mur Laffery (Ken) – The third book in Mur’s space murder whodunnit series comes out July 1st, 2025, which means it's definitely going to be on my vacation reading list. Who doesn’t want to take a cozy sci fi murder mystery book to the beach? Amateur sleuth Mallory Viridian has just about got her bearings aboard the space station she calls home, but now the physical embodiment of the Internet is on its way, and it's bringing murder with it.Mallory Viridian has had a quiet few months. Even with the increased influx of humans visiting Station Eternity, she hasn’t seen so much as a bar brawl. Used to people dying left and right around her, the lack of murders to solve has left her unexpectedly . . . bored.But humanity's favorite way to waste time is on its way to her sector of the galaxy. A giant, one-of-a-kind data ship called Metis is bringing the entire Internet from Earth—as well as a mystery fan convention. On top of that, Mallory's literary agent is aboard, and he tells Mallory that she's the keynote speaker.It's almost a relief when a killer decides to strike at the convention. When Mallory finds her agent dead, she knows she has to work fast to find the murderer. With a strange new alien with unknown motives, a ship with impossible abilities, a lonely living, comprehensive Internet, and a deadly crime to solve, Mallory has her work cut out for her ....Vicious by V.E. Schwab - Erin gave this to me as a gift longer than I would like to think about. It’s time to read it.Victor and Eli started out as college roommates—brilliant, arrogant, lonely boys who recognized the same sharpness and ambition in each other. In their senior year, a shared research interest in adrenaline, near-death experiences, and seemingly supernatural events reveals an intriguing possibility: that under the right conditions, someone could develop extraordinary abilities. But when their thesis moves from the academic to the experimental, things go horribly wrong.Ten years later, Victor breaks out of prison, determined to catch up to his old friend (now foe), aided by a young girl whose reserved nature obscures a stunning ability. Meanwhile, Eli is on a mission to eradicate every other super-powered person that he can find—aside from his sidekick, an enigmatic woman with an unbreakable will. Armed with terrible power on both sides, driven by the memory of betrayal and loss, the archnemeses have set a course for revenge—but who will be left alive at the end?In Vicious, V. E. Schwab brings to life a gritty comic-book-style world in vivid prose: a world where gaining superpowers doesn't automatically lead to heroism, and a time when allegiances are called into question.Featured Image MetaSeven President's Beach in Long Branch, NJ. Photo by Ken.

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The crew infiltrates a raider lair to rescue a kidnapped girl, navigating irradiated sewers, sentry turrets, and a heavily armed Thriftway gang. Steve NuGunnar faces off against his nemesis Thriftway in a brutal final encounter to reclaim his prized NuRay 3000.Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources.Fallout 2d20 Resources: Links to community forums, wikis, rules, podcasts, and cheat sheets.Chapters0:00 Intro & Recap2:10 Turret Ambush!4:59 Raider Chase Begins7:35 Ghoulardi Loots, Team Pushes Forward14:00 Echoes and Radiation20:00 The Showdown Chamber28:00 Frag Grenade Chicken Toss36:00 Raider Meltdown in the Water45:00 Lucky Buck and the Leg Blasts54:00 Ghoulardi's Sniper Shot1:03:00 Nuka Cherry Rage Shotgun1:12:00 Raider Wrath and Ramming Speed1:20:00 The Last Shot at Thriftway1:27:00 Terminal Hacking Mini-Game1:39:00 Brotherhood Logs & Power Armor1:41:00 Cliffhanger EndingListen to the EpisodeWatch to the EpisodeWatch Fallout 2d20 Chapter 5: Thriftway Throwdown on YouTube.Show Notes Recap of the mission: tracking the kidnapped girl from Covenant Opening battle: turret gun ambush and team tactics Nurse 17 charges into the fray armed with teddy bears and tea party rage Lucky Buck's accidental luck-fueled sharpshooting streak Ghoulardi’s chicken-stuffed frag grenade attack Steve NuGunnar confronts Thriftway for the NuRay 3000 Girl rescued from a makeshift cage by Nurse 17Fallout-style terminal hacking minigame live!Discovery of Brotherhood T-60 power armor and terminal logsTime freezes, leaving the team mid-victory…Featured ImageA view of sewers from Fallout 4.

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On this episode, Ken recaps running ShadowDark, Mothership, and Gaslands Refueled at a local RPG convention. We also delve into how to support your local conventions (MEPACon in the Pennsylvania, and Who's Yer Con? in Indiana).Chapters0:00 Intro & MEPACon Setup2:10 Venue Upgrade & Con History4:00 ShadowDark: Morka Norden Recap7:00 Learning from Live Play & Light Mechanics9:30 Mothership Funnel: Decanted Breakdown13:00 Emergency Decanting & Medical Mishaps17:00 Engineering, Design Tweaks, & Player Strategy22:00 Gaslands: Straight to Hell Tutorial26:00 Concrete Jungle & Advanced Play Challenges30:00 Why Local Cons Matter & Final ReflectionsListen to the EpisodeWatch to the EpisodeWatch Support your Local Convention (S4E22) on YouTube.Show NotesMEPACon RECAPWhat is MEPACon?MEPACon stands for "Mid-Eastern Pennsylvania Gaming Convention"Located near Allentown, PAAbout 30 minutes from Ken’s house. Held every six month, in spring and fallNot sure on the exact head count, but Ken's thinking 150 people. Probably more.Moved to Delta Hotels by Marriott, which is a MUCH better hotel than the previous one (which is being torn down)Ken ran four games:Decanted: A Mothership funnel … that failed at being a funnel. Except, maybe not?Morka Nordan: A ShadowDark adventure ripped from Ken’s lunchtime adventureGot used to the digital tabletop handling all the light stuff. It's harder to do in the real world.This is the game where Ken realized just how many ShadowDark mistakes he'd made with his lunch time game.Two Gaslands Refueled gamesStraight to Hell: A 2-hour intro gameConcrete Jungle: A 2-hour race/battle royal game that probably needs to be 4 hours. And maybe I just need to run three 2-hour slot tutorials during the weekend to build up a base of experienced players.Supporting Your Local ConventionsImportance of local conventions for playtesting, community, and outreachThoughts on prepping for Who’s Yer Con and leveraging past gamesReflections on building in-person player communities post-pandemicFeatured Image MetaAn old-time ariel map of Allentown, PA.

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After some bartering in Covenant, the Wastelanders continue their quest to hunt down Thriftway's raiders. The Wastelanders' goal? Recover Steve NuGunner's NuRay 3000. Oh, and a girl who was kidnapped from Covenant by the raiders.Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources.Fallout 2d20 Resources: Links to community forums, wikis, rules, podcasts, and cheatsheets.Chapters 0:00 Intro & Wasteland Recap5:15 Covenant Refuge and Raider Fallout13:10 Upgrades, Bartering & Lars’ Plea20:40 Junkyard Clues & Mole Rat Mayhem31:25 Tracking Raiders & Teddy Bear Prep40:10 Ambush in the Wastes: Sneak or Shoot52:45 Sewer Entrance & Guard Elimination1:00:50 Shotgun Justice & Laser Luck1:17:35 Sewer Showdown & Whip Disarm1:33:55 The Turret Twist & Fallout CliffhangerListen to the EpisodeWatch to the EpisodeWatch Fallout 2d20 Chapter 4: Shotgun Justice on YouTube.Show NotesThe wasteland adventurers delve deeper into the irradiated heart of the wasteland as Steve NuGunner, Lucky Buck, Goulardi, and Nurse 17 arrive at the battered settlement of Covenant. After narrowly fending off raiders, they resupply, regroup, and are thrust into a high-stakes mission: rescue a kidnapped girl taken by Thriftway’s Enclave-aligned raiders. Nurse 17 gets upgraded with stealth and speed, becoming a teddy bear-draped death machine, while Steve is laser-focused on retrieving his beloved NuRay 3000. Following tracks to a junkyard-turned-camp, the group uncovers clues leading them to an ominous sewer entrance.Their infiltration escalates quickly as stealth gives way to gunfire and buzzsaws. From sneak attacks to shotgun justice, the team cuts through the raiders, pushing deeper and deeper into the base. Along the way, they interrogate a survivor, sprint into potential traps, and navigate the green-tinged threat of an oncoming radiation storm. The episode crescendos with a chase into the sewer depths—just in time for the hum of an auto-turret coming online.Featured Image MetaA man aims a shotgun in a screenshot from Fallout 4.

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Ken and David explore Moonbeam.stream, a streaming platform made for tabletop gamers and creatives, while sharing their live-streaming experiments and future content plans.They also dive into their respective ShadowDark campaigns, filled with dungeon chefs, dagger-bound skeletons, and low-level party drama. Ken preps for his return to Philmont, while David tempts fate with yet another enticing Kickstarter.Moonbeam sitesMoonbeam.streamingThe Lair's Realm on MoonbeamChapters0:09 What Is Moonbeam.stream?1:19 Streaming Past and Present2:48 Live Streaming Experiments3:28 Ken's OBS Trials & Switch Bridge Setup4:50 Drawing Dungeons and Mothership Maps5:46 Streaming One-Shots and Actual Plays6:07 The DIE: Die Improvement Environment7:24 Portal Vibes & Co-Working Streams9:29 Scheduling & Chaos Coordination14:21 Ken’s Training for Philmont18:18 Altitude, Monsoons, and Backpack Logistics25:04 Cooking in the Dungeon: ShadowDark Update28:24 Party Health Woes and Lucky Rolls30:55 Skeletons, Dire Rats & Goblin Politics33:49 ShadowDark Western Reaches Kickstarter35:13 Alien RPG Evolved Temptation35:55 Wrap-Up and Community LinksListen to the EpisodeWatch to the EpisodeWatch Moonbeam Chasing (S4E20) on YouTube.Show NotesWhat is Moonbeam?Not a crypto-currency. Ok, it is, but we’re not talking about THAT Moonbeam.It’s a streaming platform, currently in beta, that’s meant to have better moderation capabilities and a more creator-friendly pay structure.What are we doing with Moonbeam?Game PrepCampaign NotesMap PrepFoundryVTT explorationRandom experimentsVideo Games?Maybe. Ken’s thinking about a Switch bridge.Actual PlayRPGsThe Die Improvement Environment or D.I.E.Helping rehabilitate those recalcitrant dice.Stuff we like so farCo-working StreamsRandom folks playing video gamesHaven’t watched an RPG session yet (probably should)Stuff we probably need to figure outA recording schedule?Posting?Figuring out how Realms work. (We’ve got a Lair of Secrets realm, but how does it interact with other realms?)Featured Image MetaA black and white image of the moon over Lake Champlain. Photo by Ken.

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On this episode, we talk about the top mistakes we made running ShadowDark (aka "how Ken accidentally enabled hard mode for his campaign").Our mistakes include "overly complicate torch management", "create deadlier rat diseases", "don't use Luck points", and more!Looking for more ShadowDark content? Check out these Lair episodes:d12 Ways ShadowDark is Awesome! (S4E15)Shadowdark Impressions (Campaigns & Coffee)ChaptersListen to the EpisodeWatch to the EpisodeWatch d8 ShadowDark Mistakes We Made on YouTube.Show Notes1. Overcomplicate Torch ManagementYou don't need to do torch gymnastics to light a new one. If your old one is burning down, and the players want to start a new torch, they do it. The timer is reset to 60 minutes, and the old torch is discarded.Keeping fractional torches around ("But we had 15 minutes left on this torch!") is a natural impulse given the importances (and potential scarcity) of light, but fractional torches make things complicated. And the mechanic isn't meant to be complicated.A reasonable house rule I've seen for torches that go out less than halfway through their burn cycle is to round down to 30 minutes. Keeping track of "half torches" is still work, but less work than breaking it down further.That said, if you’re under threat, then yes, there are torch gymnastics. There’s a DC 12 Dexterity check to ignite a torch under such conditions. - If it’s dark, same DC, but with disadvantage. We’ll talk more about that in our ShadowDark house rules episode coming up. (Sly Flourish - https://slyflourish.com/shadowdark_house_rules.html)2. Create even deadlier rat diseasesThe common rat in ShadowDark is infected with a fast acting disease that immediately saps the adventurer's Constitution. Depending on how you interpret the rule, it either prevents all healing until the adventurer makes a saving throw OR the adventure can't recover their lost Con until they make a saving throw.Ken chose the latter.3.  Don't use luck pointsFor Ken’s first few games, he didn’t use Luck points at all. Which, given how deadly ShadowDark is, can be a pretty big difficulty upgrade for players.Running the same scenario at a convention (and swapping in a Seer character from Cursed Scrolls #3) revealed just how helpful Luck tokens are (the seer being able to create Luck tokens 3x per day).4. Get Spell Mishaps WrongKen’s game made spell failure MUCH more dangerous by rolling on the mishap chart whenever a spell casting attempt failed (and not just on critical fumbles, as per the rules).This makes it much more likely your 1st level character is going to get killed when failing to cast a spell.5. Don't Plan for CarousingCarousing is a big part of the game. During downtime, players can spend gold to have adventures in town, earning XP, acquiring allies (and maybe an enemy). But to do it, they need gold … so it helps to make sure that they’ll actually have that gold when they got home. Also, read the carousing and “learn skills” downtime activities before you start the adventure, so you know what the players can do at the end. 6. Get Stuck in D&D 5e ModeShadowDark is a cousin of D&D 5e … and 5e has a rule for everything. It’s easy to bring in default 5e assumptions (I’m looking at you, opportunity attacks) rather than looking for the ShadowDark equivalent. 7. Stress about when to level upDo you level up at session's end or in the middle of the session? This is more a preference than a mistake (though your mileage may vary). Leveling up is super easy in ShadowDark, but it does slow things down a bit.8 Wasting time looking up rules that don't existShadowDark is a rules-light game. D&D or Pathfinder fans may come in looking for detailed rules for, well, just about everything.Most of the time, ShadowDark doesn’t have them. Like “Learning” during downtime. The book provides some guidelines for what they can’t do (learn another class’s or ancestries’ unique talents) and two examples of what they can (a new language, how to ride a sandworm using a harness). There’s no big list of skills (but though you could steal from backgrounds).Don’t worry. Just roll with it.Featured Image MetaThe background image is the map from Lost Citadel of the Scarlet Minotaur, featured in the ShadowDark quick-start rules.

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Our group of wastelanders (and one former Vault dwelling weapons tester) defend the fortified town of Covenant from raiders in the latest chapter of our Fallout 2d20 Actual Play campaign. The raiders defeated, the group gains access to Covenant, where they uncover rumors about a ghoul named Thriftway dealing in slaves for the Enclave. Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources.Fallout 2d20 Resources: Links to community forums, wikis, rules, podcasts, and cheatsheets.Chapters0:00 - Intro: Welcome to the Wasteland1:00 - Raiders at the Gates: Defending Covenant4:30 - Entering Covenant: A Safe Haven or a Lie?9:45 - The Barter Extravaganza: Caps, Junk, and Haggling26:00 - The Junk Jet Temptation: A Heavy Investment31:30 - Thriftway’s Shadow: Raiders, Slavery, and the Enclave44:10 - The Alarm Sounds: Lars Returns, Badly Wounded50:15 - A Mission Forms: Tracking Thriftway and Saving the Girl1:03:30 - Outro: Next Stop – The Hunt Begins!Listen to the EpisodeWatch to the EpisodeWatch Fallout 2d20 Chapter 3: Rumors & Raiders on YouTube.Show NotesRaiders at the Gates – The team helps Covenant fend off a raider attack and earns the town’s trust. Covenant’s Secrets – The town appears friendly, but there’s an undercurrent of unease, especially toward ghouls. The Great Barter Session – A deep dive into Fallout’s economy as the group haggles for ammo, supplies, and a stealth module for Nurse 17. The Junk Jet Temptation – Lucky Buck eyes a bizarre but deadly weapon. A Growing Threat – The group hears rumors that the Enclave is buying slaves from Thriftway, but his location remains unknown. A Sudden Attack – Lars, a local mechanic, returns badly injured, revealing that raiders took his daughter. A New Mission – With a lead on Thriftway, the party gears up for a rescue operation.Featured Image MetaA raider base in Fallout 4. Credit: Bethesda.

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Fallout 2d20 uses zones instead of conventional battle maps or theater of the mind to describe where your characters (and their enemies) are in the game world. In this episode, we talk about how Fallout zones work, offer advice on how to use them, and take a peak at some other games that use zones. After fighting our way through the wasteland, we geek out about Alien: Isolation, the excellent survival horror game now available on the Switch, and the Foundry Virtual Table Top. Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources.Fallout 2d20 Resources: Links to community forums, wikis, rules, podcasts, and cheatsheets.Chapters0:00 Intro – Welcome to the Lair of Secrets1:00 What Are Fallout Zones?3:45 How Zones Improve Tactical Combat9:30 Obstacles, Cover & Hazards in Zone-Based Play15:20 Zone-Based Games – Fate, Shadowdark, Alien, and More19:45 Jump Scares - Playing ALIEN: Isolation in the Dark26:30 How Alien: Isolation Preps You for Running an Alien RPG31:10 David’s New Obsession: Foundry VTT34:50 Foundry vs. Roll20 – Which Virtual Tabletop is Better?37:45 Final Thoughts & Sign OffListen to the EpisodeWatch to the EpisodeWatch Fallout Zones on YouTube.Show NotesMain TopicOverview of zones in Fallout 2d20What and why?Abstract way of representing regions and distances in a game.Half-way between battle map and theatre of the mind … sort of.Great for RPGs featuring more abstract locales.Lets you avoid infinite 5-foot-squares.Fallout 2d20 zonesReach - Arms reach (within close, but not an actual zone; minor action to close; confusing wording)Close - Any distance within the zone you’re in.Medium - Distance of one zoneLong - Distance of two zonesExtreme - Distance of three or more zonesHow do they impact movement / weapons?Difficult terrain: “A zone may be filled with difficult terrain, slowing anyone attempting to cross it.” Fallout 2d20 core rules (p. 38)Obstacles are similar in that they hinder your movement, but they exist between zones—attempts to move from one zone to another where an obstacle is present may slow your progress.  Fallout 2d20 core rules (p. 38)Hazards are parts of the environment that inflict damage to creatures caught in them. A hazard may be present in a specific zone, or it may be spread among multiple zones. Fallout 2d20 core rules (p. 39)How to Represent ZonesTheater of the MindHow far can you take it in theatre of the mind?Visual ZonesUse index cards or draw out boxes representing zones. Battle MapsCreate your map. Draw lines on it indicating zonesOutside Example:Zone 1: The near battlefield, on the shores of a stream.Between zone 1 and 2: the stream that must be crossedZone 2: The field on the far side of the streamZone 3: A stand of broken boulders & battle tankZone 4: The edge of a forest. Hulks of buildings looms in the distanceInside Example:Zone 1: The LibraryZone 2: The Entrance HallwayZone 3: The KitchenZone 4: The BasementZone 5: The Balcony and second for overlooking the dining roomPrior experience with zones in other systemsFATEIndex Card RPGProfessor DM / Dungeon CraftAlien (Year Zero system)Forbidden LandsAdjacentShadowdarkFallout scenarios we ranThe Lab (small scale zones)Surface Fight (open range)The Dungeon (larger, longer-range zones)Advantages & DisadvantagesAdvantagesMakes range more abstracted; in Cyberpunk RED, if I want to give the solo a chance to use his sniper or assault rifle skills, I probably need to scale up my map.With zones, the distance gets abstracted … and the map doesn’t even need to exist.DisadvantagesBreaks your brain a little.Can be hard to conceptualize (particularly if you come from a minis-based game. Reach vs. CloseBuilding-as-a-zone vs. floors as a zoneBanterALIEN: IsolationReleased 10 years agoAnd now it’s out for Switch!How to play: On the sofa, in the near dark, with AirPods in.FoundryVTTMy favorite so farIt has lived up to the hype I have heard from othersEasy to pick up and start running withVery extensibleFeatured Image Meta The muddled background is the local map for Vault 88 in Fallout 4. Credit: Bethesda.

