The Arcology Shadowrun Community Podcast: Recent Episodes

The Arcology Shadowrun Community Podcast

The Arcology Podcast - A Shadowrun Community Podcast

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Berlin - it's a Bug, not a feature: https://linktr.ee/bugmasterigni Polyfeder Verlag: https://www.polyfeder-verlag.de/home The Fixer Files: https://open.spotify.com/show/0dB0D67ioxJ75pugQUGhEi?si=da5181295ba14975

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Tales from the Stuffer Shack

Trailer: https://www.dropbox.com/scl/fi/g2sjpyw3wggav7jtahnrk/20241011_TftSSTrailer.mp3?rlkey=92icaau470fs7dfhmhzgxj5v8&st=5kcl9sgt&dl=0

Hannahpocalypse

Trailer: https://www.dropbox.com/scl/fi/dfh6c0or5qc3k8v3kptg5/231106_Hannah60_2.mp3?rlkey=s1rx9tzo5iix8gotkhd2djdr0&st=vc72qna5&dl=0

Website Link: https://redfathom.com/

The McMaster Deal - The Hannahpocalypse RPG:

Part One: https://open.spotify.com/episode/561C3IkfpMkc2Z0aRfDzMe

Part Two: https://open.spotify.com/episode/1vMexAoBmiBnv5xtdrfL19

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In which Mr. J, along with special guest Kevin Czarnecki, talk with acclaimed Shadowrun artist Echo Chernik about the Shadowrun Sixth World Tarot.

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In which Mr. J talks with Ray Rigel and Bob Volbrecht about Gen Con 2016 and what's next for the Catalyst Demo Team and Shadowrun Missions.

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In which Mr. Johnson talks all things firefights with R.J. Thomas, Shadowrun freelancer.

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In which we talk with authors Patrick Goodman and Kevin Czarnecki about Howling Shadows, the 5e critter book!

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In which the team returns to Seattle, but is it too late for Tiny?

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In which we discuss the Seattle Sprawl Digital Box Set with three of its authors.

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In which Mr. Johnson talks with Bobby from Complex Action!

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In which Mr. Johnson chats with the team from HyperRPG's Shadowrun: Corporate SINs.

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In which the team makes plans to head to Antarctica.

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In which the team presses Moreau for information out at Swarm's cabin.

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In which we present to you the campaign- and character-creation session for our newest Actual Play!

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In which the team has an unscheduled stop en route to Seattle.

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In which the job for the dragon statuette takes the team across borders.

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In which Vox and Mr. Johnson talk about contacts. Also, we answer a slew of listener questions and read a new Storytime!

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In which the team starts legwork on their new job and has their dinner plans interrupted by Ancients.

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In which the team tries to put the past behind them.

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In which we go off-topic and chat with R.L. King, author of the Alastair Stone Chronicles and numerous Shadowrun works.

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In which Vox and Mr. Johnson play their first session on the 'Hub.

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In which the team just wants to rest and take stock of what's happened. Enrique has other ideas.

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In which Vox and Mr. Johnson talk with Bamce of RunnerHub for this RunnerHub-tutorial-for-Reddit-newbies episode.

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In which the team attempts to escape the Matchstick with their lives.

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In which Vox and Mr. Johnson talk about being an elf in Shadowrun with Russell Zimmerman.

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In which the team's current job ends in revelations.

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In which the team tries the diplomatic approach. No, really!

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In which Vox and Mr. Johnson talk with Catalyst Demo Team's Ian Bailey about the Valiant Universe RPG, followed by an Actual Play using the system!

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In which the team reunites for a job after taking a year away from the shadows.

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In which the team attempts to wrap things up with Dr. Nordskov. Along the way, Tiny acquires some tiny new friends.

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In which Vox and Mr. Johnson talk with Ray "the Teutonic Overlord" Rigel and Kelly "Just Kelly" Morris of the Catalyst Demo Team about upcoming conventions and game mastering advice.