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As our Fallout 2d20 Actual Play campaign continues, the party treks across the wasteland toward the settlement of Covenant. Along the way, they encounter dangers both grotesque and ridiculous, from gutting radioactive bugs for dinner to dodging their own teammates grenades.And yeah, Steve's still trying to recover his prototype laser pistol from the bandit leader known as Thriftway...Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources.Fallout 2d20 Resources: Links to community forums, wikis, rules, podcasts, and cheatsheets.Chapters0:00 - Intro: Welcome Back to the Wasteland1:04 - Meet the Survivors: Ghoul Chemists, Security Officers, and a Nurse Handy3:15 - Scavenging, Cooking, and Campfire Debriefs7:40 - Lucky Buck’s (Un)fortunate Grenade Luck12:30 - Wasteland Travel & Gunfire in the Distance18:05 - Sneaking Into Trouble: Raiders at Covenant22:50 - Explosive Ambush: Baseball Grenades & Laser Blasts30:20 - The Last Stand: Raiders’ Final Moments37:45 - Covenant Welcomes the Survivors45:10 - What’s Next? The Mystery of Thriftway55:20 - Outro: Join Us Again in the Wasteland!Listen to the EpisodeWatch to the EpisodeWatch Fallout 2d20 Chapter 2: Covenant Clash on YouTube.Show NotesPicking up from last time: The team emerges from their bloatfly battle at Taffington Boathouse, scavenging for supplies and making camp. Character Highlights:Ghoulardi, the chem-crafting ghoul, prepares a fine (if unsettling) wasteland feast.Steve NuGunnar, still haunted by the theft of his NewRay 3000, is determined to reclaim it from Thriftway.Nurse 17 plays both den mother and war machine, tending to the team and disarming Lucky Buck in the most literal sense.Lucky Buck, ever a source of accidental chaos, makes up for past grenade mishaps with a well-placed explosive.Svenghoulie, the enigmatic wasteland ghoul, provides a Molotov cocktail mid-battle as a thoughtful gift.Tense Wasteland Travel: Gunfire in the distance signals trouble near Covenant. Raider Ambush at Covenant: The team executes a surprise attack, eliminating hostiles with a mix of precision, explosions, and mechanical saws. A Welcome at Covenant: The settlement's guards thank the party for their assistance, allowing them entry. On the Horizon: The mystery of Thriftway and his stolen tech looms large, promising more danger ahead.Featured Image MetaThe town of Covenant, as depicted in Fallout 4. Credit: Bethesda.

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On this episode, we delve far from the light to geek out about Shadowdark. The old-school-inspired RPG strips Dungeons & Dragons 5th Edition to its essentials, and then adds in some modern sensibilities.We talk about our favorite mechanics, how it's impacted our other games (looking at you D&D 5th Edition!), and our players' penchant for wandering off into the dark. PLUS: Squishy wizards! Unlimited spells (if they don't kill you!) Morale failures! AND the upcoming Western Reaches Campaign Setting Kickstarter (link in the comments)Chapters0:00 - Intro: Straight into the ShadowDark1:30 - Rolling Old-School Attributes (3D6 in Order!)4:10 - The Darkness is Your Enemy: Why Light Matters7:30 - Inventory Tetris: The Beauty of Gear Slots10:00 - Squishy Wizards and the Horror of 1 HP13:00 - No XP for Combat? Time to Get Creative15:20 - Skills? Where we're going, we don't need skills!18:00 - Morale Checks: Making Enemies Run in Fear20:30 - Unlimited Spells (But at What Cost?)23:00 - Clerical Penance: Displease Your God and Suffer26:00 - Rolling on the Chaos Tables: Why Randomness is Fun28:40 - Limited Rules, Maximum Improv31:00 - Excited for Western Reaches—More ShadowDark Content!32:30 - Final Thoughts & Where to Find Us OnlineListen to the EpisodeWatch to the EpisodeWatch d12 Ways ShadowDark is Awesome! on YouTubeShow NotesOld School Attributes.Roll 3d6. In order. Re-roll if you all your stats are under 14, re-roll.No one can see in the darkBut the monsters can.Where do the monsters lurk?Gear SlotsCarry a number of items equal to your STR stat or 10.All gear besides typical clothing fills one gear slot.Gear that is hard to transport might fill more than one slot.Squishy heroesA wizard with 3 hit points? Good luck.SkillsEasy? You do it.(It’s infectious … started doing that in D&D too)Hard? You roll?Something make it easier? Advantage, Harder? DisadvantageMoraleEnemies who are reduced to half their number (or half their hit points for a solo enemy) flee if they fail a DC 15 Wisdom check. Large Groups. Make one check using the leader's WIS modifier.Throwback to old school D&DYour spells can kill youDare to roll on the spell failure chartsMagic missile bathes you in purple light?Unlimited SpellsJust. Keep. Casting.But do you risk itClerical PenanceInadequate or subversive penance (such as donating your sacrifice to a party member) only displeases your deity further and makes the spell loss permanent.Embrace the RandomTalents depend on a die, not choiceLimited rules. Maximum improv.Stripped down version of 5e removes a lot of the game’s specific rules.Improvise when the specific is needed.The rules system can fit in your head once you play it enoughIt’s in the Goldilocks zone of sizeThe Western Reaches Kickstarter!Shadowdark RPG: The Western Reaches SettingShadowDark QuickstartShadowdark RPG Quickstart Set (PDF)

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We kickoff our Fallout 2d20 campaign with the protagonists (not sure we can call them "heroes" just yet) waking up in the Wasteland.Fallout 2d20 Campaign Page: An overview of the campaign, plus links to episodes and related game resources.Chapters0:00 - Intro & Audio Shenanigans3:15 - Meet the Survivors8:40 - Escape from the Hospital Basement14:55 - Reg the Super Mutant Chef22:10 - Journey Through the Wasteland29:30 - EyeBot Encounters & Enclave Paranoia35:50 - The Boathouse Discovery42:15 - Bloatfly Swarm Attack!49:40 - Lucky Buck’s Unfortunate Grenade Fumble55:20 - Steve Learns About Boats & Water1:02:45 - Looting the Boathouse & Finding the Note1:10:30 - What’s the Deal with Thriftway?1:18:15 - Closing Thoughts & What’s NextListen to the EpisodeWatch to the EpisodeWatch Fallout 2d20 Chapter 1: Wasteland Wake-Up (S4E14) on YouTube.Show NotesIntro Banter & Setup: The team settles in, adjusting audio, discussing wildlife encounters, and reflecting on the horror of screech owls.Meet the Survivors:Ghoulardi – A grizzled ghoul with a quick wit.Nurse 17 – A pre-war Nurse Handy bot obsessed with Goldfish crackers and proper nap times.Steve NuGunnar – A Vault-Tec security veteran, utterly baffled by surface life.Lucky Buck – A shockingly lucky Brotherhood of Steel initiate with questionable grenade etiquette.Cryogenic Awakening: The group escapes a hospital basement, encountering a radroach-dissecting super mutant chef named Reg, who warns them to leave before his kin arrive.First Steps in the Wasteland: The survivors are joined by Svenghoulie, a ghoul carrying grenade-stuffed rubber chickens.The Journey to Covenant Begins: Along the cracked highways, they dodge a suspicious EyeBot blaring patriotic music and explain the concept of boats to a bewildered Steve.Bloatfly Brawl at the Boathouse: The team arrives at a seemingly abandoned boathouse, only to be swarmed by oversized, irradiated insects.Lucky Buck’s Unlucky Grenade Incident: Attempting to clear the infestation, Buck fumbles a baseball grenade, obliterating the bloatflies—and nearly taking Steve with him.Looting the Wreckage: The team scavenges supplies, discovering food, weapons, and a note pointing them toward Covenant and a mysterious Thriftway.Closing Thoughts & Next Steps: The session ends with a healed-up Steve demanding answers about Thriftway, as the group prepares for what lies ahead.Featured Image MetaCryo-chambers from Fallout 4. Credit: Bethesda.

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Ken elaborates on the Attention Economy - how many things people need to keep track of - for D&D 2024, and how it differs from the 2014. (and yeah, this explains his initial reaction to the Blade Ward cantrip back in Episode 5). He reviews the idea of the Action Economy (how many things a player can do in a round), how it relates to the Attention Economy (how many things a player needs to keep track of), and the implications for speed of play.Chapters0:00 - Intro – What is the Attention Economy?1:15 - Action Economy vs. Attention Economy2:45 - How D&D 5E Streamlined Play3:30 - High-Level Play and Complexity Challenges4:20 - D&D 2024 – Exciting or Overwhelming?5:10 - Final Thoughts & Experimenting with the New RulesListen to the EpisodeWatch the EpisodeWatch The D&D Attention Economy - Greyhawk '76 (Ep. 7) on YouTube.

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Ken recaps his group’s second session using the D&D 2024 rules, with specific looks at Blade Ward (spiffy spell, won’t save you from critical) and Mastery (a character ability that unlocks special characteristics of weapons).

Chapters0:00 – Welcome to Greyhawk ’76
1:10 – The Burrow Boys Arrive: Ogres, Halflings, and a Goliath
3:20 – Trickery and Tragedy: Illusions, Combat, and Critical Failures
5:10 – The Standoff Turns Deadly: James Fairheight’s Fate
7:00 – D&D 2024 Playtest: What We Learned

Listen to the EpisodeWatch the EpisodeWatch Enemy Mine – Greyhawk ’76 (Ep. 6) on YouTube.

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The post Enemy Mine – Greyhawk ’76 (Ep. 6) appeared first on Lair Of Secrets.

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After venturing into the dark with only a torch to guide their way, the Campaigns & Coffee crew talks about their experiences playing the ShadowDark RPG (where they ARE very likely to be eaten by a grue).

They discuss the dungeon-delving, old-school-inspired game’s real-time torch mechanics, its focus on fast-paced and high-stakes decision-making. They also look at encumbrance (no, you can not bring a golf club bag’s worth of weapons), spell mechanics, and the game’s relentless tension.

Chapters0:00 – Welcome
1:00 – First Impressions of Shadowdark RPG
3:05 – Torch Timer: Exciting or Stressful?
5:36 – How Shadowdark Brings Back Old-School D&D
8:11 – Minimal Planning, Maximum Action
12:30 – Encumbrance: You Can’t Carry Everything!
16:25 – Spells, Failures, and Magical Chaos
18:00 – Fun (and Bad) Player Choices
20:46 – The Overlord’s Healthcare Question
22:06 – Outro and Final Thoughts

Listen to the EpisodeWatch to the EpisodeWatch Shadowdark Impressions (Campaigns & Coffee) on YouTube.

Show Notes David’s Sunday RPG Sessions + Running Shattered Ark and diving into Shadowdark with friends. * First Impressions of Shadowdark + A game that balances intensity and relaxation, depending on playstyle. * Real-Time Mechanics + The torch timer creates urgency, making every decision count. * Roleplaying vs. Action + Less focus on deep character backstories, more on immediate problem-solving. * Using Foundry VTT + Learning the system while displaying maps on the big screen. * Dungeon Delving Emphasis + Shadowdark restores a classic Dungeons & Dragons dungeon-crawling feel. * Comparing to Older D&D Editions + Discussing how early D&D had more encounters and rest limitations. * Encumbrance Matters! + Inventory slots limit loot-hoarding, forcing strategic choices. * Spell System + Spells don’t disappear, but failed rolls can make them unusable or go awry. * Player Stories* + Highlights of decision-making, torch anxiety, and unexpected survival.

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Featured Image MetaCover art from the ShadowDark core rule book. Credit: The Arcane Library.

The post Shadowdark Impressions (Campaigns & Coffee) appeared first on Lair Of Secrets.

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On this episode of Lair of Secrets, we present the our guide for new Game Masters, packed with advice, tips, and encouragement for those ready to take the GM seat. We explore choosing the right game, gathering players, preparing efficiently, and rolling with mistakes while ensuring a fun and engaging experience.

Chapter List0:00 – Welcome to the Lair & GMing 101
2:00 – Choosing the Right Game for You & Your Players
5:00 – Prepping Smart: Rules, Research & Quickstart Guides
8:30 – Finding & Pitching to Players
11:45 – One-Shots vs. Campaigns: Starting with Low Commitment
14:20 – Tools of the Trade: GM Kits & Digital vs. In-Person Play
17:30 – Rolling with Mistakes & Improvising on the Fly
20:15 – Setting Expectations & Managing Player Dynamics
23:00 – Encouragement for New GMs & The GMUary Initiative
25:10 – Closing Thoughts & Join the Lair Community!

Listen to the EpisodeWatch to the EpisodeWatch The Lair’s Guide for New Game Masters (S4E13) on YouTube

Show Notes Identify games you are interested in + Game that you’ve been playing? + A game you’ve had on your shelf and have been interested in? * Watch videos or listen to podcasts about those games. + Like say … Scum & Villainy or Cyberpunk RED actual plays here at the Lair * Make the Pitch + Read the room and look for: - games that fit the players might like - Sense of whether they want a one shot or something extended + Offer to run one game - With the option to run more if you and the others like it + Offer to run a self-contained game - Fiasco - Honey Heist - Lasers & Feelings - Lady Blackbird - D&D Essentials Kit * Do a test run + Play the game at a convention - Get a feel for how the game is run + Try a solo adventure - See the Dragonbane* boxed set and its solo adventure + Do a mini session with people excited for the game to - “kick the tires” of the rules - get used to being the GM - figure out the virtual game table as the GM * What’s your minimal viable game as a new Game Master + Run a one shot - That one shot means there isn’t a long commitment - The one shot can turn into a multi-shot game if everyone is enthusiastic about it - Quickstart rules for games + Pregen characters - This way you know what the character abilities are and how they might be played + What we recommend you reading and setting up - Review the scenario - Take notes about parts that are confusing or not fleshed out. + What we recommend you and your players review before the game: - The basic rules for the game - Rules Cheat Sheet * Find one or make one - Review the characters + Some tools - Index Cards - Notebook - List of names - Pencils. - Extra dice - Build a tool kit! * Running – Don’t worry. You’ve got this. + Talk with your group and set expectations. Ask the rules lawyer to chill (or to help) - Let the group know that if you can’t find a rule, you’ll make a ruling and move on + Roll with the fumbles (see also: ken makes awesomely bad mothership maps) + Don’t worry about being “right”, work on having fun

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Featured Image MetaCover art for the D&D Essentials Kit. Credit: Wizards of the Coast.

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Building immersive cities for RPGs takes center stage on this episode, with inspiration from real-world examples like San Antonio’s Alamo and Chicago’s reversed river.

We dive into tools and techniques for making cities that evolve, feel lived in, and resonate as characters within campaigns. From quirky city rivalries to handling disasters, this episode offers creative advice for dungeon masters and storytellers.

Chapters0:00 Intro
2:10 Real-World Inspiration: San Antonio and the Alamo
6:30 Geography and Natural Features in City Design
10:45 Tools for RPG City-Building (The Quiet Year, Ex Novo)
15:00 How Cities Evolve Over Time
20:00 City Rivalries and Personality
24:30 Integrating Disasters and Landmarks into City History
30:00 Cities in Post-Apocalyptic Settings
33:20 Q&A: The Rogue-Polymorphed-Toad Dilemma
34:30 Outro

Listen to the EpisodeWatch the EpisodeWatch Build Better Cities – Campaigns & Coffee on YouTube

Show Notes Introduction: Exploring city-building in RPGs inspired by San Antonio’s vibrant culture and geography. + Cities: Skylines video game * Key Elements of Real Cities: + San Antonio’s Alamo and its unique building-height regulation. + Chicago’s reversed river and evolving cityscape. + Historical insights from medieval cities to Cyberpunk’s Night City. - Domus: Night City: how Cyberpunk 2077’s future megacity was built * Tips for RPG City-Building: + Start with geography and natural features. + Use landmarks, NPCs, and district evolution to build personality. + Recommended tools: - The Quiet Year - Ex Novo - The Game Master’s Book of Astonishing Random Tables + Recommended books - Life in a Medieval City - Life in a Medieval Castle - Life in a Medieval Village - A Magical Medieval Society Western Europe * City as a Character: + How rivalries and unique traits shape urban identity. + Integrating disasters and recovery into city evolution. - The 9/11 Memorial in New York City - The Survivor Tree * Q&A Segment*: Turning a rogue-turned-toad mishap into a strategic move.

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Ken rants about the new and improved Blade Ward cantrip. in Dungeons & Dragons 2024.

Chapters0:00 Intro – Welcome to Greyhawk ’76
0:15 Why I Hate Blade Ward
1:10 Blade Ward: 2014 vs. 2024
2:00 The Action Economy Problem
2:30 Final Thoughts & Playtesting
3:00 Outro – Like & Subscribe

Listen to the VideoWatch the EpisodeWatch “I Hate Blade Ward – Greyhawk ’76 (Ep. 5)” on YouTube.

Show NotesWelcome to Greyhawk ’76. I’m Ken Newquist and I hate blade ward.

  • Quick backstory: Had our first Greyhawk ’76 session, in which the adventurers got recruited to recover a lost Fairheights family treasure from an abandoned mine.
  • Our human battlemaster / wizard initiate LOVES blade ward.
    • And rightly so – it’s a cheap, spammable buff that builds on his already impressive AC.
  • What changed?
    • What it did:
      • Resistance to bludgeoning, piercing, and slashing attacks
      • Lasted until the end of the next turn
    • What it does now
      • Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
      • Requires concentration
      • Lasts for 1 minute.
  • My concern:
    • Impacts the action economy.
      • We’ve added another die role for EVERY attack on this character. More dice being rolled means more time waiting for die rolls. And more math.
    • Increased cognitive load on the Dungeon Master
      • I’ve got a lot of things to remember. This is one more thing.
    • Combined with fighter’s 18 Armor Class (from Scale Mail), this increases the character’s tank-iness at low levels.
    • Seems over powered for a cantrip (no, I did not do the math)
  • Where we go from here?
    • Obviously I’m joking that I hate Blade Ward.
    • I have some concerns, but we can mitigate them by:
      • The player rolling the dice
      • The player keeping track of the spell
    • We already have similar book keeping for things like bless so it’s not THAT much more.
    • But it IS one more thing.

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Ken talks about lessons learned during his first Dungeons & Dragons 2024 adventure, “The Lost Coins of Cousin Ernest”, including:

  • Blade Ward
  • Rules guide in the 2024 Player’s Handbook
  • The Thief
  • Hand-drawn maps in Roll20
  • Weapon Mastery

Chapters0:00 Intro
0:35 Setting the Scene: The Treasure Mine
1:50 Rival Factions: Fairheights vs. Witherwinns
3:10 Water Weird Ambush
4:20 Rogue Abilities Shine
5:15 Hand-Drawn Maps and Retro Vibes
6:30 Lessons Learned: Rules and Mechanics
7:45 Blade Ward: Overpowered or Balanced?
8:30 Teasing the Next Session
9:10 Wrap-Up and Final Thoughts

Listen to the VideoWatch the EpisodeWatch “Our First D&D 2024 Adventure – Greyhawk ’76 (Ep. 4) on YouTube

Show Notes We had our first Greyhawk ’76 session, in which the adventurers got recruited to recover a lost family treasure from an abandoned mine. * I played on the High Ery / Erybend family rivalry subplot from the DMG: + Fairheights vs. Witherwinns (their client is James Fairheight, and he found deciphered a map to the family treasure). * Started the action IN the mine, with the adventurers and their client having just discovered the treasured. + See the “Ignite Your Next D&D Campaign” episode of Campaigns and Coffee * Setup is an old mine. + The first level has a main shaft and lots of side passages. + Mine tunnel collapses created a jumbled, partly flooded cave lake on the second level. + The treasure, gleaming in light from a ventilation shaft over head, was located in the center of the lake. + The bludgeoned corpses of a previous crew were on the island, having just reached the treasure. + The treasure was protected by a water weird (inspired by a re-read of the Dungeon of Dread “Endless Quests” book) + The cavern was multi-teared, with a walkable rim surrounding it, and multiple entrances. + At intervals, additional crews would show up to challenge the party, because James couldn’t stop humble bragging about his find. * Goals: + Give each character a chance to try out class abilities in a multi-level environment. + Inject role-playing opportunities to help define character personalities and priorities. + Lean into the DMG as a campaign source book. * The Adventure + It went well. + Water weird attacked “Predator”-style, leveraging disengage and its’ innate invisibility in the water maneuver around the cavern and threaten heroes. + The arrival of the Witherwinn faction delivered additional drama, as some players chose to intimidate through force, while the Trickster cleric charmed other Witherwinns to his side … and used “calm emotions” to keep them disinterested. + Set up the next confrontation: The Burrow Brothers, a murderous band of halfling cutthroats and their ogre allies. * Lessons Learned + I’ve got a bunch, some of which will be covered in upcoming episodes. - The Rules Guide in the Player’s Handbook is pretty great. * Death Saving Throws: Work the same as they ever did (the save is a straight d20 roll, which happens at the start of your turn). * Finding Traps is a Wisdom (Perception) – it counts as finding a hidden object. Check the Compendium - The Rogue’s Thief gets a Climb speed. Handy when moving down the crumbling walls of a collapsed cave. - The Rogue’s Thief also gets to substitute Dexterity for Strength when Jumping - Hand drawn maps work well in Roll20 - Weapons Mastery represents weapon-specific features that certain characters (rogues, fighters) can use take special actions (like “Nick” or “Vex”. More on that next time. - Blade Ward* is a powerful cantrip. I hate it. Ok, I don’t like it. Ok, I’ll wait to pass judgement, but right now, I’m not a big fan.

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On this episode of Greyhawk ’76, Ken talks about the essential books for running a World of Greyhawk campaign, including the new Dungeon Master’s Guide (2024), the World of Greyhawk boxed set (1983) and the Expedition to the The Ruins of Greyhawk (2007).

Chapters0:00 Introduction
1:00 Greyhawk ‘76 Campaign Kickoff
2:30 Reviewing the 2024 Dungeon Master’s Guide
4:00 Updated Maps: Hits and Misses
6:00 Exploring Greyhawk Lore: Classic Sourcebooks
8:00 The Twin Cataclysms and Canon Debates
10:00 Iuz, the Great Kingdom, and Major Conflicts
12:00 Adventure Hooks and Iconic Locations
14:00 Wrapping Up: Greyhawk Library Essentials

Listen to the VideoWatch the EpisodeWatch ‘Build a Greyhawk Library – D&D 2024 (Ep. 3)” on YouTube

Show Notes Welcome to Greyhawk ’76. Let’s talk books! * Player’s Handbook (2024) + The rules. * Dungeon Master’s Guide (2024) + High-level overview of the Free City of Greyhawk and the larger campaign setting. + Loosely based on the 1980 Greyhawk Folio. + It’s nice to see Greyhawk featured so prominently, but there are a ton of continuity, country, and NPC changes that don’t make a ton of sense (except in the context of 1) updating Greyhawk for modern sensibilities 2) fitting all the things into Greyhawk … which doesn’t really need all the things fit into it. - Like … why is Otto (long standing member of the Circle of Eight) now a … dwarf? + Sets up the primary conflicts as … Elemental Evil (they were defeated, but yeah, some cultists are still out there), the demigod Iuz (gathering his forces in the north; classic villain), and dragons … umm, yeah, dragons aren’t world-shatteringly important in Greyhawk. The Scarlet Brotherhood and/or the dying Great Kingdom are better Big Bads. + BUT … it wouldn’t be Greyhawk if we weren’t arguing about canon … hell, it feels like coming home to be reading people passionately and thoughtfully arguing about how the latest release disrespects with their favorite setting (I’m looking at you, From the Ashes). + I’ll link to some of that commentary in the show notes. + Fold-out map of the Flanaess, with the City of Greyhawk on the other side. * The World of Greyhawk (1983) + The true state of the World of the World in CY 576. + The original World of Greyhawk boxed set. * Greyhawk Adventures (1988) + Notes on Gods, Geography, Magic Items, Spells, and even Zero Level Characters * The City Of Greyhawk (1989) – Pre-Greyhawk Wars release + Gazetter of the Free City and the Surrounding Area – the city, plus some city-based things like the DM’s guide to the Low City (random tables!) + Folk, Feuds, and Factions – a who’s who of the free city, plus guilds, low life, mages and priests, economics, military, and law. * Expedition to the The Ruins of Greyhawk + The 3.5 update of the Greyhawk Ruins* book, which itself documented a chunk of Castle Greyhawk. + Never ran it, but I might pull from it if the crew goes there. + Somewhere, i’ve got a copy of the original Greyhawk Ruins … but haven’t been able to fi gure out where I put it. * Living Greyhawk Gazetteer + This book provided the foundation for the old Living Greyhawk campaign. + It takes place in CY 591, which is nearly two decades after our ’76 campaign, but it’s still a great reference (particularly for areas not covered extensively in earlier releases) * Castle Greyhawk + The joke version of Castle Greyhawk. Not recommended. * Two new fan-created resources + World of Greyhawk Gazetteer Revised + Classic Guide to Greyhawk * Greyhawk grognards take on DMG 2024 + Canonfire – Samwise – Greyhawk 2024 + Age of Great Sorrow – Entirely Unsolicited Grognard Opinions on the World of Greyhawk in the 2024 D&D Dungeon Master’s Guide

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Meet the adventurers taking center stage in Ken’s Greyhawk ’76 test drive campaign for Dungeons & Dragons 2024!

Listen to the EpisodeWatch the EpisodeWatch “Meet the Party – D&D 2024 (Ep. 2)” on YouTube

Show NotesIn the second episode of Greyhawk ’76, Ken talks about the player characters the campaign is using to test drive the Dungeons & Dragons 2024 rules.

Campaign Guidelines for Character Creation Since the purpose of the campaign is to test drive the D&D 2024 rules, we decided to start at 3rd level rather than 1st. That gives everyone a few more options to play with, and lets them pick a subclass (which is where things often get interest for players, since more advanced capabilities kick in with the subclasses).

Here are our guidelines:

  • Everyone begins at 3rd level
  • Everyone uses the Standard point buy for attributes
  • Use the “starting at higher level” rules on page 43 of the D&D Player’s Handbook
    • They get normal starting gear plus one Common magical item

Characters who will die (what, Ken kill low-level 5e characters? Impossible!) will be built using the same rules, with the “starting level” tweaked as necessary.

The Characters of Greyhawk ’76 Ramnulf Heathertoes + Male Halfling Thief - Subclass: Rogue + Background Origin Feat: Magic Initiate (Mage) + Species Origin Feat: N/A * Reed Goodbarrel + Male Halfling Cleric - Subclass: Trickster Domain + Background Origin Feat: Tough + Species Origin Feat: N/A * Tiberius + Male Human Fighter - Subclass: Battlemaster + Background origin feat: Tough + Species Origin feat: Magic Initiate (Wizard) * Raqsam* + * Male Dragonborn Wizard - Subclass: Illusionist - Subspecies: White Dragon + Background Origin Feat: Alert + Species Origin Feat: N/A

Evaluating the Party It’s a well rounded party. * There’s a good mix of classes (with a surprising number of halflings), which should help us achieve our playtest goals. * It nicely balances hard-hitting martial characters (the rogue, the fighter), magical support (the wizard, the cleric), and healing (the cleric again). * The chosen classes also help us playtest specific parts of D&D 2024* rules, like mastery, tweaked spells and cantrips, and the less combat-oriented skills (finding and disarming traps, interacting with NPCs, offensive and defensive spells, and the ever-fun battle master maneuvers.

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Welcome to Greyhawk ’76, a test drive campaign for Dungeons & Dragons 2024! (aka D&D 5.5).

This episode introduces the test drive, what it hopes to accomplish, and explains where the campaign gets its name from (hint: it takes place in the Common Year 576).

Chapter List
0:00 Intro to Greyhawk ’76
0:45 The Legacy of Greyhawk
1:45 Blackrazor Guild’s Storied Past
3:15 New Campaign Setup and Testing D&D 2024 Rules
4:00 Closing Thoughts

Listen to the EpisodeVideo* Watch the video on YouTube

Show Notes Introduction: Ken introduces Greyhawk ’76, a podcast exploring D&D 2024 rules within the classic Greyhawk setting. * Greyhawk Overview: A brief history of Greyhawk as D&D’s second campaign setting, emphasizing its balanced factions and lower-magic tone. * Blackrazor Guild Legacy: A retrospective of the group’s adventures in Greyhawk, spanning nearly three decades and multiple campaigns. * New Campaign Setup: Details on the new campaign with third-level characters based near the Free City of Greyhawk, designed to test the 2024 rules. * Focus on Testing*: Ken explains the goal of evaluating the changes in D&D 2024, comparing them to 5E, and planning to incorporate lessons into ongoing campaigns.

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Feature Image MetaA classic illustration of adventurers planning by David A. Trampier, featured in the original D&D Player’s Handbook.

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We explore our favorite game conventions, from the chill vibes of CinCityCon to the dynamic events of Gamehole Con, to the cozy fun of MEPACon. We also look ahead to Philadelphia Area Game Expo, a new-ish convention happening in January 2025.

After the convention stories, we dive into our RPG experiments, including David’s mechanical torchlight for ShadowDark, the crunchy mechanics and destroyable hexcrawl map of Forbidden Lands, and Dragonbane as the sweet spot of complex vs. simple game rules.

Chapter List0:00 Intro
0:36 Convention Recap: CinCityCon and Gamehole Con
3:12 Super Nintendo Escape Room Highlight
5:45 Upcoming Events: MEPACON and Philly Area Game Expo
7:10 Exploring ShadowDark’s Torch Timer Mechanic
10:29 Forbidden Lands: Hex Crawls and Crunchy Dice Mechanics
14:12 Open Table Games and RPG Planning
16:45 RPG Innovations: ShadowDark vs. Dragonbane
19:30 Wrapping Up: Balancing Gaming with Life
30:02 Outro and Lair Warnings

Show NotesConventions We Attended* CincityCon + Hamilton, OH + October 11-13, 2024 + Played lots of Sparks - It’s a Star Wars Living Campaign based on West End Games original Star Wars RPG. * Gamehole Con + Madison, WI + October 17-20, 2024 + Played in an Escape Room + Met Seth Skorkowski in person + Played a lot of Sparks + Saw friends who I don’t normally see * Digression: Easton’s Escape Room + Off Center Escape Rooms in Easton, PA. + Easton was a hive of scum and villainy back during Prohibtion (or at least, a good place for illegal alcohol).

Conventions We Plan To Attend* Mepacon + Bethlehem, PA + November 8-10, 2024 * Philadelphia Area Game Expo + Philadelphia Area Gaming Expo (aka PAGE 2) + January 16-19, 2025

Banter Forbidden Lands + Ken’s reading through the Player’s Handbook. + Dice-pool based fantasy RPG built around a hex crawl. - Bunch of d6s, a d8, a d10, and a d12. - These represent base dice (from attributes), skill dice (from skills), gear dice (from your stuff). - 1s are called banes. They represent damage, exhaustion, fear, or degraded gear (but only hurt you if you push your luck). When you fail, you fail forward. - 6s are successes; multiple 6s trigger special effects. + Great art, great setting, but is the dice mechanic too crunchy for beginners? + Thinking of playing a solo game with this as a way to try out the rules and relax. * David ran ShadowDark in person and used Foundry VTT + Ran The Lost Citadel of the Scarlet Minotaur from the Shadowdark* Quickstart + Used Foundry VTT on the television to show the player view of the map. Sans UI - Had the Shadowdark module installed - The torch timer was fun + The timer on the first torch ran out an almost inconvenient time + David made physical torch prop as a clue to the players, which they liked due to it’s obvious changes + Ken’s been playing with TorchLightTimer.com

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In this episode, we brainstorm ways to launch your campaign without resorting to “they meet in a bar”. Providing fodder and inspiration is Greyhawk ’76, Ken’s upcoming D&D 2024 test drive campaign, and David’s just launched open table ShadowDark campaign. We talk about how to engage players through immediate conflict, emphasizing choice, and balancing proactive […]

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We look at The Electric State RPG, a role-playing game game featuring a slow motion apocalypse, haunting artwork, and a cyberspace plague so intoxicating that people died playing it … simply because they forgot to eat. We start with Simon Stålenhag’s original art/fiction book, which depicts a young woman’s journey across the wrecked remains of […]

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Campaign prep is something every dungeon master a needs to do … even if “prep” is something you throw together five minutes for the session starts.

On this episode, we talk about our individual game prep strategies, from structured approaches like Chris’s multi-phase plan to Ken’s adrenaline-fueled last-minute inspiration. Josh and Erin share insights into managing unpredictable player behavior and ensuring character growth.

To end the episode, we offer advice on how to childproof your evil lair.

Quotes* “I process, I think, I make notes. Honestly, that second section is my favorite part.” – Chris * “The first group I ever DM’d for were probably some of the most creative people that I’ve ever known, and that was a bad thing because they went off on a whole bunch of different tangents that I did not see coming at all.” – Josh * “The first thing I want to do is figure out how I’m going to make characters change.” – Erin * “I have to have deadlines or else it won’t work. My best ideas come the night before or the day of the game.” – Ken

Chapters0:00 Intro
0:30 Chris’s Three-Phase Prep Method
3:00 Josh’s Chaotic First GM Experience
5:45 Adapting to Player Choices
7:45 Erin’s Character-Driven Prep
10:15 Ken’s Last-Minute Inspiration
12:45 The Role of Music in Game Prep
14:30 Tools for Note-Taking and Mapping
17:15 One-Shots vs Long Campaign Prep
21:45 Final Thoughts on Prep Approaches
24:00 How to Childproof an Evil Fortress
26:02 Outro

VideoShow Notes* Chris’s Three-Phase Prep: Reading the material, brainstorming for character hooks, and finalizing maps/tools. * Josh’s Experience: Adjusting to unpredictable players and focusing on world-building to adapt. * Erin’s Approach: Preparing for character growth and change, particularly in convention games. * Ken’s Method: Last-minute inspiration, enhanced by musical playlists and physical notes. * Digital Tools: Discussion of tools like Obsidian and Remarkable tablets for note-taking. * Final Thoughts: The group compares one-shot vs long campaign prep. * Outro: Discussion about childproofing an evil lair.

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Get in. Do a thing. Get out. Look awesome doing it.

That’s your typical cyberpunk adventure, and it always involves some sort of security. On this episode, we discuss real-world hacking inspiration, cinematic heist scenarios, and strategies for balancing game difficulty. We dive into the nuances of netrunning, social engineering, and how even the best-laid plans can spiral into chaos.

Examples are drawn from the Cyberpunk RED and Cities Without Number role-playing games, with the occasional digression into Dungeons & Dragons, Blades in the Dark, and Scum & Villainy.

Quotes* “You can plan it out meticulously and think you’ve got everything covered… but then you get five minutes into it, and everything has gone wrong… something’s always gonna go wrong, and that’s where the drama happens.” – David * “There is crazier stuff going on in the real world in, like, cybersecurity right now than you’re going to think of in your game, I guarantee it.” – Chris

Chapter List0:00 Intro and Cyberpunk Security
2:15 Cyberpunk Red Heists and Netrunning Mechanics
8:45 Chris Miller’s Real-World Cybersecurity Insights
12:10 Cinematic Inspirations for Cyberpunk RPGs
15:45 Balancing Player Roles in Heist Missions
21:30 Real-World Hacking vs. Fictional Depictions
27:15 Strategies for Planning Heists in RPGs
35:10 Handling Consequences and Failed Plans
39:45 The Art of Improvisation in Cyberpunk Campaigns
45:00 Outro

Video Show NotesCyberpunk Resources Broken Loop – Our Cyberpunk RED Actual Play Campaign * Cyberpunk RED Role-Playing Game Resources * Locked Out: Doors, Locks, & Security Homebrew Rules for Cyberpunk RED*

Thinking About Cyberpunk SecurityPlanning the Network/Scoping the Heist* Two main choices: + Scale the network difficulty for your players (story mode), or + Don’t, and design for the idea that some things are beyond the capabilities of you team (but they might get lucky) + Remember the Defender’s Paradox (Defense must be perfect, but attackers need to succeed only once): + The Net Architecture Difficulty section on p210 of the Core Guide help with this + For the D&D minded, things of the daemons and such as counterspells and denizens of a dungeon. That’s what this is. * Inspiration + The examples in the core guide are pretty good + Real world threat intelligence guides are a great inspiration: for example – Visual Threat Intelligence: An Illustrated Guide For Threat Researchers + Movies, while cheesy, can provide some inspiration – OH GOD NOT SWORDFISH WHY + Podcasts – Hacking Humans from Cyberwire, Darknet Diaries, news programs + Books – oh so many (history of Space Rogue’s book on L0PHT, Kevin Mitnick, etc)

Role-preservation* Know your players. What are their roles and what are their skills? * What skills is the crew missing? * If you are missing a role, what opportunities can you create to give the players options for getting past the challenge. + If you lack a TECH, MEDTECH, or NETRUNNER, you’re unlikely to bypass electronics.

Creative Thinking* Encourage your players to think outside the box. How else can you get into the room or past the door, or through the challenge?

Consequences* Noise attracts guards … and the more time it takes to get through security, the greater chance the guards will show up. * C4 may destroy the thing you came to snag.

Not all security is a locked-down barrier It could be a drawing in a conference room * It could be a data drive hidden in a crystal necklace at a party * Protected by guards, surveillance * It could be a person or animal (remember Ein the corgi from Cowboy Bebop*)

Time Pressure* Start a clock! If not using a clock (with increments advancing toward an event) then just advance time … and have consequence for advancing time.

What happens on a failed roll?* Are they not getting through? * They get through but there is a complication * The clock ticks up.

What happens on a failed gig?* Consequences for not securing the thing.

The SituationsAs in Blades in the Dark, think about the type of engagement that the players might execute.