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In which the rest of the team deals with the rest of security while Haze seeks out Dr. Nordskov. And barghests learn to fly.

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In which Mr. Johnson and Vox talk Rigger 5 with RJ Thomas. Also, a new episode of Dear Handy!

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In which the team continues planning and conducting legwork. But with the rigger absent, who's going to fly the VTOL?

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In which Vox and Mr. Johnson, along with some familiar voices, discuss minimizing player downtime at the gaming table.

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In which the team performs a little recon at the mansion on Royal Hill just outside Portland.

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In which the team preps for a trip to Portland.

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In which the team has a tense meeting with an old Mr. Johnson, who encourages them to take on a new venture.

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In which Kenji gives the team an ultimatum and Tiny considers his cuddly side.

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In which twelve hours separate Kit from death.

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In which the team tries to escape with their lives.

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In which the team fights the blood mage in downtown Seattle.

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In which Vox and Mr. Johnson talk with Damian and Amanda of the Violent Life podcast.

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In which the team, armed with the knowledge Kit learned from her astral quest, begins the hunt for the blood mage.

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In which the team finds a new place to lie low and Kit goes on an astral quest to track down the blood mage.

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In which Mr. Johnson talks with Thomas Gofton of Lynnvander Productions Inc. about all manner of gaming goodness.

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In which The Kid has some strange experiences while the team attempts to regroup and get some answers about the attack at the Cannery.

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In which the team fights for their lives when blood spirits enter the Cannery.

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In which Vox and Mr. Johnson discuss the better-heeled districts of Sixth World Seattle (that aren't Downtown).

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In which Maverick confirms his worst fears about his brother's injuries, Kenji tries some new technomancy tricks, Tiny does a little building, and then...

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In which Vox and Mr. Johnson discuss the less-savory districts of Sixth World Seattle. Also: answers to some listener questions, a new Masked GM segment, a new Critter Corner, and a new Storytime!

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In which Maverick receives a phone call from his sister-in-law with an unusual request. Could it be that the team's actions result in more than just karma and notoriety?

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In which Mr. Johnson foils the technomancers' evil plans and provides you with the missing minutes from Episode 62!

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In which the team comes under fire from unknown assailants.

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In which the team encounters trouble during the meet and we witness Maverick's final moments.

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In which Vox and Mr Johnson talk with Mitch Gitelman of Harebrained Schemes, answer loads of listener mail, and introduce a new Critter Corner and Storytime!

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In which the team, on a boat en route for Vancouver, worries when the cargo begins acting strangely.

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In which we finish our coverage of Chrome Flesh.

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In which the team makes travel plans to deliver their cargo across national borders.

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In which the team speaks with King James about a new job, Swarm conducts a little business, and Kit and Kenji conspire to take over the WORLD... through incorporation.

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In which Vox and Mr. Johnson discuss the new augmentations book, Chrome Flesh.

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In which the team concludes the battle with the Yakuza in the Warehouse District.

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In which the team uses Maverick as bait for a chance to converse with Azani.

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In which the team scrambles to formulate a new plan after the first one blew up in Haze's face. They discover their target hired Runners of her own, and Maverick comes up with a bold strategy.

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In which Vox and Mr. Johnson begin a series on the cities of Shadowrun, starting with the most iconic: Seattle.

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In which the team proceeds without their diplomat. Surely the other runners' skills can compensate?

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In which Vox and Mr. Johnson talk with "Good" Ray Rigel and Opti about running and playing Shadowrun with younger players.

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In which the team brainstorms how to convince the Yakuza to stop influencing the fights. Options include demolitions and... diplomacy? Diplomacy's a thing, right?

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In which the team starts in on legwork, and Swarm declares he can pronounce the names of his gear any way he pleases.

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In which the team meets with CalHot Louie and trouble ensues.

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In which Vox and Mr. Johnson briefly discuss Data Trails and read listener questions and stories.

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In which the team goes to the fights!

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In which Swarm is allowed in the safehouse, the team kicks around a few heist ideas, and Haze faces a difficult decision. Will he give in to peer pressure?

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In which Vox and Mr. Johnson present some tips and tactics in answer to a few listener questions.

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Kenji finds an old picture showing his parents and a few of his father's coworkers at a Shiawase corporate event. He decides to investigate what really happened with his father and uses the people in the picture as his first lead.

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In this special episode of the Arcology Actual Play Podcast, we are pleased to present you magical pony goodness and glitter.

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In which the team eschews the behind-the-scenes tactics in favor of a direct approach.

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In which the team catches the others up on the situation, completes a little reconnaissance, and plays matchmaker, gang war style.

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In which we talk Shadowrun Chronicles: Boston Lockdown with Jan Wagner of Cliffhanger Productions!

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In which Maverick catches up with the team and the team catches up with Maverick.

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In which Vox and Mr. Johnson answer listener questions, talk with Ray Rigel of the Catalyst Demo Team about the poster contest, and announce the winners!

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In which Mr. Johnson, along with Tim Patrick and Robert Loper of Critical Glitch, talk with Thomas Gofton of Lynnvander Productions - creators of The Gamers: Natural One - about their Kickstarter for the sequel, Natural 20.

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In which the team observes the ganger and attempts to make use of what they've seen.

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In which the team finishes planning how to fix a gang war and Haze tries urban surfing.

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In which Vox and Mr. Johnson discuss toxic hazards. Also: a new Critter Corner and Storytime!

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In which the team receives an enigmatic message from Maverick and furthers the plan to help the Buzzkillas win a portion of the Barrens.

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In which the team delivers the goods and the Queen tasks them with another job.

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In which Vox and Mr. Johnson discuss the Lifestyle rules in Run Faster and how to deepen your campaign using lifestyle, downtime, and consequences.

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In which the Blood Wasps task the team with moving goods and the Blood Wasps representative gets a job as Johnson.

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In which we wrap up the end of the Drekstorm and offer you a brief domestic interlude...

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In which we offer you a look at campaign co-creation in our newest Shadowrun actual play podcast.

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In which we discuss Changelings and the Infected out of Run Faster.

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In which we present to you the conclusion of the Drekstorm.

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In which the team seeks out heavy machinery, follows up on a tip, and then... drek just gets weird.

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In which we chat with Jon Everist, the composer and audio director for Shadowrun Hong Kong!

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In which the team has a chance to regroup and plan the next move.

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In which we cover the Mess of Metahumanity chapter from Run Faster.  Plus: a whole lotta news, some listener questions, and a new Storytime!

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In which the team tries to get out of its predicament.

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In which we give you the details about our Patreon, launching Feb. 1st at 8PM US Central.

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In which we discuss the "Ethics, Codes, and Other Jokes" section of Run Faster and shoot the drek with Ray Rigel about conventions and the Catalyst Demo Team.  Plus, tons of new podcast news, a contest, and the details about our upcoming Patreon launch!

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In which Tiny opens the door...

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In which plans are kicked around, legwork is more or less skipped, and the team closes on the tracker.

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In which the team convenes to hatch a plan for the latest job.

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In which Vox and Mr. Johnson talk Shadowrun: Hong Kong and its Kickstarter campaign with Mitch Gitelman of Harebrained Schemes.

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In which the team gets a new job...

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In which Vox and Mr. Johnson discuss ways to incorporate Run Faster into your existing Shadowrun campaign.  Also: a new critter corner and a new runner story!

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In which we get together with others from the Shadowrun podcasting community to discuss Shadowrun in 2014 and 2015.

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In which we learn more about Tiny through stories written by and read by the player.

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In which we learn more about Haze through stories written by and read by the player.

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In which we learn more about Kit through stories written by and read by the player.

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In which the team finalizes their upgrades to their new safehouse.