Situation 1: Sample RetrievalBreak into a secure vault in a biolab. Retrieve a sample. You have 24 hours. (hard target infiltration)

  • Hack your way past the physical security & Infiltrate their network to bypass or control networked security
  • Blast your way in.
  • Talk your way in (but it could be really hard)

Examples: Resident Evil, Die Hard, Terminator 2, Fast Five

Situation 2: Steal data from a secure terminalSteal data from a secure terminal in a ZetaTech subsidiary. It must be completed in one week’s time. (Soft target infiltration: Open to the public and easily infiltrated)

  • Forge identities to infiltrate the company (steal the ID card, hack the computer to add your record)
  • Go legit: they get themselves hired by the company
  • They break into the building
  • Go in as solos and blast their way through the building

Example: Sneakers, Cyberpunk 2077 – Arasaka tower, V and Jackie

Situation 3: Corpo DefectionA corporate operative wants to defect to a non-profit, but they’re constantly watched by security officers. They will be at a high-profile Zetatech gala and it’s their only chance for extraction. You’ve got a month until the gala.

  • Rockerboy gets hired as the entertainment
  • Get hired as supplemental security or medical support
  • Go in hard – hire goons to attack the party, giving you the chance to snag the operative (if you don’t care about the collateral damage)
  • Hack the building – Cut power, bypass remaining security
  • Fake it – Do the Mission Impossible thing.

Example: Ocean’s 12, Count Zero

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Featured Image MetaThe map from our Cyberpunk RED campaign’s infiltration of Elysium HQ. Art is from the Traveller Starships GeoMorphs fan source book for the Traveller RPG.

The post Cyberpunk Security (S4E10) appeared first on Lair Of Secrets.

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So your Dungeons & Dragons campaign went on hiatus … how do you restart it? In this episode of Campaigns & Coffee, Ken, Chris, and Josh talk about how to re-engage with a not-quite-dead-yet role-playing game campaign.

They dive into how a game can lose momentum, with real-life interruptions causing campaigns to stall or be put on hold. They share personal anecdotes of campaigns like Cyberpunk Red and Secrets of the Saltmarsh that have gone through pauses, offering practical strategies for relaunching them.

Techniques include recaps, time skips, flashbacks, and collaborative world-building (in other words … getting the players to help figure out how to reboot after the hiatus). The discussion covers the importance of keeping both the game master (GM) and players motivated, with special attention given to tools like Obsidian for campaign notes and ways to revive interest through changes in story direction or character development.

Chapter List00:00 What the heck’s a hiatus?
03:43 Recap and Relaunch
07:07 Taking Notes and Recapping
08:26 Base Building and Subgames
16:42 Using Flashbacks to Provide Context and Hooks
19:33 Starting in the Middle of the Action: Grabbing Players’ Attention
23:41 Choosing the Right Structure for Hiatuses
27:02 Preparing for the Next Level: Getting Players Excited

YouTube VideoShow Notes Discussion on the nature of RPG hiatuses: intentional vs. unintentional * Examples of stalled campaigns + Cyberpunk Red + Secrets of the Saltmarsh* * Strategies for restarting a campaign: + Recapping the last session + Using a time skip to advance the story + Flashbacks to fill in gaps + Emphasizing downtime or base-building to rekindle player interest * Tips for GMs to stay motivated: + campaign notes + wiki tools like Obsidian and Scabbard * The importance of player engagement: + encouraging note-taking + future character development + in-game world-building * Use of seasonal or episodic structure for long-running campaigns

Featured Image MetaLinux System Reboot History by xmodulo

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In the latest expedition through the Lair of Secrets, David Moore, Ken Newquist, and Chris Miller delve into the art of map design, specifically focusing on the peculiarities and challenges of modern and near-future maps in gaming.

The discussion kicks off with Ken recounting his creation of the “worst best map ever” for a Mothership one-shot, set in an undersea research station on Europa. The map’s illogical design, inspired by cost-cutting corporate efficiency, leads to a hilariously challenging game play experience. The trio explores the importance of verisimilitude in modern maps, contrasting it with the more forgiving nature of fantasy settings.

They discuss the balance between realism and game play, emphasizing how a poorly designed map can ironically enhance the fun by creating unexpected challenges. Throughout the episode, they share insights on using real-world inspiration, the value of theater of the mind versus detailed maps, and the importance of considering player expectations when designing game environments.

Quotes* “Worst best map ever.” * “No, there’s no vents. What are you talking about? It’s the future. There’s no vents. There’s no ventilation.” * “Who designed this place? What lame-ass industrial designer put together this underwater station?” * “In a horror game, the worst maps make for the best stories.” * “If you’re in the real world, you want to know: where are they storing the garbage? Is there a generator?” * “Accessibility in gaming isn’t just about ramps—sometimes, it’s about maps.”

Chapter List00:00 Introduction and Setting the Stage
00:49 The Best Worst Map Ever
04:32 Exploring the Map’s Flaws
08:46 Player Reactions and Enjoyment
13:34 This map is horrible, don’t change a thing
17:29 Designing maps for modern and near-future settings
20:01 Incorporating real-world inspiration into map design
24:29 Theater of the mind vs. tactical maps
27:40 Considering objectives and player interactions
33:59 Using zones and index cards for abstract map design
40:45 Balancing stock maps and visual aids

Show Notes* Ken’s “worst best map ever”: Discussion on the design and gameplay challenges of an illogical map for a Mothership scenario. * The importance of verisimilitude in modern and near-future maps. * Contrast between fantasy map design and modern map design. * The balance between realism and gameplay in map design. * Discussion on using real-world inspiration for map creation. * Theater of the mind vs. detailed maps in gaming. * Accessibility considerations in map design. * The value of stock maps and reusable designs in gaming. * Audience engagement: Inviting listeners to share their thoughts on map design and to suggest ideas for an archive of free maps.

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The edgerunners are at Elysium HQ. All they need to do is descend through three sub-levels of the abandoned corporate headquarters and flip a switch on an old server.

But first they have to get past these cybernetic corvids … and the remains of the edgerunner crews that came before them.

Quotes* “I’m the Swiss Army Knife of Destruction at this point.” – Atlas * “I don’t know that I have any light. Well, I have a flamethrower. That’s like momentary light.” – Omen * “Awesome. I’m like a lighthouse.” – Angry Bob

Chapters0:00 Intro and Setup
10:15 The Mission Briefing
18:45 Encounter with the Corvids
28:00 Debating Entry Strategies
40:35 Discovery of the Grappling Hooks
54:15 Descent into the Darkness
1:08:30 The Corvids’ Ominous Warning
1:21:00 Preparing to Face the Unknown
1:35:45 Entering the Ruins of Elysium
1:55:20 Conclusion and Wrap-Up

The post Cyberpunk RED Chapter 9: Flip the Switch (S4E8) appeared first on Lair Of Secrets.

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Chapter 8 of our Broken Loop campaign for Cyberpunk RED ended with a cliffhanger as the edgerunners faced an unexpected … enemy? Friend? Belligerent hivemind hell bent on stripping everyone of their chrome?

In this episode of Campaigns & Coffee, we talk about that actual play session, it’s unexpected turns, and how we rolled with the consequences of a well-placed grenade.

Get more Cyberpunk RED:

  • Cyberpunk RED Actual Play @ Lair of Secrets
  • Cyberpunk RED Role-Playing Game Resources
  • Cyberpunk RED Frequently Asked Questions
  • Cyberpunk RED Screamsheets

Quotes* “Who knew the corporate ruins would be guarded by cybernetic ravens and a cyberpsycho?” * “We survived, but only just. Night City isn’t for the faint of heart.” * “We’re not getting paid enough for this—becoming our new catchphrase as we dive deeper into the chaos.” * “The final scene? A burning car, pulped cyborgs, and a cliffhanger that’ll haunt your dreams.”

ChaptersShow NotesIntroduction: David kicks off with a recap of Ken’s recent Cyberpunk Red session.Session Recap:

  • Setting: Night City, 2045, irradiated ruins from a past nuclear blast.
  • Mission: The team must flip a switch in a corporate HQ’s techno basement.
  • Unexpected Turn: The Nomad’s catastrophic drive check flips the car, leading to a chaotic firefight.
  • Key Encounters: Cybernetic ravens, a cyberpsycho, and Glow Boys.
  • Cliffhanger: The session ends with the group facing the ominous corporate HQ.

Discussion: The hosts reflect on the game’s unexpected outcomes, the challenge of mixing horror elements in Cyberpunk, and the importance of not pulling punches in the genre.

Audience Question: An exploration of how to organize a union for dungeon minions.

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Featured Image MetaCrow photo credit: Tom Swinnen (Creative Commons)

The post Cyberpunk Red takes a MURDEROUS Turn – Campaigns & Coffee appeared first on Lair Of Secrets.

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After talking and driving their way past the factions controlling access to Night City’s radioactive core, the edgerunners are approaching the ruined Elysium corporate headquarters.

Their goal is to infiltrate the building’s sub-levels and flip a switch. First though, they have to get past the Glow Boys, a cult of radiation Worshiping cyborgs … and the chrome-enhanced, sentient ravens the cultists are facing off against.

Get Cyberpunk RED:

  • Cyberpunk RED Actual Play @ Lair of Secrets
  • Cyberpunk RED Role-Playing Game Resources
  • Cyberpunk RED Frequently Asked Questions
  • Cyberpunk RED Screamsheets

Quotes* “Die, stupid birds, die!” – A chaotic cry in the heat of battle. * “We should probably ditch the car somewhere where it won’t get stolen.” * “We’re having chicken tonight. Or whatever that is.”

Chapters0:00 Intro
2:15 Entering the Hot Zone
8:30 Encounter with the Glow Boys
14:45 The Ravens’ Attack
21:30 Car Flip and Explosion
29:00 The Flames Rise
35:30 Taking Down the Glow Boys
43:15 The Ravens Retreat
50:00 The Haunting Voice from Elysium HQ
55:00 Mission Debrief and Outro

Show Notesn this latest installment of the Lair of Secrets Cyberpunk Red campaign, the Edgerunners dive deep into the heart of the dangerous Hot Zone of Night City.

Hired to flip a switch deep inside the Elysium HQ, they drive through the decaying ruins of the city, passing by desperate refugees and hostile mercenaries. T

he team quickly finds themselves entangled in a chaotic confrontation with glow-painted, cybernetic warriors known as Glow Boys and a horde of cyber-enhanced, raven-like creatures that seem eerily obsessed with collecting “chrome.”

After a series of tense battles involving faulty driving maneuvers that flip their car, an explosion, and flamethrowers, the team narrowly escapes. However, as the last of their enemies falls, a haunting voice echoes from the depths of Elysium HQ, calling out for fresh meat and chrome, signaling that their challenges are far from over.

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The post Cyberpunk RED Chapter 8: Fresh Meat and Chrome (S4E6) appeared first on Lair Of Secrets.

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It’s convention season, and David talks about Origins, a big-but-cozy game convention in Columbus, Ohio, meeting Shadowdark RPG creator Kelsey Dionne, plans for Gen Con 2024, and gaming with Jon Hook of the Modern Mythos podcast.

Meanwhile, Ken geeks out about dynamic lighting in Roll20 (and his hopes for using during the Lair’s upcoming Cyberpunk RED Elysium HQ run). Oh, and Ken actually completed a video game – Fire Emblem Engage – and started a new game, Hades (which apparently every other geek on the planet has already played)

But why stop there? Ken and David also talk about a bunch of other RPGs including Dragonbane, Eat the Reich, Star Wars d6, the, Cyberpunk: Edgerunners Mission Kit, the Dread RPG, and You’re in Space and Everything’s Fucked.

Quotes * “I finally completed a game! It feels like finishing a marathon for a 52-year-old gamer.” * “Origins is like a cozy Gen Con—a perfect mix of games and geek culture without the overwhelming crowds.” * “Shadowdark RPG is like 5th edition D&D but darker, with no dark vision and a real sense of urgency.”

Chapters0:00 Intro
1:30 Ken’s Gaming Achievement
3:45 Origins 2024 Highlights
12:30 Jon Hook and Isolated Investigators
15:30 Shadowdark RPG and Game Discussions
22:15 Dynamic Lighting in RPGs
28:00 New Game Purchases and Interests
36:10 GenCon and Upcoming Events
42:00 Closing Thoughts and Stealth Promo

Show NotesMain Topic: Origins 2024 David went to Origins this year and has come back to our Lair to report on his findings after being away for more than a decade. * Met with Jon Hook! + Jon ran games with the Lurking Fears group + Hung out much of the con. He’s also an enabler of game purchases. + Jon Ran one of his Isolated Investigator modules. Tons of fun with one Keeper and one player. + Jon was on a panel: “Beyond D&D – How and why are these other games different?” + How games like Shadowdark, Dragonbane, and others are different– and better? Than the world’s most popular RPG. + It was an interesting panel, lots of audience participation. Even the “GURPS guy” got a word in. * Met Kelsey Dionne, creator of the Shadowdark* rpg + David was able to talk with her for a bit, thanks to Jon being on the same panel with her * Played a fair amount of Star Wars d6 games with the Sparks group * So what about Origins? + It’s a cozy GenCon + It’s larger than a typical local con but also less dense than Gen Con. + You can stop in the middle of an aisle of the vendor hall and not block traffic + Was able to talk with people at the booths for extended periods + Hotel was close and I was able to relax or nap for a bit, then head back in again + Roll for Topic Podcast - How do you handle light sources? * Gen Con 2024 + David’s going … who else is going?

Obligatory Banner Fire Emblem Engage + Finally finished the latest entry in the Fire Emblem series. + Nostalgic take on the series, with characters carried forward from earlier games. + The story wasn’t nearly as compelling as Three Houses though, in part because it was super-linear.. * Hades + As the last geek in America to play Hades, Ken can confirm that yes, it’s good. + Picked it up on sale for Nintendo Switch * Sci-Fi and Fantasy Novel Writing series is complete + David turned in his pages for the end of class, got some good feedback + Continuing his efforts to write at least 250 words a day. Not so many it’s discouraging, and he often writes more + Recommended if you have the time, money, and want to be serious about publishing what you write * Cyberpunk Edgerunners Mission Kit* + It’s on its way. + New rules for 2077! + Looking forward to quick hacks. + Check out our unboxing of the Edgerunners Mission Kit * David’s Origins game purchases + Fallout dice + Fallout map set + Star Trek 2nd edition quickstart + Dread + Eat the Reich + You’re in Space and Everything’s Fucked

OutroThanks for attending our latest minion and future overlord training. Thanks for coming! If you were sitting near the old death ray, head over to dice.camp and follow us @lairofsecrets. We’ve got all you need for those Hyperion gamma burns.

Featured Image Meta Cover art from the Shadowdark* RPG.

The post Into the Shadows: Origins, Shadowdark, & Hades (S4E5) appeared first on Lair Of Secrets.

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Chapter 7 of our actual play Cyberpunk RED campaign sees the edgerunners venture into the Hot Zone at the center of Night City as part of their mission to flip a switch in the basement of Elysium HQ.

Get Cyberpunk RED:

  • Cyberpunk RED Actual Play @ Lair of Secrets
  • Cyberpunk RED Role-Playing Game Resources
  • Cyberpunk RED Frequently Asked Questions
  • Cyberpunk RED Screamsheets

Chapters0:00 Intro
2:10 Mission Briefing
5:30 Gear and Supplies
10:45 Entering the Hot Zone
15:20 Encounter with Sawbones
20:00 Emotional Toll
25:15 Avoiding Scavvers
30:00 High-Speed Escape
35:45 Approaching Old Corp Center
40:00 Conclusion

https://youtu.be/pDufsOwAS5M

Show NotesIn the latest chapter of the Lair of Secrets’ Cyberpunk Red actual play campaign, the team is tasked with infiltrating a ruined Elysium Aeronautics research facility in Night City’s dangerous hot zone. In the previous episode, PriestAPT‘s fixer – negotiated a substantial increase in their fee to 40,000 EBs. Adequately funded … they went shopping.

The crew acquired various assets, including hand-drawn maps, street guides, and a medallion from a 6th Street Army member, Roof Diver. Delver Dan’s shop provided them with Geiger counters, radiation tablets, and neon green lead-lined duct tape. Angry Bob updated his wardrobe to fit the irradiated zone aesthetic.

As they navigated through Night City’s decaying streets, they encountered various factions and obstacles. The team decided to drive through the Sawbones’ territory, a mercenary group providing medical aid in exchange for salvage. They donated medical supplies, earning safe passage. The desolate, eerie atmosphere of the med center and the suffering of its inhabitants deeply affect the crew, especially Atlas, who becomes emotional at the sight.

As they proceed, they avoid a potential conflict with a group of Scavvers harassing salvagers. Omen skillfully maneuvers their vehicle through the dangerous terrain, evading gunfire and collapsing buildings. The session concludes with the team poised to enter the Old Corp Center, ready to face whatever dangers await them next.

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In this episode of “Campaigns and Coffee,” hosts David, Josh, and Erin dive into convention season, offering tips and sharing personal experiences. The trio discusses their preparation rituals, with Erin highlighting her dedication to the Sparks campaign—a Star Wars role-playing game using the West End Games D6 system. Josh shares his strategy for attending Gen Con with his young child, emphasizing the importance of keeping kids entertained. They also touch on essential convention tips like the 3-2-1 rule (three hours of sleep, two meals, and one shower daily), and reminisce about their convention highlights, including wandering into off-limits areas of Lucas Oil Stadium.

Want more GenCon? Check out our coverage of GenCon 2023.

Chapters0:00 Introduction to Convention Season
2:10 Erin’s Sparks Campaign Prep
4:30 Josh’s Gen Con Tips
5:31 Managing Conventions with Kids
6:50 The Essential 3-2-1 Rule
8:20 Backpack Packing Tips
12:21 Josh’s Dice Addiction and Rituals
14:44 Navigating Lucas Oil Stadium
18:06 Final Convention Tips
18:36 Essential Minion Inventory

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The post Gen Con Tips for Newcomers – Campaigns and Coffee appeared first on Lair Of Secrets.

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In the latest episode of the Lair of Secrets podcast, we delve into our summer reading lists, exploring a mix of thrilling, nostalgic, and intellectually stimulating books. Ken kicks things off with Action Park by Andy Mulvihill, reminiscing about the notorious amusement park of his youth. David follows with a dive into sci-fi novels, including Larry Niven’s Ringworld Engineers and Cixin Liu’s The Dark Forest.

After the reading lists, we’ve got the obligatory Overlord banter, with Ken’s 20-mile hike, David’s ongoing writing course, and our upcoming Fallout 2d20 actual play RPG game.