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In which the team tries to grab some high-quality building materials from under the noses of some trigger-happy Lone Star guards.

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In which Mr. Johnson and Vox run down the long list of Shadowrun news and offer you their first impressions of Run Faster.

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In which the team starts shopping for the safe house materials

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In which Vox and Mr. Johnson serve up seven tips for players and seven tips for gamemasters with a side of a new story!

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In which the team begins planning the safehouse.

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In which Vox and Mr. Johnson discuss one of Catalyst's latest ebook releases about the metaplanes.

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In which the team concludes the extraction job at Federated Boeing.

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In which Vox and Mr. Johnson answer a few listener questions, then present you with some background stories from the Arcology Actual Play podcast, read by their authors.

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In which the team finalizes their plans to extract their target from Federated Boeing.

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In which Mr. Johnson talks with Rob, KatNine, and Haze about RunnerHub, an unofficial Shadowrun tabletop online matchmaking system.

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In which the team cleans up and gets back to work planning their extraction job at Federated Boeing.

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In which Vox and Mr. Johnson open up the mailbag and address some of your questions and comments.  Awarding and using Edge, stacking armor accessories, and finding a group - plus a new story!

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In which the team continues legwork amidst distractions, including an encounter with a half-ork.

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In which Mr. Johnson and Vox talk about The Infected with Patrick Goodman.

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In which Kenji finds himself in trouble while in the Matrix host of Federated Boeing.

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In which Vox and Mr. Johnson provide some advice into building and running scenes in your game.  Also, a new Critter Corner and listener story!

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In which the team is called in for a chat and reminded to watch the collateral damage.

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In which Vox and Mr. Johnson discuss how to make the most of downtime.  Also, a new Critter Corner and Storytime!

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In which the team demonstrates what happens to those who mess with one of their own.

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In which King James introduces a new face to the party.

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In which Vox and Mr. Johnson discuss Shadowrun with a very special guest.  We also discuss the Arcology's one-year anniversary!

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In which the team just has to get paid, sell off some of the stuff they picked up along the way, and--wait, are those teeth marks?

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In which Vox and Mr. Johnson discuss the combat medic as shadowrunner, including all the skills, spells, gear, and 'ware you might need to make an effective combat medic.

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In which the team concludes their battle against the other 'Runner team.  Will they be successful?

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In which the team gets closer to rescuing the Compton children.  Now if it weren't for this runner team in the way...

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In which Vox and Mr. Johnson discuss Stolen Souls and cover extraction jobs in a bit more detail.  Also, Mr. J gives his two cents about creating a shapeshifter in 5th edition and we present a new listener story!

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In which the team follows their only lead to a nice, quiet neighborhood.  What could go wrong?

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In which Vox and Mr. Johnson talk GenCon with members of the Catalyst Demo Team and the Arcology Actual Play podcast, and Mr. Johnson talks Syrinscape with its creator, Benjamin Loomes.

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In which the team employs new tools in their search for the missing children.

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In which the team engages in a shootout with the 405 Hellhounds in their attempts to rescue the missing children. It's a shootout at Ed's Diner!

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In which the team conducts legwork, follows a lead, and then (wait... you what?!).

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In which we sit down with Adam, creator of Chummer 5 character creation software for Shadowrun 5th edition.  We also have a new Extraterritoriality segment and a special announcement!

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In which the team meets up at the Big Rhino to hear King James's job offer.

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In which Vox and Mr. Johnson discuss the role of knowledge skills in Shadowrun. Plus, new listener questions and a new story!

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In which the team continues their search for the dwarf with the briefcase full of Jazz.

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In which Vox and Mr. Johnson discuss the why, what, and how of metaplanar quests.  Plus a new listener story!

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In which we get a glimpse into Kenji's and Maverick's family lives before business calls them back into the Barrens.

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In which Vox and Mr. Johnson talk character optimization with Maverick from the Arcology Actual Play podcast.  Also included: a new listener story!