Need more books? Check out our previous summer reading lists:

  • Summer Reading List 2023
  • Summer Reading List 2022
  • Summer Reading List 2021

Chapters0:00 Intro
2:10 Ken’s First Book: “Action Park”
5:35 David’s Sci-Fi Reads: “Ringworld Engineers” and “The Dark Forest”
11:48 More Book Picks: “In Our Stars” and “Venice”
18:23 Short Stories vs. Novels
21:08 Ken’s 20-Mile Hike Adventure
28:44 David’s Writing Course Progress
30:36 Fallout 4 Gameplay and Mods
37:03 Fallout 2d20 TTRPG Excitement
38:20 Outro and Community Engagement

Show NotesSci-Fi & Fantasy Summer Reading List 2024 Action Park: Fast Times, Wild Rides, and the Untold Story of America’s Most Dangerous Amusement Park by Andy Mulvihill and Jake Rossen * In Our Stars (The Doomed Earth, Book 1) by Jack Campbell * Chaos Terminal (The Midsolar Murders, Book 2) by Mur Lafferty * Terminus (Threshold, Book 4) by Peter Cline * Ringworld Engineers by Larry Niven * The Dark Forest (The Three Body Problem, Book 2) by Cixin Liu * Ibenus (The Valducan, Book 3) by Seth Skorkowsky * The Best of Science Fiction 2003 by Karen Haber and Jonathan Strahan * Red Mars by Kim Stanley Robinson * Raising Steam* by Terry Pratchett

The Banter of the Overlords Ken’s 20-mile hike + Lessons in pain from a long day on the trail. * Writing, writing, procrastinating, writing * Back to Fallout 4 … with Mods! * Planning our upcoming Fallout* 2d20 TTRPG actual play game

OutroThanks for attending our latest minion and future overlord training. Thanks for coming! If you were sitting near the old death ray, head over to dice.camp and follow us @lairofsecrets. We’ve got all you need for those Hyperion gamma burns.

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Our Cyberpunk RED campaign continues with* Chapter 6: Anticipating the Glow***. Previously, the edgerunners accepted a mission to venture into the irradiated core of Night City, descend into the depths the ruined Elysium HQ headquarters, and flip a switch.

Being somewhat cautious mercenaries, they decided to do a little research first before venturing into the still-radioactive ruins.

Get Cyberpunk RED:

  • Cyberpunk RED Actual Play @ Lair of Secrets
  • Cyberpunk RED Role-Playing Game Resources
  • Cyberpunk RED Frequently Asked Questions
  • Cyberpunk RED Screamsheets

Chapters0:00 Intro
3:00 Bounty Update
8:30 Corporate Conspiracy Unveiled
14:45 Downtime Adventures
28:20 New Mission Briefing
35:50 Preparing for the Hot Zone
45:00 Negotiating the Fee
55:25 Essential Gear and Final Preparations
1:10:15 Hot Zone Dangers and Tactics
1:20:30 Meeting Delver Dan
1:32:45 Closing Remarks

Show NotesThe story resumes with the edgerunners facing increased bounties on their heads, with Atlas having a 3,500 EB bounty and other members like APT, Angry Bob, and Omen at 2,000 EB each. The team uncovers that the bounties are backed by the Brain Bank, a startup front for various corporations, and are specifically ordered by Zetatech agent Isabel “Izzy” Cordaro, who seeking revenge against Atlas.

During their downtime, the characters pursue various personal endeavors: Omen participates in rocket blade tournaments, Angry Bob reports on race corruption, and Atlas contemplates his violent past while helping at the Holy Angels Church. The group is eventually hired for a new mission by APT’s fixer, Priest. That mission? To infiltrate the Elysium Aeronautics research facility and reboot an ancient server in its rad-shielded basement.

The group meticulously prepares for the mission, gathering information about the Hot Zone . They learn about the dangers from Falco, a seasoned delver, and the desperation of those living in the radiation-scarred city center from Roof Diver, a member of 6th Street. They decide on essential gear, including iodine tablets, air filters, and possibly radiation suits, while negotiating their fee to reflect the mission’s high risks, landing a payday of 40,000 EB.

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The post Cyberpunk RED Chapter 6: Anticipating the Glow (S4E3) appeared first on Lair Of Secrets.

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In this thrilling episode of Campaigns and Coffee, David and Ken delve into Ken’s epic Elemental Apocalypse D&D campaign. The heroes are on a quest to reunite a fallen angel with its lost sun sword amidst a world torn apart by elemental forces. Ken shares his creative process, discussing map-making with Incarnate, integrating skill challenges inspired by Blades in the Dark, and setting up an adventure filled with moral dilemmas and high-stakes encounters, including a confrontation with a shadow black dragon. The episode is a captivating blend of strategy, storytelling, and the adventurous spirit of Greyhawk.

0:00 Intro
1:20 Campaign Overview
1:45 Hunting a Fallen Angel
3:13 Using Incarnate for Maps
5:00 Skill Challenges and Gameplay
7:25 Upcoming Dragon Encounter
10:00 Game Mechanics and Liberation Dice
12:30 Q&A: Mind-Controlling Dragons
19:00 Moral Dilemmas in Greyhawk
20:09 Closing Remarks

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Mind the crates; we’re still unpacking Season 4 of the podcast! On this episode, Ken talks about playing Monster of the Week mysteries, David flips through his Dreams and Machines rule books, and we delve into our respective reading lists.

Chapters* 0:00 Intro * 0:20 Ken’s New Lunchtime Game: Monster of the Week * 1:41 David Discusses ‘Dreams and Machines’ * 3:01 Book Discussions and Recommendations * 6:43 Strategies for Managing Multiple GMs * 8:10 What’s on Their Reading List? * 13:06 Alien Novels and Cyberpunk Gaming Insights * 19:17 Diving Deep into Cyberpunk 2077 * 22:29 Insights from Sci-fi Novel Writing Class * 27:31 Closing Remarks and Goodbye

Show Notes Game – Monster of the Week + Ken’s lunchtime gaming group is racking down horrors in a small New England town + Monster of the Week* website * Game: Dreams and Machines + David played several learning games + Got the full game and have been reading through it + Rules seem pretty solid, I’m not having the same issues with them that I did the Starter Set + Unfortunately, some issues with editing/misprints - Errata should be coming out soon (or now) according to the Modiphius Discord * Game – Dungeons & Dragons + Ken’s Elemental Apocalypse continues with two apocalypses for the price of one! + Alternating game masters and characters as we switch between regions. + Makes it easier to tag in another game master when one of us is busy. + Dungeons & Dragons website * Books: Eric Carter series by Stephen Blackmoore + Eric Carter is a necromancer who comes back to his hometown of LA and things go sideways from there. - Similar to the Dresden Files in feeling, but has a higher body count + Burned through a ton of them, waiting on the next book. + Eric Carter series website * Book – Alien: The Cold Forge by Allen White + A secret corporate space station is experimenting on Xenomorphs in the darkest depths of space, nearby a star could incinerate them in a moment. What could go wrong? Ken’s reading this one. + Alien: The Cold Forge website * Book: The Three Body Problem by Chixin Liu translated by Ken Liu + Feels a lot like 1960’s and 70’s sci-fi + Interesting concepts and a window into a culture most of us have never really seen + It’s a heavy read. David’s looking for a lighter fare in next next book to compensate. + Netflix trailer: The Three Body Problem * Video game: Spider-man 2 (PS5) + Ken returned to New York City with two Spider-men: Peter Parker and Miles Morales. + Despite being the third time slinging around New York City, it doesn’t feel old. + Spider-man 2 website * Writing class** + David’s second writing class in sci-fi novel writing. + Lots of techniques for brainstorming plot and world-building that David is going to see about adapting to tabletop gaming

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The post Lunchtime Ghouls & Sci-Fi Encounters (S4E2) appeared first on Lair Of Secrets.

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Our cozy, Saturday morning show continues with a discussion of cyberpunk, but different from our usual cyberpunk. Instead of the dystopian future of R. Talsorian’s Cyberpunk RED, hosts David, Ken, and Chris talk about Chris’s homegrown, Cleveland-based, cyberpunk campaign which uses the Cities without Number rule set.

We explore the challenges of learning different systems within the cyberpunk genre and share techniques for learning a new system and setting. We also discuss the importance of designing sessions to road test new mechanics and balancing rules with fun.

Chapters* 0:00 Intro: Cyberpunk, But Different * 1:40 Meet “Cities Without Number” * 4:20 Challenges of learning new RPG systems * 7:00 Adapting personal experiences into game settings * 10:30 Strategies for engaging with game mechanics * 13:00 Community Q&A: Integrating hobbies into a dark persona * 17:45 Closing thoughts and outro

Show Notes Introduction to the Episode + Main Topic: Exploring new tabletop RPG systems and integrating personal experiences into game settings. * Chris’s Journey into Cities Without Number + Transition from familiar cyberpunk settings to OSR (Old School Revival/Renaissance). + Development of “Terminal City,” inspired by Cleveland. + Utilizing random tables from ‘Cities Without Number’ to enhance game creativity. * *Deep Dive into Learning New Systems + Discussion on adapting to different rule sets within known genres. + Strategies for mastering new systems: - Immersive playtesting - Collaborative learning with rule-savvy players - Integrating personal narratives and local elements into game worlds. * Challenges and Solutions in RPG Adaptations + Balancing rule complexity with game play fluidity. + Leveraging player strengths to complement game play dynamics. + Anecdotes from running various systems including Cyberpunk Red and Savage Worlds. * Community Engagement + Opening the floor to listeners for tips and experiences in adapting to new RPG systems. + Addressing listener questions on incorporating side hobbies into a “dark persona” with humor and creativity. * Closing Remarks + Recap of key insights on adapting to new RPG systems and creating rich, personalized game worlds. + Invitation for further discussion and listener engagement in future episodes.

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Season 4 kicks off with this episode as we experiment with a new format and geek out about everything from death rays to Dragonbane. We rundown the role-playing games we hope to play this season, review the games we delved into during the hiatus, and geek out about technology in our campaigns.

Chapters0:00 – Intro and Overview of Season 4
1:28 – Unveiling the New Format
3:45 – Tech Talk: Gadgets and Geomorphs
10:26 – The Board Game Bonanza Begins
17:06 – Deep Dive into Dragonbane
22:00 – Exploring Tech Tools for Tabletops
27:00 – What’s Next: Upcoming Games and Gadgets
31:13 – Viewer Interactions and Requests
38:04 – Post-Apocalyptic Game Picks
43:25 – Wrapping Up and What to Expect Next

Show NotesWelcome to Season 4 Playing with the Format + Different kinds of episodes, with content released as a podcast and on YouTube. - Main Show (30-40 minutes, the main topic comes first, then the banter) - Campaigns and Coffee (20 minutes, random topics) - Interviews (20-30 minutes) - Shorts (1-5 minutes – Mirror Universe Advice!) - Actual Play (2 hours) - Demos / Walkthroughs / Unboxing (5-20 minutes) + Role-playing Games in Season 4 - Continuing with Cyberpunk RED. * Where did we leave off again? - Dreams and Machines - Dragonbane? - Mutant Crawl Classics? - Mothership?* - What do you want to see us play?

Obligatory BanterTechnology Annex Ken’s new iPad Pro + He’s using it to map the next Cyberpunk RED adventure - The Apple Pen helps with this. - So do Traveller GeoMorphs! - And ProCreate! - And Continuity - And Astropad Slate (turns your iPad into a drawing tablet) + When not making apps, Ken is reading comics in Marvel Unlimited, in a desperate attempt to get caught up on his X-Men reading + And he protected it with a case: - ESR for iPad Pro 11 Inch Case * David is using Obsidian heavily for game design and the Dreams and Machines’* game + He’s trying to limit the amount of plugins he is using or he won’t get anything done * Ken’s been using Zettler, but it’s clunkier.

The Game Room Seems like we need to upgrade this place. Maybe “The Polyhedral Cathedral”? * Dragonbane RPG + Ken continues to reconnect with his Swedish roots. + Dragonbane is a translation of Drakar och Demoner, Scandinavia’s first and biggest tabletop RPG, originally launched in 1982. + Wouldn’t it be cool to get a Swedish gamer on to talk about the original game? + David made a character. * David picked up a lot of game related things at the end of the year + Microscope + So You Want to Be a Game Master + Mutant Year Zero: Ad Astra + Bangarang and the Gutterlands - Youtube: Bill Making Stuff + Owlbear Rodeo 2.0 - David’s been using the new version for Dreams and Machines*

OutroThanks for attending our latest minion and future overlord training. Thanks for coming! If you were sitting near the old death ray, head over to dice.camp and follow us @lairofsecrets. We’ve got all you need for those Hyperion gamma burns.

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Fallout – the post-apocalyptic game set in an alternate, atomic-powered reality – kicks off our new Campaigns & Coffee short-format podcast.

With the sound of laughter echoing through the vast caverns of the Lair, we talk about the new streaming series on Amazon Prime, the video games that inspired it, and the session zero for our upcoming Fallout RPG campaign.

To start things off, we look at how the gore-filled kill shots of Fallout 4 and the deep story lore of the video games manifest in the streaming series. While avoiding spoilers, we get into what we loved about the new series, including its use of gore for shock value and it’s enjoyable storytelling. As mutant hounds howled in the background (no doubt drawn by our semi-maniacal laughter), we transition to talking about Modiphius’ Fallout role-playing game.

Using review copies provided by Modiphius, we look at the game’s mechanics, the joy of character creation, and how to balance the grit and humor that defines Fallout game play. We get into the specifics of the Fallout 2d20 system, like the use of S.P.E.C.I.A.L stats, perks, and the dice mechanics that make the Fallout RPG a faithful translation of the video game experience into a tabletop format.

Chapters 0:00 – Intro: Diving Into Fallout’s Universe * 1:10 – Fallout TV Show Review and Impressions * 3:38 – Transition to Fallout* RPG Gameplay * 7:58 – Deep Dive into RPG Mechanics and Character Creation * 14:58 – GM Techniques and Gameplay Strategy * 19:48 – Insights and Challenges from Session Zero * 24:43 – Building a Formidable and Sustainable Empire * 29:12 – Outro

Show Notes Fallout TV Show Discussion + General impressions and impact on desire to engage with the game + Comparison of violence and gore levels between the TV show, Fallout 4, and other media + How the TV show balances violence with storytelling * Transition to Fallout RPG + Motivations for playing the RPG based on the TV show depiction + Initial reactions and comparisons to video game elements * RPG Mechanics Deep Dive + Detailed exploration of character creation + Discussion on RPG stats and perks + Adjusting from video game mechanics to tabletop RPG mechanics * Game Mastering Techniques + Strategies for introducing combat and maintaining game pacing + Use of radroaches as beginner adversaries * Character Building and Session Insights + Experiences from the group’s session zero + Challenges faced and lessons learned during character creation and early game play * Looking Ahead + Introduction of new characters and potential plot developments * Overlord Strategy Discussion* + Considerations for building a formidable and sustainable empire in the game world

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Our Cyberpunk RED Recap episode looks at the first season of our actual play campaign. We talk about our favorite moments, how the characters grew, reversals we didn’t see coming (or did, and loved anyway) and more.

  • Need to know who’s who? Check out the Cyberpunk RED campaign page.
  • Looking for answers to your Cyberpunk RED questions? Visit our FAQ page.
  • Want ways to pump up the role of your Media character in the game? Learn how to create a screamsheet.
  • How about maps, character generators, plot generators, and more? Visit our Cyberpunk RED Resources page.

The post S3E32 Cyberpunk RED Recap and Review appeared first on Lair Of Secrets.

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Join us for a lookback at our Savage Worlds-powered actual play campaign, Sundered Horizons! In this podcast retrospective, the crew discusses the three episode arc and asks one of the most important questions you can ask in a campaign: should we continue or try something else?

Sundered Horizons was our first “Side Passage” adventure – the game we’d play when we couldn’t get the full crew together for Cyberpunk RED.

Need to know who’s who? Check out the Sundered Horizons Campaign Page.

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The edgerunners finished their latest big gig, securing black box tech for the Maker Enclave and surviving an encounter with a Zetatech “negotiation response team”. With the run complete, they’re looking for some much needed downtime.

In Chapter 5 of our Cyberpunk RED actual play podcast, we try out the games downtime rules, which allow players to rest, recover, and earn a few Eurobucks when they’re not gunning for trouble. Meanwhile, we introduce the city-wide Rocketblade competition, which the nomad Omen is eager to participate in.

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Featured Image MetaCover art for Chapter 5, generated using Adobe’s Firefly software.

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Our Cyberpunk RED actual play campaign continues with Chapter 4: Aftershocks. In our last chapter, the edgerunners cracked open the Titan 1X prototype self-driving tractor trailer and secured the Zetatech blackbox that the Maker Enclave hired them to acquire. As they moved the black box to their vehicle, they caught site of a Zetatech-branded AeroCop air vehicle inbound. The armored attack craft landed, and its leader Isabela “Izzy” Cordero explained they’d tracked the payload here specifically to make the edgerunners a deal: 10,000 EBs upfront to spy on the Maker.

The edgerunners rejected the deal, and a firefight broke out.

Through grit, luck, and a lot of bullets, the edgerunners made it away. Atlas took a critical wound after being shot, but survived. Many of the Zetatech operatives went down, but Izzy survived … and swore vengeance.

The team is now preparing to meet with Omen’s Nomad cousins.

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Featured Image MetaCover art for Chapter 4, generated using Adobe’s Firefly software.

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At Gen Con 2023 we interviewed Aaron Shanks, director of marketing for Paizo. We discussed Rage of the Elements, their latest Pathfinder 2nd Edition release and as well as their plans for the new Starfinder 2nd Edition.

We also delve into Paizo’s approach to world-building, with system-wide events that progress the story in both games and touch on ORC, the new open gaming license spearheaded by the company.

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Featured Image MetaCover art from Rage of Fury, a source book for Paizo’s Pathfinder 2nd Edition tabletop role-playing game. Credit: Paizo.

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Chapter 2 of our Cyberpunk RED actual play campaign ended with the edgerunners staring down the guns of a rapidly approaching Zetatech Aerocop. They had just seized the company’s black box tractor tech from an experimental, self-driving tractor trailer at the “Iron Oasis” scrapyard outside of Night City. In order to get away with the loot, they’ll have to deal with Zetatech … either with words, or with guns.

Much to the edgerunners surprise, the corpos were there to talk. Unfortunately for everyone, Atlas – the group’s solo – spoke best with rocket launchers…

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Featured Image MetaCover art for Chapter 3, generated using Adobe’s Firefly software.

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At Gen Con 2023 we interviewed Tomas Härenstam, one of the co-founders of Free League Publishing.

The company won big at the 2023 Ennies game awards, taking home seven Gold Ennies for everything from Best Cartography for the Blade Runner RPG Starter Set to Product of the Year for Vaesen RPG: Mythic Britain & Ireland.

We talk about those wins, as well as:

  • Vaesen, the “cozy horror” RPG of the Nordic lore
  • The ALIEN source book Building Better Worlds
  • The One Ring’s Moria: Through the Doors of Durin expansion
  • Bladerunner’s cyberpunk noir

We also discuss Dragonbane, the English version of the long-running Swedish role-playing and ask the question … what’s with the ducks fighting monsters?

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Featured Image MetaOne of the famous (notorious?) ducks from Dragonbane. Credit: Free League Publishing.

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In this episode of the Lair of Secrets podcast, we’re talking about generative AI as a tool in gaming! We’re looking at how the overhyped tech can assist game masters and players alike. We provide real-game examples of using ChatGPT prompts both during prep and in game.