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In which the team tries to wrap up the previous job and, in the process of selling paydata, ends up in a showdown at the pawn shop.

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In which Vox and Mr. Johnson talk about the Shadowrun collectible card game, Crossfire. Also included: a new and extra-long Critter Corner. You may feel more at ease with a can of Raid nearby.

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In which the team, unable to rely on the con, introduces security forces to Startled and Surprised.

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In which the team uses their collective Con skill, specialized in Technobabble, to get in unnoticed.

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In which Vox and Mr. Johnson answer more of your questions and wrap up Run & Gun: called shots, martial arts, new uses for Edge, and demolitions!

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In which the team makes plans to plumb the depths of a megacorp in search of data.

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In which Vox and Mr. Johnson recount their Origins 2014 experience and present you with a new Storytime. Run & Gun coverage continues next week.

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In which the team spends a little down time and we get the opportunity to know a little more about them.

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In which the team gets the call, goes to the meet, and gets the opportunity to earn some hazard pay.

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In which Vox and Mr. Johnson talk Shadowrun Missions and upcoming conventions with Good Ray Rigel, Lead RPGs Agent of the Catalyst Demo Team.

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In which the team simply awaits a phone call, then intervenes in gang warfare on behalf of their hosts.

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In which Mr. Johnson and Vox discuss the combat maneuvers introduced in Run & Gun. Also included is a new segment, Extraterritoriality, which covers house rules.

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In which we are introduced to the Runners and they are introduced to their first job.

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In which Mr. Johnson and Vox examine the threads that will keep you from getting geeked. Or at least make you look better falling down. Also, our first impressions of Stolen Souls, and a special announcement.

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In which your hosts take a brief break from Run & Gun. Mr. Johnson interviews Colen McAlister of Lone Wolf Development briefly about the Shadowrun 5 Herolab update, then moves from the Sixth World to the Fourth World to discuss Earthdawn 4th edition with Josh Harrison, the line developer for Earthdawn.

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In which Vox and Mr. Johnson discuss the weapon accessories and modifications found in Run & Gun. In the second half of the show, Mr. Johnson sits down to talk about Realm Works campaign management software with Colen McAlister of Lone Wolf Development.

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In which Vox and Mr. Johnson go through all the goodies in the Arsenal section of Run & Gun. In the news, some podcast love abounds, and we have a new story!

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In which Mr. Johnson talks Shadowrun with Ross Watson and Darryl Mott Jr. of the Gamer's Tavern Podcast, plus a new listener story!

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In which Vox and Mr. Johnson discuss ways to improve your rigger. Plus an in-depth rundown of most of the wheels, legs, tracks, and blades on which you'll be itching to spend your nuyen!

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In which Vox and Mr. Johnson briefly discuss the release of Run & Gun, and Mr. Johnson interviews Mitch Gitelman and Jordan Weisman of Harebrained Schemes, and tries not to panic.

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In which Vox and Mr. Johnson discuss ways to improve your decker or technomancer. Also included: a new critter corner and a new listener story.

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In which Vox and Mr. Johnson discuss how to improve your street samurai. More questions and answers, a new, epic Shadowrunner story, and Mr. Johnson makes no promises.

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In which Vox and Mr. Johnson discuss the ways in which you can improve your magician or adept shadowrunner through karma and/or nuyen expenditures. Also: question-and-answer and a new listener story!

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In which Jan Wagner of Cliffhanger Productions joins us for an in-depth interview about the upcoming game Shadowrun Online!

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In which Vox and Mr. Johnson cover the subject of music in the Sixth World: how GM's and players can use music to add depth to their campaigns/characters and some house-rule crunch on moonlighting as a musician. Plus: listener questions, a new listener story, and two bonus songs!

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In which Vox and Mr. Johnson discuss vice in the sixth world. We will cover the addiction rules to the best of our ability, and we have a new listener story!