Main topic: ChatGPT and Generative AI in RPG Prep What do we mean when we talk about AI? + Limit to Generative AI (large language models, image generation, etc) * How does it work? + Kyle Hill explains * Generative AI in Gaming + Explanation of the role of AI in gaming history, and how generative AI models have changed the game. (This is for video games, however, tools for TTRPGs can be extrapolated) + Generative AI systems have been utilized in games like Dwarf Fortress and Deep Rock Galactic* for procedural level and environment generation + Ubisoft’s Ghostwriter AI assists scriptwriters in creating varied and engaging NPC dialogues, freeing their time for other core plot elements​​. + Generative AI systems are increasingly used in the gaming industry, including in voice synthesis and text-to-speech, but human creativity and judgment remain crucial in the development process​

Benefits of using Generative AI in RPGs Benefits of Using Generative AI in RPGs + Enhancing creativity: AI can generate content that is unexpected, creating a sense of novelty and exploration. + Reducing game master workload: AI can automate aspects of game management, such as NPC interactions and world generation. - NPC Dialogue Generation * Example Prompt: “Generate a dialogue for a suspicious tavern owner when players ask about the local rumors.” - Plot Development * Example Prompt: “The players have just found a mysterious artifact in an ancient temple. What could be the implications or potential story arcs?” - World Building * Example Prompt: “Describe a bustling market in a futuristic cyberpunk city.” - NPC Character Creation * Example Prompt: “Create a character profile for a rogue elf with a mysterious past.” - Scenario Planning * Example Prompt: “What kind of challenges or obstacles could the players encounter while navigating through a haunted forest?” - Campaign Backstory Creation * Example Prompt: “Provide a backstory for a campaign set in a world where magic is considered a crime.” - Creating Unique Items or Spells * Example Prompt: “Create a unique magical item for a level 10 wizard.” - Generating Puzzles or Riddles * Example Prompt: “Generate a riddle that the players must solve to unlock a hidden door in a crypt.” - Rules Clarification * Example Prompt: “What are the rules for casting a spell using a bonus action in D&D 5e?” - Improvisation Assistance* * Example Prompt: “The players have taken an unexpected turn and decided to ally with the villain. How could this affect the storyline?” + Personalization: AI can adapt the game to individual players’ styles and preferences. + Accessibility: AI can make RPGs more accessible for those who might not have a human game master or a group to play with. (Solo RPG enhancement)

Examples of using ChatGPT in Role-Playing Game Prep Examples of things we have done* + Chris’s Dresden Game - Individual plot paths for players - Enhanced search and extrapolation as fodder - Riddles and poems - Mashups - Rules crunching - NO MATH + David’s steampunk game - One shot game - Starting with a description of the setting - Helped with the title of the setting - Created character stats for the player characters * Not perfect, but good enough for a one shot - Worked with creating character descriptions * Used those descriptions to create character portraits in Midjourney - Names – overkill for a name generator - Descriptions of locations - Helped with different plot ideas + Ken’s Elemental Apocalypse game - Brainstorming fire-themed character ideas for an evil adventuring party. - When the players decided to find a safe place to hide/recover after a big combat, Ken used ChatGPT to quickly brainstorm a hidden cave protected by a sentient, knowledge-obsessed waterfall. + Ken’s Cyberpunk RED game - Create a screamsheet for Cyberpunk RED that includes 5 stories of less than 50 words each. Include the day’s lottery numbers and three day forecast for Night City.

Challenges with AI and RPGs Challenges and Limitations of Generative AI in RPGs + Unpredictability: AI-generated content can sometimes be nonsensical or inappropriate. + Lack of understanding and empathy: AI doesn’t truly understand human emotions or the context beyond the data it was trained on. + Arbitrary (and sometimes transient) limitations. In one thread, ChatGPT said it wasn’t allowed to roll dice. In another, it would not generate 10 insults for tieflings (because it has to respect people regardless of background) … but would happily generate 10 insults for elves. + Potential to overtake human roles: Discussion on the fear of AI replacing human game masters. + Ethical considerations: Who is responsible when an AI creates inappropriate or harmful content? * Other areas where AI is being discussed in reference to RPGs* + Oracle RPG: Solo DM Guide Part 3 – ChatGPT as assistant AI Dungeon Master + Make Use Of: 6 Ways to Make ChatGPT Your Perfect Dungeon Master Assistant

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Featured Image MetaA ChatGPT response for generating a screamsheet. Credit: Ken Newquist

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Our Cyberpunk RED actual play campaign continues with Chapter 2: Iron Oasis! Technical issues with recording this podcast that caused the video to glitch and the audio to get messed up near the end. We’re releasing a summary of this episode so future episodes make sense.

Previously … on Cyberpunk REDThe edgerunners were hired by the Maker Enclave, a group of throwback techheads that aggressively void warranties, to acquire some new black box tech from Zetatech. The corporation’s farming subsidiary developed the next iteration of its farm tractors which – of course – have no user serviceable parts and software that can’t be modified by the end user. The Makers are looking to crack the software and liberate a few Southern California farms from Zetatech’s technological yolk.

The edgerunners learned the black box containing the new tractor controller was being shipped to test bed farms in Southern California via Stormhold Transport’s new self-driving cargo rig. Rather than try and steal the black box from the Zetatech warehouse, they decided to hit the rig … with a little help from the extended family of Omen – the crew’s Nomad (and an agreement with the Nomads to turn the rig over to them once the edgerunners had the black box).

Mission Brief: Iron OasisWith the crew set on hijacking the Stormhold truck, they did additional research into the prototype. They determined it was a Titan 1X, an autonomous vehicle with an onboard AI and self-contained network that controlled its myriad features:

  • Propulsion: Hybrid motive power: electric for the city, CHOOH2-based engine for overland driving.
  • Cargo Bay: A modular bay capable of different configurations depending on the job’s needs.
  • Weapons: The Titan’s carries two mini air drones for scouting and to repel attackers.
  • Onboard Architecture: The onboard control system is a nine level net architecture. Access to the network’s data port is protected by a locked external service node.

Research completed, the edgerunners used old satellite maps to identify where they should try and take down the transport. They decided on the “Iron Oasis”, a privately owned junkyard located at the junction of a junction of State Route 101 and County Road 13 a 25 south of Night City. Across the road from the Oasis was the Mirage Fuel Stop, a CHOOH2 refuel station.

Before traveling they debated specific strategies for dealing with the Titan 1X, settling on two options:

  • Using a “Roadrunner” approach to trick the truck AI into driving down a fake road
  • Setting up some sort of a roadblock to force the truck to stop.

They also secured a number of magnetic harpoons so they could attempt to board the truck while it was moving. Atlas, the team Solo who was always looking for a something packing a bigger punch, secured a rocket launcher. “Just in case,” he said, admiring the weapon as they walked out of his weapon dealer’s shop in Night City.

Heading to the Iron OasisWith gear secured, the edgerunners picked up their road car from Omen’s extended Nomad family and sped out to the Iron Oasis, intent getting there before the self-driving truck. Once there, they spoke with Remy “Rusty” Navarro, owner of the Oasis, and his right-hand operator, “Lockjaw” Lucy Harper. The edgerunners offered 400 Eurobucks – and an agreement to introduce them to Omen’s Nomad family – if the two of them would leave them the keys to the facility for a few hours.

They also spoke with Matt Rameriz and his wife Samantha, owners of the Mirage Fuel Stop located opposite the junkyard. For 100 eurobucks, the couple agreed to take that weekend getaway to Night City they always talked about. They locked up the shop, then headed out.

The AmbushWith the non-combatants dealt with, the edgerunners got to work. They used they strategically placed wrecked vehicles on the road to force the transport rig to slow down … and to move closer to the junkyard. From that position, the rig would be within range of the massive crane – complete with massive electromagnet – that the facility used to maneuver scrap in and out of the yard.

APT hacked the crane’s controls and prepared to go fishing for transports. Meanwhile, Omen and Angry Bob – in the Nomad vehicle – prepared to chase the transport rig. Atlas took to the high ground of the fuel station roof, making sure that his assault rifle and rocket launcher were within easy reach.

The plan went off beautifully: the rig appeared, thundering down State Route 101, then slowing as it approached the blockade of wrecked cars. As the onboard artificial intelligence tried to navigate the obstacle, APT snagged the machine with the electromagnet and hoisted it partially off the ground. The crew then moved to secure the Stormhold transport, with Omen jumping into the truck’s empty cab while APT deftly bypassed the security on the rig’s network access port. The netrunner jacked into the vehicle’s network … and found it oddly empty. The electromagnetic pulse badly scrambled the network, leaving it undefended. APT quickly secured the network and the necessary files, then jacked out.

The edgerunners popped open the back of the rig and secured the Zetatech black box. As they prepared to load the black box into their own car, they caught sight of an unwelcome visitor: a Zetatech AeroCop air assault vehicle … and it was coming directly toward them.

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Chris Birch, co-founder of Modiphius Entertainment, joins us to talk about his company’s upcoming slate of games including the hopepunk scifi game Dreams and Machines and the Roman Empire-era Cohors Cthulhu (a prequel to their popular Achtung Cthulhu! role-playing game. We also discuss Modiphius’ Via Modiphius and other programs to foster and promote upcoming RPG designers.

This Modiphius interview took place at GenCon 2023.

Featured Image MetaCover art for the Dreams and Machines Starter Boxed Set.

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GenCon 2023 – the mega game convention in Indianapolis, Indiana – is the focus of this episode of the Lair of Secrets podcast. During the show we rundown our impressions of GenCon (David was there in 2022; Ken hadn’t been back since 2014) and talk about all the cool RPGs they bought and played at the convention.

Main Topic: GenCon 2023* Impressions of GenCon + It’s huge. 70,000 attendees. * Tickets sold by game (Source: En World) + Dungeons & Dragons (all flavors) was huge, with 10K+ tickets sold. But a lot of other games ran as well. * The New Stuff We Played + Marvel Multiverse RPG + Mutant Crawl Classics … and it wasn’t even a funnel! - We also lived! + Trail of Cthulhu - Messed up, time-splintered family dealing with an extradimensional incursion. + Dresden’s Irregulars with the Hero System (Infinite Imaginations) * The Stuff We Bought + Ken - Marvel Multiverse RPG - Danger Gal Dossier (Cyberpunk RED) - Pathfinder: Rage of Elements - Star Trek Adventures: Captain’s Log Solo RPG - Solo Game Master’s Guide - Dice! + David - Was good this year and only influenced Ken to buy things. - Dreams and Machines by Modiphius - Marvel Multiverse RPG - David gave Ken his Space Hulk game with the Deathwing expansion * Have fun in those narrow corridors! * The People We Talked To + Modiphius (Dreams and Machines, Cohors Cthulhu) + Free League (Alien, Dragonbane, The One Ring, Bladerunner) + Evil Genius Games (Everyday Heroes – Pacific Rim, Rambo, Kong: Skull Island) + Paizo (Pathfinder, Starfinder 2.0, ORC)

FeedbackThanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com! We mostly post over on Mastodon https://dice.camp/@lairofsecrets. We stream this live on Twitch if you want to get your fix of things early and unedited. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, and find all of the other social sites we exist on.

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When schedules don’t align or when real-life intervenes in our Cyberpunk RED actual play campaign, we venture down a Side Passage! On this episode, we feature the kick off of a second actual play campaign with David Moore’s dimension hopping, steampunk-powered Sundered Horizons: Navigating the Nexus. It’s powered by Savage Worlds Adventure Edition (SWADE). In …

S3E19 Savage Worlds Actual Play, Chapter 1 Read More »

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On this episode, we’re talking Savage Worlds! We’re review the basics of the Savage Worlds rules and then delve into how to use the core rules and the various supplements and setting books to build your own campaign world. Overlord Emeritus Chris Miller, who built his own takes on Savage Dresden and Savage Amber, joins …

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Our Cyberpunk RED actual play campaign kicks off with Chapter 1: Made to Order. The edgerunners are hired by the Makers Enclave to secure some black box tech from the Zetatech. The target – a sealed box approximately 1′ x 1′ x 2′ – is part of a new line of self-directed farming equipment. It’s …

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Summer is here, and that means reading! On this episode, it’s all books, all the time as we talk about our Summer Reading Lists for 2023. Need more inspiration? The Summer Reading Lists 2023 David’s Picks Ken’s Picks Feedback We love feedback! You post a comment below or connect with us using these channels:

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In this podcast episode, we look at Oracles for role-playing games. Oracles are a kind of random generator popularized by solo RPGs like Ironsworn and the Mythic Game Master Simulator. However the idea of oracles – in which you role some dice to determine a course of action or inspire some aspect of your game …

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On this episode of Lair of Secrets we look at using different media in your game. This includes things like thematic artwork, background music, in-game fiction, and even props. We also look at the new Sentinels of Earth-Prime digital card game by Handelebra (based on the print game by Greater than Games), venture into the …

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On this episode, we talking about changing gears – changing game systems, changing genres, changing roles, changing groups – as part of our May 2023 RPG Blog Carnival hosting duties. Before venturing into those tiny, switching passages, all different, we talk about Ken’s return to backpacking, discuss new streaming series (Lockwood and Co., Picard, and The Last of Us) and venture back to the Game Room.

The Outdoors* Ken’s heading back to the Pine Barrens for an introductory backpacking trip (and working on getting back into backpacking shape)

Streaming Theatre Lockwood and Co. + Teenaged ghost hunters in an alternate world + The Problem started 50 years ago + Technology has stagnated – no cell phones, still using VCRs and cassette tapes * Star Trek: Picard, Season 3 + A true send off for the Next Generation* crew. * The Last Of Us + Really, really good zombie show (even if you never played the game).

Game Room* David ran a game for his younger nephews * Pinball FX3 + Ken got this pinball simulator for Switch * Includes classics (Indiana Jones, Creature from the Black Lagoon) and originals (ALIENS). * Great to revisit these old friends.

The Cruise Ship Who knew we had one of those? * Erin and David went on the JoCo Cruise! * David turned a passel of pens * New game: PsiRun

Main Topic: Changing GearsWe’re hosting the RPG Blog Carnival for May 2023! The topic is “Changing Gears”

  • Switching systems
    • Examples:
      • Dungeons & Dragons to Scum and Villainy
      • Scum & Villainy to Cyberpunk RED
    • What helps?
      • Read reviews
      • Read introductory blog posts
      • Actual play videos/podcasts
      • Playtesting the rules
      • Play the game at a convention
  • Switching genres
    • Examples:
      • Fantasy (D&D Greyhawk) to Science Fiction (Star Wars)
      • Traditional Fantasy to Apocalyptic over-the-top Fantasy
      • Science Fantasy to Cyberpunk
    • Preparing Your Players
      • Brainstorm the fiction inspiration (movies, TV, music, books, comic books)
      • Make sure you’ve agreed on what the genre means … and discuss if there’s anything problematic that you want to avoid.
    • Preparing Yourself
      • Read! Watch movies!
      • Find random tables / oracles for inspiration
  • Switching roles
    • Game master to player
  • Switching gaming groups
    • Look for gamers at conventions
    • Look for gamers at your local game shop
    • Game nights at Barnes & Noble
    • Looking for Group on Discord Servers for Your Games
    • Invite gamers out for a beer/soda/etc. to talk philosophy, gaming interests, etc.

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Featured Image MetaBlack and white picture of mainly the chain and gears of a bike. Credit: 5 Cent Dollar. Licensed under the Creative Commons Attribution-Share Alike 4.0 International license.

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On this episode ofLair of Secrets, Ken totally doesn’t buy a new game he doesn’t have time to play, while David fights the good fight against streaming technical difficulties. Our main topic is a look at our favorite card games, including Fluxx, Exploding Kittens, Morels, Race for the Galaxy, and more.

Game Room* Ironsworn: Starforged + Yeah, Ken got it too. He blames David. * Getting Started with TaleSpire + Building out the maps from Cyberpunk RED Easy Mode. + Ken’s documenting as he goes for a post on the Lair. + Truly amazing what others have done with the cyberpunk tool kit (we’ll steal some of it).

Main Topic: Our Favorite Card Games and Why Fluxx* + Family friendly game with a ton of themed sets. + Basic set up: - Every game starts with a basic rule governing how many cards you can draw and play. - Keeper Cards – Represent different objects or concepts (e.g. Sun, Chocolate, Love) - Objective Cards – Tell you to win the game (e.g. you could have “Hot Chocolate”, which requires a player to have the “Sun” and “Chocolate” keepers in play at the same time. - Rule Cards – Augment or break the basic rule in some way. Change how many cards you draw or play a turn. Set how many Keepers a player Exploding Kittenscan have in front of them. Set a hand limit. - Action Cards – Lets you draw additional cards, steal cards from someone else, trade cards, steal keepers, and generally mess with the rules. + Sets can be combined for crazy combinations, but will always lead to longer games. * Exploding Kittens + An elimination-based, mess-with-your friends game. + Basic set up: - A number of “exploding kittens” – exact number depends on how many people are playing – are shuffled into a communal deck. - Players play a card and draw a card. - Other cards include different kinds of kittens; if you get doubles or triples of particular kittens, you can use them to steal cards from someone else. - Other action cards let you take a specific card, ask for cards from someone else, or defuse (and then shuffle back into the deck) an exploding kitten. - Goal is to be the last person standing. + Fun, raucous game. Not great for people who don’t like elimination games. + Kids played it at Pax Unplugged. * Morels + A two-person mushroom gathering game + Basic set-up: - There is a forest path which consists of a number of game cards laid out next to each other. - Players draw cards, which causes the path to advance. - The goal is to collect sets of mushrooms, and then cook them. - Bonuses for using butter, cider, and other ingredients in your meals. + Always makes us hungry for mushrooms. * Race for the Galaxy + Build a galactic empire before anyone else. + Basic set-up: - Game is divided into phases. - Which phases happen depend on what kind of cards people play (e.g. develop, colonize, produce/trade, ship). - Goal is to build a tableau of 12 cards OR gain the most victory points before everyone else. - Tableaus can have themes built around top-level cards (e.g. military themed builds, mining themed builds, terraforming + If you enjoy the feel of Mass Effect and space opera in general, you’ll enjoy this game. * 6 Nimmt + Suggested to David by our former Overlord Johnson + Basic set-up - Players get a hand of 10 cards, each card has a different point value - Each round they must place into one of four columns, each card is placed in the row that ends with the highest number that’s below the card’s number. - If a placement happens to be the sixth card in that row, the owner of that card claims the other five cards, off to the side, and their card becomes the new first card in the row - Play continues until all cards in your hand are played - Then everyone tallies up their score - If no one has hit 66 points, then another hand is played. the first person to get to 66 points ends the game and the person with the lowest total score loses.

FeedbackThanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. We stream this live on Twitch if you want to get your fix of things early and unedited. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about. We’re also @lairofsecrets@dice.camp on Mastodon and we’ve got our own Discord server!

Featured Image MetaCover art from the Exploding Kittens card game. Credit: Exploding Kittens LLC

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On this episode of the Lair of Secrets we venture deep into the Role-Playing Game Vault to uncover a host of games that aren’t Dungeons & Dragons. We also talk about the new games we didn’t buy, ZineQuest 5, and the launch of the Leon Library Book Club, and The Obelisk Gate by N. K. Jemisin.

The Neon Library Book Club* Announcing The Neon Library, a Cyberpunk book discussion group! * Lair of Secrets Discord + Neon Library Book Club * https://discord.gg/5DfN2ztDPZ

The Library The Obelisk Gate* by N. K. Jemisin + Follow up to the Fifth Season – post apocalyptic setting with a very cool magic mechanic. + Much faster read than The Fifth Season. + Settled into the 2nd person perspective much more easily, and there are fewer time jumps this time. + And the mystery of the Earth and its seasons is being revealed, which has me looking forward to Book 3.

The Game Room* GoldenEye is out for Switch and XboxOne. Ken didn’t buy it. + Yet. * Olympus Fluxx is out. David did buy it, but hasn’t played it. + Yet

The Zine Rack* ZineQuest 5

Main Topic: Games other than Dungeons & DragonsWe haven’t thrown in our two cents about Wizards, the OGL, and Dungeons & Dragons until now because, honestly, it doesn’t really affect us. We don’t just play D&D and we haven’t streamed it. The more we see about it though, the more we would like to help those of you out there for whom D&D is their core game or are looking for something other than DnD.

And before we jump in, if you still want to play DnD that’s cool too. It’s a fun game, even if WotC did some pretty bad missteps lately. You aren’t WotC or Hasbro, you are blameless and should enjoy yourselves!

| If you want | then play | because | but beware | | --- | --- | --- | --- | | High action, high-risk games | Savage Worlds | Exploding dice mechanic creates unexpected results.Bennies encourage players to take risks. | Bad for nuance and subtlety. | | Collaborative world building with a variety of conflicts | FATE (Spirit of the Century, Dresden Files, Fate of Cthulhu) | Aspects encourage players and game master to tag the world with descriptors.Lots of dials to make the setting and genre you want. | Not great for crunchy, mechanically complex characters. | | Traditional, fantasy-inspired role-playing with lots of complexity | Pathfinder, Pathfinder 2E | 1E is an offshoot of D&D 3rd Edition, and retains its mechanical complexity (with a few streamlining efforts, like combat maneuvers)2E continues the streamlining … but still crunchy | Complexity may be too much for players looking for a simpler game. | | Gonzo fantasy role-playing game inspired by the classics of fantasy literature. | Dungeon Crawl Classics, Mutant Crawl Classics | You want to roll funky dice.You want to start with 0-level characters, don’t mind a high body count among players, and want magic to be dangerous. | May be too brutal for some players.Conflates species with class. | | Investigation-based, horror-themed game with a straightforward rule set | Call of Cthulhu | You want to explore the themes of cosmic horror and humanity’s desire to learn things it shouldn’t.You enjoy playing in a variety of modern or near-modern eras (e.g. late 1800s, 1920s, 2000s) | Lethal with a high chance of mental incapacitation. No mechanic to ensure the players find all the necessary clues. | | An investigation game in which players are sure to progress through the mystery. | GUMSHOE(Night’s Black Agents, The Fall of Delta Green) | You want zero chance that the players won’t find the clue that prevents the Great Old One from rising. | Prefer traditional mysteries with a chance of failure. | | Player-centric games focused on world building where the game master adjudicates, but rarely rolls dice. | Powered by the Apocalypse (Apocalypse World, Dungeon World, Thirsty Sword Lesbians, Monster of the Week) | Players drive the world, build connections amongst themselves, and work with the game master to build out the setting.Character playbooks provide a framework and rules for what each character type can do. | Playbooks, with their limited number of moves that players can take, may be off-putting to some gamers.The Game Master’s role requires a major mental shift.Not as crunchy as other systems, but more than FATE.The current hotness, which can either be a plus or minus. | | You want to play a game without a gamemaster | Ironsworn, Ironsworn: Starforged | Great for solo or collaborative play in both fantasy and science fiction genres. | There are a lot of moves. We mean a lot of moves. | | A crew-based, non-linear game that encourages flashbacks and mechanics that incentivize storytelling and risk taking. | Forged in the Dark (Blades in the Dark, Scum and Villainy) | The games provided a baked in reason for players to be together (e.g. a gang, a crew).Focused on the action, not the hours of planning to get to the action.Not sure how you got here? Do a flashback.Descended from Powered by the Apocalypse | People who like planning heists/capers/missions may be turned off by these games.The current hotness, which can either be a plus or minus. | | Stunt-based fantasy adventures. | Fantasy AGE | Looking for that old-school feel, but with a modern mechanical hook.Students give your character the ability to do something amazing (think Legolas in Lord of the Rings) | Stunts can get a little stale after a while, so be prepared to change up the narrative you’re using to describe them. | | Commit high heresy and don’t use any dice. At all. | Amber Diceless Roleplaying Game, Lords of Gossamer & Shadow | Scheme for control of a multiverse spawned by your player’s will and imagination.Resolve conflicts with fixed stats. | If you like to roll dice, this game isn’t for you. | | Superheroes, aliens posing as gods, where your characters are world changers | Godsend Agenda | Players craft their own Agendas as they make their superheroes. As they play, they are a powerful force in the world, striving to achieve the goals of that Agenda.People who like superheroes with a purpose. | David knows the designer and likes concept of the game, but hasn’t played the newest edition yet.Not your typical superhero setting, if that is what you were looking for. |

Table: An index of games, their advantages, and disadvantages.FeedbackThanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. We stream this live on Twitch if you want to get your fix of things early and unedited. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about. We’re also @lairofsecrets@dice.camp on Mastodon.

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On this episode of the Lair of Secrets we talk about pacing your game, including techniques you can use and techniques baked into some of our favorite RPGs. First though, we’re venturing back into the Game Room to catch up on new games and new campaigns.

The Game Room Ironsworn: Starforged + Evolved from Powered by the Apocalypse games + Can be played traditionally, but also has solo and co-op modes + Has extras to help you keep track of things in a novel way * Tiny Tina’s Wonderland + a fun reskin and improvement on the Borderlands franchise (Ken & David) * Atari VCS to PC conversion failure + It works, but not as well as they say without significant upgrade. * New Year, New Campaign + Ken’s Elemental Apocalypse campaign + Answers the question … What If the Temple of Elemental Evil rose … and the heroes couldn’t stop it? + Flips the classic Keep on the Borderlands scenario – the heroes are hiding out in the “Caverns of Hope” (as opposed to the Caves of Chaos), while the bad guys control the keep. + Inspiration? - B/X Blackrazor’s post: The Secret of Keep on the Borderlands, which points out that if you’re in it for the loot … your target should be Kendall Keep - The Willow TV series: The next generation rises to deal with an ancient evil .. and kicks ass doing it. - Red Dawn: Fight the invaders! - Independence Day:* The apocalypse happened. Now what? + Mechanics - PCs start at 3rd level. - They’re getting bonus feats (1st, 3rd, 6th, 12th level) and we’re swapping out the Inspiration die for Liberation dice. Liberation dice have the following effects: * Re-roll any result * Double damage * Change a story aspect - Ken wants players to take risks – yeah, go ahead, jump off that castle wall while being chased by a dozen elemental goblins. You’ll figure it out on your way down.

Main Topic: Pacing Your Game Why should you pace your game? Why does pacing matter? + Time-boxed sessions – how to fit the game in the amount of time you have + Keeping everyone enthusiastic + Reinforcing the game’s themes * Types of pacing: + Ad Hoc and Organic + The Way Games Were + Different Levels of Pacing vs. Gamer Skill * Cyberpunk RED and pacing – p. 395 + Cyberpunk RED uses Beat Charts to script the game and set the pace. + Games are broken up into Beats. Each Beat takes about 30 minutes. + A typical adventure consists of: - Hook - Development - Cliffhanger - Climax - Resolution + Adventures have only one Hook, Climax, and Resolution. + The rest of the adventure is made up of Developments (which move the story along) and Cliffhangers (which provide tension/excitement). + Scripting the Game: A Few Good Beats [PDF] * Blades in the Dark + Clocks help drive tension while providing an indicator to the PCs about how much time/effort they have left. + Can be used to track progress toward completing a project, setting off an alarm, or other time-based or resource-based progressions. * ALIEN + Cinematic vs. Ongoing + In their Cinematic scenarios (Chariot of the Gods, Destroyer of Worlds, Heart of Darkness), the action is divided up into Acts. + Acts consist of an overall arc, and may conclude with a particular revelation (e.g. character development cards are flipped to reveal how that character deal switch the situation; e.g. Ash’s betrayal in the original Alien). * FATE + From the Fate Adversary Toolkit - “As we talk about adversaries in this book, keep in mind the Fate Fractal: everything is a character (Fate Core, page 270). An adversary is not necessarily a person, monster, or other kind of creature you can punch. Rather, it’s a thing that exists to hinder, challenge, or oppose the players. There are three main types of adversaries: enemies, obstacles, and constraints. + Includes a number of spreads showing how to build out adversaries for a FATE campaign, focusing on low-threat challenges that build toward the confrontation with the boss. + It’s a conventional storytelling progression, but the focus on obstacles (a bus full of innocents is about to go off a cliff even as the villain is about to get away; a sophisticated AI counter-hacking measure and constraints (e.g. a bomb counting down, a ritual nearing its conclusions) changes things. + Everyone should play FATE at least once to change up your view of how the game world can be transformed to engage with the players. * Tales from the Loop + Something weird happens, something normal happens + The Mystery – p. 81 - Introducing the Kids – Each Kid gets a scene of her own from Everyday Life, with or without Trouble. - Introducing the Mystery – The Kids encounter or discover something that they start to investigate. - Solving the Mystery – The Kids visit Locations, discover Clues, and overcome Trouble while at the same time having to manage Everyday Life. This is the core of the Mystery, where most scenes take place. - Showdown – The Kids have solved the Mystery, and must now try to stop what’s happening, often in a dramatic scene where everything is at stake. - Aftermath – The Mystery has been solved, and even if the Kids are successful, their lives are mostly the same as before. Each Kid gets one scene from Everyday Life. - Change – The players may, if they like, change their Kids’ Problems, Iconic Items, Prides, and Relationships. The Kids get experience points which can be used to increase skills levels. * Dungeons & Dragons + Historically suffered from pacing the most. + Reddit – Defeating the 5-minute work day - 3rd edition – use all your powers at once, teleport away, rest for a day, do it again. - 4th edition – at will powers, encounter powers, daily powers - 5th edition – allowing players to slowly expend resources * Mythic d6 – p. 199 + Who + What + Where + Hook + Conflict + Resolution * Spirit of the Century* – p. 278 + Pulp plot framework

FeedbackThanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. We stream this live on Twitch if you want to get your fix of things early and unedited. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about. We’re also @lairofsecrets@dice.camp on Mastodon.

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On this episode of the Lair of Secrets, we take a look at our favorite board games, including Catan, Carcassone, Pandemic, and Space Hulk. We also venture back to the game room to check out the very modern PlayStation 5, the very retro Atari 50 video game museum/collection, and two newer video games: Sexy Brutale and Tick Tock. We also talk #dungeon23, the mega project that’s winning 2023.

Game Room* Ken’s family finally got a PlayStation 5 + Currently playing … Cyberpunk 2077, because it was cheap and Ken’s bad at keyboard/mouse inputs in first person shooters. * Atari 50 + Atari 50 is a virtual museum dedicated to Atari’s various game lines and history. Heavy focus on Atari 2600, but there Lynx and Jaguar are there too. + And it has a functional version of Starmaster, a remastered Yar’s Revenge, and a completed version of the legendary vapourware Airworld. * Sexy Brutale + A groundhog day style murder mystery puzzle game * Tick Tock – A tale for two + A co-op game that is a little unusual

The Kennel* Forest, Ken’s sixth Seeing Eye puppy, is here.

Dungeon Cartography* #dungeon23 * The challenge is to make one dungeon room a day, one level a month, and at the end of the year you have a megadungeon! * We are using the #dungeon23 challenge to map out our Lair * We’ll be posting them on lairofsecrets.com * We’re bound to get a little lost, so we’ll see how many rooms we actually get to. + We’re already behind.

Main Topic: Board Games We Love Settlers of Catan + The first Eurogame Ken ever played. + Great gateway drug to more interesting board games * Carcassone + Excellent combination of short and long game. + Puzzle-like design makes it easy to play with little kids (Ken’s kids “helped” when they were toddlers). * Arkham Horror + American-style modern board game based on H.P. Lovecraft’s works of horror. + So … many … fiddly bits. + So huge it will threaten your sanity, but that’s part of the fun. * Pandemic + Awesome collaborative game in which you truly work together to save the world from rampant viruses * Hunt-A-Killer mysteries + From the website: “Hunt A Killer’s immersive murder mystery games throw you into the center of brutal murders, eerie disappearances, suspicious poisonings, and even supernatural horrors. And it’s up to you to examine the clues, evaluate the suspects, and find the thread that ties the case together.” * Mystery of the Abbey + A modern take the murder-solving mystery game CLUE*. * Sentinels of the Multiverse + A collaborative card game in which each deck represents a hero, a villain, or an environment. + Available in a digital version as well. * Space Hulk + Set in the Warhammer 40K universe. + Play as either Space Marines investigating a derelict ship … or as gene stealers trying to slaughter them. + oldie and probably hard to get now, but it was lots of fun

FeedbackThanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. We stream this live on Twitch if you want to get your fix of things early and unedited. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about. We’re also @lairofsecrets@dice.camp on Mastodon.

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The Game Master’s Toolbox – a physical tool for organizing your gaming supplies – is the focus of this episode of Radio Active. Before delving into our repurposed Plano boxes though, we explore the St. Louis Science Center and take an extensive detour through the Game Room to talk about the Atari VCS, Portal Companion Edition, gaming at work, and consider the benefits of a gamer journal. We also geek out about the new Willow streaming series on Disney+.

Science!!! Center* St. Louis Science Center + Smaller than the museums in Chicago, but no less amazing + Great interactive place for kids and adults alike + A very cool exhibit currently is called The Vault, which are collections of different items that humans collect: shells, figurines, lanterns, and more.

The Game Room* Atari VCS – all of the Atari 2600 games you played as a kid and more. It’s also a full computer (supposedly). * Portal Companion Edition for the Switch. + Just as darkly humorous as you remember. + May be the best way to play Portal … ever. * Gaming at Work + David’s company recently hired someone who runs ttrpg games to encourage team building. + We may have him on for an interview in the future. * Ken’s contemplating a gamer bullet journal + Keep track of all the games he’s playing. Or wants to be playing. + Not a gamer themed bullet journal. A bullet journal for games. + Help with the mental start up time for getting back into a game like Cyberpunk 2077 - What quest was I on? - What items was I collecting? - Where the hell am I? + Add it to Ken’s existing “player” bullet journal for RPGs + Gamer Bullet Journal Pinterest Board

The Theater* The Return of Willow + We’re enjoying WILLOW in the same way he enjoyed his favorite #DnD campaigns. + It’s a little goofy, a little self-serious, a lot snarky at the right moments, and generally entertaining. + David is one episode in and likes some of the snark that Sorcha has about the past

Main Topic: Game Master Toolbox / Toolkit / Box of Holding* We delve into strategies for organizing your gaming gear using toolboxes. * Read our Game Master Toolbox post (with photos)

FeedbackThanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. We stream this live on Twitch if you want to get your fix of things early and unedited. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about. We’re also @lairofsecrets@dice.camp on Mastodon.

Featured Image MetaKen’s Game Master Toolbox for Savage Worlds.

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On Episode 8, the holidays of the real world inspire a discussion of bringing holidays and special events to our game worlds. We also talk about geek Christmas trees, Seeing Eye puppies, our continued exploration of cyberpunk, and Netflix’s new Wednesday series.

The Geek Tree* This year, it’s all about Star Wars.

The All-Seeing Eye* Ken’s sixth Seeing Eye puppy is coming. * He arrives December 27. * We’re taking guesses for the name.

The Library David really want to read Count Zero, the follow up to Neuromancer and Book 2 in William Gibson’s Sprawl* trilogy but it’s on hold at the library.

The Streaming Theatre* Wednesday series on Netflix * A fun horror/comedy series that expands the Addams Family.

Main topic: Bringing Holidays to RPGs Why? + A reason to bring your fantasy community together. + Builds out the history (on this day, we remember the heroic sacrifices of X, the founding of y) - Gives a way for players to learn about the history of the world without it being a lore dump + Provides a dramatic backdrop for the adventure (the heist occurred during the 6th Day of Yuletide) + If you are running a West Marches style game, it’s a good excuse to get everyone together and have a good time outside of the game, but with the pretext of the game. * World of Greyhawk Holidays + Greyhawk’s calendar has four holiday weeks (Brewfest, Growfest, Needfest, Richfest) - Various holy days for deities happen throughout the gear - Midsummer’s Day, at the mid point of Richfest, is holy to Pelor, a god of sun and healing. - The Greyhawk Calendar * Book of the Righteous + Green Ronin – The Book of the Righteous (5E Hardback) – Green Ronin Online Store * It’s not just fantasy… + Cyberpunk RED - Still have the normal Earth holidays - Commemorating days such as the nuclear detonation of Arasaka Tower - Marketing events that happen on made-up holidays * Secular Holidays + The Big Game + NASCAR Races * Tools we like + Campaign Calendar generator + Weather Generators + Holidays - Greyhawk - Forgotten Realms + Godchecker - An index of 4,000+ deities and spirts + Night City weather (PDF) for Cyberpunk RED*

FeedbackThanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. We stream this live on Twitch if you want to get your fix of things early and unedited. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about. We’re also @lairofsecrets@dice.camp on Mastodon.

Featured Image MetaCover art for Green Ronin’s Book of Righteousness.

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Winter is coming. The holidays are almost here. How do you keep your gaming group going through the long, dark winter (or at least, the holiday break)?

In addition to delving into holiday game survival strategies, we talk about David’s recent trip and the gaming insights he gained from it, Ken gets lost in TaleSpire for a while, then gets distracted by all the new games he got (Mothership work-in-progress PDFs, CY_BORG in print).

Someplace Else* David took a trip + Natural disasters as part of your game + Never seen hurricanes and their aftermaths as part of a game

Virtual Gameroom Ken took a crack at TaleSpire*. * Myriad yak shaving side-quests as Ken re-learned how to use Windows, downloaded GIMP, figured out how to get TaleSpire to load on the right window. * And created a very tiny, but true-to-the-map, rendering. * Double the size of the underlying map to account for increased thickness of walls in TaleSpire?

The Hall of Distractions Ken got his work-in-progress Mothership PDFs. + Player’s Survival Guide + Warden’s Operation Manual + Gradient Descent (module) + Mothership Companion (iOS / Android app) * Ken also got his print copy of CY_BORG. + It’s layout and design are every bit as bonkers as MORK BORG* + Ken is trying very hard not to justify reading these some sort of research for Cyberpunk RED. * Cyberpunk story in Omni.

Main Topic: Keeping Your Gaming Group Going through the Holidays Plan ahead + In July, talk about December. - Are people available Black Friday? - Are people available Christmas week? - Are people available on New Year’s Eve? * David used to run one shot games on every New Year’s - If so … defend that time! Create a plan for including significant others or agree for significant others to do something else. * Go asynchronous + Instead of gaming, post online. + Post Fests to build out the world & campaign setting * Plan alternative games + Missing a regular or two? Pause the campaign and focus on other games. + Invite back old friends who don’t have time for a campaign, but do have time for a one-shot or board game. + ‘Break out board games, either old favorites (Arkham Horror, Risk 2210) or new games that just showed up under the geek tree. + Run a one shot of that game you’ve been dying to play (cough Alien cough) * Make it about the group, not the game + Have a holiday party. Invite significant others! Breakout the party games! + Go to a movie as a group. + Have an online game day (video games, board games, whatever). * Make the holidays a logical breakpoint + For example: - New year, new campaign, new dice? - New chapter in an existing campaign? - New game? + You know winter is coming, so prepare for it. - Talk about the pace of the campaign throughout the year. - Decide what you’re going to do before you get to the holidays. * How to restart things if the game did break up* + Get the group together to hang out, as many of them as you can + Have a talk about what people would like to do - It’s possible that people want to try something different for a while + Do something fun and remind yourself and everyone it’s not about the game itself, it’s about hanging out with your friends + Be prepared to have a different group composition, because life does happen

FeedbackThanks for listening. If you have feedback, we love feedback!. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. We stream this live on Twitch if you want to get your fix of things early and unedited. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about.