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For episode 18, Vox and Mr. Johnson are joined by a guest host. We cover the topic of the role of religion in Shadowrun; what religions exist in the sixth world, tips for playing a character with religious beliefs, and how religions might result in shadowruns. For this week's critter corner, we explore the dark and mysterious Shedim.

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In which Vox and Mr. Johnson answer listener questions about Shadowrun!

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In which Vox and Mr. Johnson, due to some schedule restrictions, throw any semblance of a script right out the window and devote an hour to talking about their own Shadowrun characters. Per listener request, of course!

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In which Vox and Mr. Johnson discuss how to prepare for running a session. Also, a new You Are Who You Know, and another listener story!

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In which Vox and Mr. Johnson explore the process of designing your own adventures for Shadowrun, along with an example adventure designed on the podcast. Welcome to 2014!

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Our second bonus episode! Critical Glitch, Hiddengrid, and The Arcology podcasts get together to discuss our predictions for Shadowrun in 2014. Happy New Year!

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In which Mr. Johnson and Vox talk about how to prepare your Shadowrun campaign. Also included: a review of the recently-released Gear Cards, and a new listener story!

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In which Vox and Mr. Johnson begin a new series of episodes about running a Shadowrun campaign. Includes a new critter corner, storytime, and a review of Gun H(e)aven 3.

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In which your hosts Vox and Mr. Johnson discuss the face. A new Critter Corner, and another new segment!

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In which Vox and Mr. Johnson uncover the many ways of the adept. Not just for martial artists anymore, the adept can be one of the most versatile or specialized characters in Shadowrun.

Also included, a new listener-submitted runner story and a new segment.

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In which Vox and Mr. Johnson discuss the role of the rigger. A new critter corner segment covers barghests: how to survive an encounter with them, or how to best inflict them upon your unsuspecting players! Also, a correction on spirits, who are in fact difficult to take down with normal weapons after all.

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In which Mr. Johnson and Vox discuss hermetic mages, shamans, and aspected magicians in the third installment of the Shadowrunner Dossiers. There is exciting news on the Shadowrun Returns, Critter Corner covers Spirits, and there is an extra-long listener story to make up for the extra-long absence!

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In which Vox and Mr. Johnson discuss the second Shadowrunner archetype: Matrix users, specifically Deckers and Technomancers. Keeping in line with the Matrix theme, this episode's Critter Corner segment covers Sprites. Also included: another Shadowrun Returns module review and a listener-submitted story!

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Join us for the first bonus episode of the Arcology Podcast, in which Mr. Johnson interviews Justin from the Hidden Grid: The Sixth World Chronicles actual play Shadowrun podcast. Our conversation covers the topics of running a game online and GM'ing Shadowrun, and more.

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In which Vox and Mr. Johnson delve into the character archetype of the Street Samurai, including what Street Sams do, how to create them, and some roleplaying tips. Also included: a new Critter Corner segment and another listener submitted story.

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In which Vox and Mr. Johnson provide useful advice for surviving the completion of a run, including what to do when your employer decides to geek you.  Also included: a new Shadowrun Returns module review, another listener submitted story, and a brand new segment.

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In which Vox and Mr. Johnson discuss the means of conducting a shadowrun, specifically various approaches to consider: when to keep it quiet and when to break out the big guns. Come for the discussion, stay for the first listener-submitted runner story!

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In which Vox and Mr. Johnson explore the legwork phase of a shadowrun, including the gathering of information and the formulation of plans.  Also included: Our first Shadowrun Returns module review!

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In which your hosts Vox and Mr. Johnson begin a four-part series about the anatomy of a Shadowun. This series begins with an exploration of "The Meet", which is often how a Shadowrun begins.

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In which your hosts Vox and Mr. Johnson discuss the cyberpunk fantasy roleplaying game Shadowrun, introducing new players to the world and whetting long-time Shadowrun fans’ appetites for the newly-released fifth edition of the game!