Featured Image MetaThe CY_BORG rulebook under Ken’s Christmas tree. Credit: Ken Newquist

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As we gear up for our Cyberpunk RED campaign, we take some time to brainstorm ideas for for the game (If only reality didn’t keep getting more cyberpunk-ish than cyberpunk). Over in the library, we discuss William Gibson’s Count Zero, then venture to the Game Room to talk about Forbidden Lands, CY_BORG, Mothership, and the just announced … S3E6 Cyberpunk Brainstorming Read More »

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As we build momentum toward our Cyberpunk RED campaign, we take a moment to reflect on the cyberpunk movies, books, games, and other media that inspires our take on the subgenre. We also talk National Novel Writing Month, hockey (yes, hockey), virtual gaming via NVIDIA GeForce Now, and the TaleSpire virtual table top. Show Notes … S3E5 Cyberpunk Inspiration Read More »

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The subject of travel and how visiting other parts of the country and the world can improve your game is the main topic for Episode 4 of the Lair of Secrets podcast. Before we delve into that globe-trotting topic, we geek out about AirPods, resurrecting the game room after the pandemic, variant endings for Cyberpunk … S3E4 Travel and RPGs, Game Room Reclamation, Steamdeck Redux, Andor, Cyberpunk RED Critical Mass Read More »

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The subject of travel and how visiting other parts of the country and the world can improve your game is the main topic for Episode 4 of the Lair of Secrets podcast. Before we delve into that globe-trotting topic, we geek out about AirPods, resurrecting the game room after the pandemic, variant endings for Cyberpunk … S3E4 Travel and RPGs, Game Room Reclamation, Steamdeck Redux, Andor, Cyberpunk RED Critical Mass Read More »

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On Episode 3 of Season 3, we catch up on a few weeks of geeky pursuits. David discusses not watching to finish Cyberpunk 2077, and then we both rundown the big list of stuff we’re watching (or want to watch) on streaming. Ken’s planning to return to real world game conventions with MEPACon and discusses … S3E3 Cyberpunk Laments, Streaming Catch Up, Back to Conventions, Steam Deck, Character Background Haiku Read More »

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On Episode 3 of Season 3, we catch up on a few weeks of geeky pursuits. David discusses not watching to finish Cyberpunk 2077, and then we both rundown the big list of stuff we’re watching (or want to watch) on streaming. Ken’s planning to return to real world game conventions with MEPACon and discusses … S3E3 Cyberpunk Laments, Streaming Catch Up, Back to Conventions, Steam Deck, Character Background Haiku Read More »

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On Episode 3 of Season 3, we catch up on a few weeks of geeky pursuits. David discusses not watching to finish Cyberpunk 2077, and then we both rundown the big list of stuff we’re watching (or want to watch) on streaming. Ken’s planning to return to real world game conventions with MEPACon and discusses … S3E3 Cyberpunk Laments, Streaming Catch Up, Back to Conventions, Steam Deck, Character Background Haiku Read More »

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In Episode 2, we brainstorm ideas for a rebooted Savage Ringworld campaign, which mashes up high concept science fiction with the Savage… Read more S3E2 Savage Ringworld

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In Episode 2, we brainstorm ideas for a rebooted Savage Ringworld campaign, which mashes up high concept science fiction with the Savage… Read more S3E2 Savage Ringworld

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As summer ends, David and Ken get together to geek out about GenCon 2022, the resurgence of all things Cyberpunk,… Read more S3E1 Spelljammer, GenCon 2022, Cyberpunk RED, RPG a Day

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In the final episode of Season 2, we talk about exploring strange new worlds, meeting new civilizations, and then …… Read more S2E21 Season 2 Retrospective, Star Trek, Honey Heist, Obi-Wan

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In the final episode of Season 2, we talk about exploring strange new worlds, meeting new civilizations, and then …… Read more S2E21 Season 2 Retrospective, Star Trek, Honey Heist, Obi-Wan

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It’s summer, so let’s grab some books, head to the beach/lake/mountains and read! Main Topic: Summer Reading List The Empire’s… Read more S2E20 Summer Reading

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It’s summer, so let’s grab some books, head to the beach/lake/mountains and read! Main Topic: Summer Reading List The Empire’s… Read more S2E20 Summer Reading

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On this episode, we delve into retro gaming, review David’s expanded reading list, talk about building computers, and explore the… Read more S2E19 Retro Gaming, Moar Books!, Building Computers, Mork Borg

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On this episode, we delve into retro gaming, review David’s expanded reading list, talk about building computers, and explore the… Read more S2E19 Retro Gaming, Moar Books!, Building Computers, Mork Borg

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Join the cast of our Scum and Villainy campaign as we look back on six episodes of mysteries, pirates, and… Read more S2E18 Scum and Villainy Campaign Wrap-up & Review

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The “Emerald Heart Job” – the concluding chapter of our Scum and Villainy campaign – finds our heroes going up… Read more S2E17 Scum and Villainy Actual Play, Chapter 6

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During “The Rescue Job” – Chapter 5 of our Scum and Villainy campaign – the crew is tasked with liberating… Read more S2E16 Scum and Villainy Actual Play, Chapter 5

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On this episode of Lair of Secrets, our loyal denizens are preparing the deepest level of the dungeon to imprison whomever… Read more S2E15 Talking with the Younger Generation

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During the Cargo Job (Chapter 4 of our Scum and Villainy campaign) the crew is tasked with recovering “living cargo”… Read more S2E14 Scum and Villainy Actual Play, Chapter 4

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Chapter 3 of our Scum and Villainy campaign sees the crew take on The Racing Job, in which they attempt… Read more S2E13 Scum and Villainy Actual Play, Chapter 3

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On this episode of Lair of Secrets, we talk about one of the most rewarding (and occasionally challenging) experiences a… Read more S2E12 Gaming with Kids

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Our Scum and Villainy campaign returns with The Ghostly Job, as the crew is paid by a very peculiar scientist… Read more S2E11 Scum and Villainy Actual Play, Chapter 2

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We kick off our Scum and Villainy Actual play with The Nebula Job, in which the crew of the Stardancer… Read more S2E10 Scum and Villainy Actual Play, Chapter 1

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On this occasionally rambling episode of Lair of Secrets, Ken and David are joined by long-time friend and gamer (and… Read more S2E9 How Gaming Changed During the Pandemic

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Grab a sandwich and a Mountain Dew and join us for this episode’s topic: lunch tie gaming The typical role-playing… Read more S2E8 Lunchtime Gaming, Forbidden West, Mutant Crawl Classics, Resident Alien, Electric Cars, Dropout TV

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On this episode of the Lair of Secrets, we talk about the concluding season (and book) of The Expanse, geek… Read more S2E6 Session Zero, The Expanse, Tome of Beasts 3, Astroneer, Collapsing Empire

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Unfortunately, we had some flooding in the area of the Lair where Ken was recording. So if it sounds like… Read more S2E5 Worldbuilding

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Alien gods walk among us. To further their agenda, we’ve jumped forward in time to praise their machinations … and… Read more S2E7 Godsend Agenda

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Adventure prep for role-playing games is the main topic of this episode of The Lair of Secrets podcast. We discuss the dangers… Read more S2E4 Role-Playing Adventure Prep – fixed audio

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Welcome to the new year … and a new episode of the Lair of Secrets. The main topic for this… Read more S2E3 Improving Games by Stealing From Others

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Welcome to The Lair of Secrets podcast, the podcast about gaming and being a geek by two middle-aged geek dads. Yeah, we said middle-aged … because “forty-something” wasn’t quite accurate anymore.

This episode finds Ken Newquist caught in a maze of endless meetings, all alike, while David Moore finds that his week went somewhere … he’s just not sure where. Might have to check some of the caverns down here to see if we can find it.

  • Traversing the Fauna Reality Disjunction
    • The Newquist Clan returned to Animal Crossing in force this fall.
    • The latest update includes a coffee shop, gyroids, new mysterious islands, and an upgrade to Harv’s island that actually makes you want to go there (you can buy new store fronts at the island’s co-op, so Lief the plant sales animal and Red the scheming art animal are always available if they’re not on your island.
    • Not earth shattering changes, but it gave us a reason to go back, and in a world of meetings … it’s nice to chill on a deserted island.
  • Twilight of World War 3
    • Ken’s Twilight 2000 4th Edition boxed set came. It has funky dice. Look for a blog post.
  • Increased Radioactivity
    • Ken posted a new episode of Radio Active over on Nuketown.
  • Back to the top of the world
    • Skyrim Anniversary edition came out and David has been having fun playing the DLC that he never got before and of course trying not to play a stealth archer and failing.
  • The Evergrowing Library
    • David is glad he’s still finding time to read.
    • Six novels and novellas over the last two months. Spoiler: David still likes Lois McMaster Bujold as an author and he got a few books to inspire the Dyson Fall setting.
      • Penric’s Fox (Penric and Desdemona, #5) by Lois McMaster Bujold
      • Masquerade in Lodi (Penric and Desdemona, #9) by Lois McMaster Bujold
      • A Closed and Common Orbit (Wayfarers, #2) by Becky Chambers
      • Empress of Forever by Max Gladstone
      • The Last Crucible (Reclaimed Earth) by J.D. Moyer
      • Sandman Slim (Sandman Slim, #1) by Richard Kadrey

Main Topic: Kicking off Season 2 * We want to focus on a particular game: Scum and Villainy. + We’ve invited some friends to play the game with us. + We’re going to talk about prepping for the game, and then in early 2022, we’re going to play the game. Why wait? Because the holidays either make for a great stretch of gaming or … the Long Dark Tea-Time of the Gaming Soul + Plan on streaming on Twitch, both the preparatory episodes and live streaming sessions. + As part of the run-up, we’re going to talk about learning the game and standing up the campaign. + We’ll also have some traditional episodes where we just geek out about topics. * Introducing Scum and Villainy + What is the game? Based on Forged in the Dark, descended from Blades in the Dark + Game mechanics we’re excited about: - In Media Res – The job starts in the middle … because that’s when the plan falls apart (or goes awesome!) Why? That’s what rolls are for… - Clock – Great way of tracking progress toward short and long term goals/challenges/threats. We could talk about clocks for a whole episode. - Downtime – Lots of games have a concept of downtime (D&D introduced a whole bunch of downtime activities in Xanathar’s Guide) but in Forged in the Dark-style games, it’s baked into the DNA as a way to recover and improve resources. It compels and rewards downtime, which is exciting. Downtime, when it works well, it helps advance the plot. It shows what the characters do when they aren’t out adventuring/saving the world / scheming on a job. * Hawkeye: My Life as a Weapon does this for the Avenger (what’s an Avenger do when he’s not being an Avenger) * X-Men playing baseball - Crew/Ship Advancement – Sometimes you need to jump through hoops to figure out why a crew is together. Scum and Villainy answer that question from the word go with crew/ships. Interested to see how this plays out over time. + Challenges to watch for: - Time – How long will it take to run a session? Can we do one in 2.5 hours? - Experience points – Players get XP for doing things related to their class, indulging their vice, and otherwise role-playing their character in mechanically relevant ways. This is easy to forget about; you need to be proactive as a player and think about how you can use those pieces of your background and ongoing story so you’re not retroactively seeing if you earned that XP. * Brindlewood Bay did something similar, and it could be challenging to remember. - Collaboration on Encounter Difficulties: How challenging a particular environment is – and how hard it will be to accomplish a particular task – is something as a collaborative effort. The examples show back and forth between the players and game master as they describe the scene and fine-tune the story. This could be challenging for folks not used to it. - Remembering what you can do and when you can do it. For any given roll you can get three additional dice: * +1 gambit (general luck from the ship/crew) * +1 devil’s bargain (short term boost for longer term complication) * +1 assist from another player. * Remembering these options – and to leverage the devil’s bargain – will be important. Recalling these options and using them to help shape the risk you take is also important - .Judgment calls – Like Fate, there’s a lot of fluidity around skills and what they can be used for. It’s often decided collaboratively at the table. That’s a player and GM mindset that needs to be fostered. + Thinking about the future campaign? - One game master or two? If we’re swapping people out, how do we make that narratively make sense? - Ship first or characters first? - Do we want to run the setting from Scum and Villainy or Star Wars?

Feedback Thanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about.

Featured Image A shot of the Scum and Villainy and Twilight 2000 role-playing games. Credit: Ken Newquist

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Welcome to The Lair of Secrets podcast, the podcast about gaming and being a geek by two middle-aged geek dads.… Read more S2E2 Scum and Villainy Campaign Planning, Reading Time, Animal Crossing Redux, Twilight 2000 Boxed Set – audio fix

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The old After Serenity and The Game Master Show feeds have still hung around since both of those podcasts that… Read more Old feed switcheroo

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Season 2 of The Lair of Secrets kicks off with a bang (and the muttering of a few spells) as David and Ken interview Matt Forbeck and Marty Forbeck about their Shotguns & Sorcery for 5E Kickstarter. The Kickstarter funded within hours of its launch and runs until 10 p.m. EST, Tuesday, November 16, 2021.

Shotguns & Sorcery is a fantasy noir setting featuring a city, a dragon, and lots of zombies. It originated as stories and novels written by Matt Forbeck in which a zombie apocalypse destroys much of the world’s population. The survivors gather at a distant mountain ruled by a dragon … and beg the dragon to save them from the zombies. The dragon is able to fend off the undead long enough for the representatives of the various fantasy races to take refuge in the mountain. Over the centuries that followed, society evolved and advanced, rising to the level of early 20th technology.

Shotgun & Sorcery’s initial role-playing game incarnation was for Monte Cook Game’s Cypher system. The current Kickstarter provides a campaign setting and rules for the 5th Edition of the world’s most popular fantasy role-playing game.

Topics covered during the podcast include:

  • An overview of the setting
  • Comparing and contrasting the Cypher and 5e iterations of the game
  • Running a successful kickstarter and dealing with the challenges of fulfillment and shipping during the COVID era
  • What it’s like for the father/son team to work together on projects like this
  • and more!

Related Links:

  • Shotguns & Sorcery for 5E Kickstarter.
  • Shotguns & Sorcery: Cypher Edition bundle on Bundle of Holding
  • Shotfuns & Sorcery on DriveThruRPG
  • Matt Forbeck’s website
  • Matt Forbeck on Twitter

Feedback Thanks for listening. If you have feedback, we love feedback. You can send it to us at podcast@lairofsecrets.com or via Twitter @lairofsecrets. You can also visit lairofsecrets.com and leave us some feedback, topic ideas, or your own thoughts on what we’ve talked about. You can also find us on Twitch.

Featured Image Cover art for the original RPG, done by Jeremy Mohler.

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Season 2 of The Lair of Secrets kicks off with a bang (and the muttering of a few spells) as David and… Read more S2E1 Shotguns & Sorcery – audio fix

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Welcome to the Lair of Secrets podcast! The podcast about gaming and being a geek by two forty-something geek dads.… Read more S1E21 Fire Emblem Completions, RPGs, GenCon, RPG Ideas, Season 1 Retrospective

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I’m David Moore and I’ve been sailing in a boat, which is bumpier than a dirigible, and digging heavily into… Read more S1E20 Sail Away, Summer Reading, Gaslands, Self-Healing Switches, Second-hand Tech

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Ken made it to Philmont and back. That’s it. Summer’s done. Meanwhile, David traveled to a castle in Ohio, moderated… Read more S1E19 Finally Philmont

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On this episode of the Lair of secrets, David reports out on his productive stay-cation, while Ken hikes, runs, swims,… Read more S1E18 Dyson Fall, 3D Printing, Wilderness First Aid, Disc Golf, Mass Effect Returns

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The Lair of Secrets get a super-science expansion as David and Ken take a look at the new super-sized edition… Read more S1E16 Super Science, Dwarven Delves, Magic Skeletons, Work-cation, Horizon Zero Dawn

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David and Ken stumble out of Episode 14’s time shift to find the temporal demon known as “Daylight Saving Time”… Read more S1E15 Temporal Shifting, Ringworld, Resident Alien, Valheim

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It may be early fall in the current timeline, but in the Lair of Secrets winter’s freezing grasp can still… Read more S1E13 Venturing into the RPG Vault

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The Lair of Secrets returns as Ken and David delve into their respective stacks of books, contemplate new video game… Read more S1S12 So Many Books, So Much Trek, So Many Game Master Hacks

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Welcome to the Lair of Secrets podcast, where David’s been tinkering in the dirigible hanger trying to get the old… Read more S1E11 Attack Surface, Penric’s Demon, Star Trek, Dinner Subscriptions, Cryptid Campaign Brainstorming

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Episode 10 sees Ken figuring out how to deal with the long, dark, tea time of the soul known as… Read more S1E10 Battling Darkness, Stellaris, Gaming Woes, Gaming Communities after G+

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On this episode, David and Ken battle against ghosts, memories, and missing time in an effort to get out another… Read more S1E9 Memory Malfunctions, NaNoWriMo, Wondrous Zines, Middle School Hauntings, Comic Book Quandaries, Ready for Launch?

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A podcast by two fortysomething geek dads who are even more middle aged than they were during the last podcast.… Read more S1E8 Even More Middle Aged, Twilight 2000, Hiking, Fire Emblem, Sailing, Wood Turning, The City We Became, Progressive Lenses

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David and Ken once again find themselves ignoring linear time to bring you a show FROM THE FUTURE!!! On this… Read more S1E17 Summer Reading 2021 – Corrected

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On this episode of the Lair of Secrets podcast … David Moore has had a strange few weeks and he’s… Read more S1E7 (corrected) Online Gaming Redux, Wild New Jersey, Aliens Graphic Novels, Books (aka The Format Wars)

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Welcome to the Lair of Secrets podcast! The podcast about gaming and being a geek by two forty something geek… Read more SE1E6 Virtual vs. Real World Gaming, Bullet Journaling, Jaws of the Lion, Brindlewood Bay

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Welcome to the Lair of Secrets podcast! The podcast about gaming and being a geek by two forty-something geek dads.… Read more S1E5 Day Pack of Holding, Star Trek, Godsend Agenda, Forging Hephaestus, Old Guard, Baseball

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Welcome to the Lair of Secrets podcast! The podcast about gaming and being a geek by two forty-something geek dads.… Read more S1E4 Sneaker Blowouts, Gloomhaven, Atlantis 2nd Age, Peace Talks, Wondrous Zines, Achieving Consensus with RPGs

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WE COME FROM THE FUTURE … the future of the Lair of Secrets podcast, that is! David and Ken talk… Read more S1E14 Unmoored in Time, WandaVision, Forbidden Lands, Zinequest 3

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Welcome to the Untitled Podcast. You know what the name is, we don’t … but we’re getting closer. Maybe.… Read more S1E3 Geek Exercise, Ex Novo, DragonQuest, Ocarina of Time, and Oh So Many Books!

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In the second episode of the still-untitled podcast, we talk about David’s RPG mapper project, venture into the challenges of… Read more S1E2 – Exercise, Tales from the Loop, Comic Books, and Gaming with Kids

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Welcome to the first episode of the podcast that didn’t know it’s own name! On this episode, David and Ken… Read more S1E1 – Gamma World Hexcrawls, 10K Training, Top 3 New RPGs We Like