gg no re: an rpg podcast: Recent Episodes

gg no re

An RPG podcast that does actual plays, reviews, and talks about nerd stuff. We tend to play 5e with an old school aesthetic.

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We continue the module "Hideous Daylight" by Brad Kerr. Read Bryce Lynch's review of it here: https://tenfootpole.org/ironspike/?p=7079. Show notes with links to all the module author's stuff: https://ggnorecast.com/220.

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We start the module "Hideous Daylight" by Brad Kerr. Read Bryce Lynch's review of it here: https://tenfootpole.org/ironspike/?p=7079. Show notes with links to all the module author's stuff: https://ggnorecast.com/219.- Hideous Daylight (aff): https://www.drivethrurpg.com/product/333639/Hideous-Daylight?affiliate_id=433586- Demon Driven to the Maw (aff): https://www.drivethrurpg.com/product/372360/Demon-Driven-to-the-Maw?affiliate_id=433586- Brad Kerr's podcast Between Two Cairns: https://www.buzzsprout.com/2042709/- Brad Kerr's itch.io site: https://brad-kerr.itch.io/- Swordlords Publishing: https://www.drivethrurpg.com/browse/pub/17426/Swordlords-Publishing

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We start a module created entirely by AI, with AI-generated PC backstories, in an AI-generated setting, with AI-generated NPC interactions—and tell you how to do it yourself. Show notes with images and links to AI tools: https://ggnorecast.com/218.

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We talk about our experience playing and running first edition Advanced Dungeons and Dragons. Show notes: https://ggnorecast.com/217.

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We're DOING IT LIVE!!! RPG advice with questions fielded in real time. Show notes: https://ggnorecast.com/216.

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ADND n00bz try to play the game. We fight skeletons and find secret doors. Show notes: https://ggnorecast.com/215.

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Yellow mold! Throwing axes at spiders! Verbal mapping! Failing to open doors! Looking things up! Audible frustration! Our first foray into ADND 1e dungeon delving truly has it all.

Show notes: https://ggnorecast.com/214.

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An archaeology of play for First Edition Advanced Dungeons and Dragons! Gary says to start play by entering a village, finding a tavern, and buying gear. So that's what we do. This is not a "best practice," but it is the THE RULES. Join us as the PCs learn about the area and get ready to head out to adventure. Show notes: https://ggnorecast.com/213.

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Answering questions from Reddit and our patrons: What to do about a bad priest? My players don't like old school??? Best modules? Houserules to foster dramatic play? Best encumbrance rules? Show notes: https://ggnorecast.com/212.

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A spooky Halloween one shot of the excellent module Demon Driven to the Maw, using the Cairn RPG rules. Show notes: https://ggnorecast.com/211.

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We finish up our preview of Neoclassical Geek Revival 2e, using the module A Thousand Dead Babies, both by Zzarchov Kowolski. Kickstarter for the 2e rules: https://www.kickstarter.com/projects/1594988817/neoclassical-geek-revival-acidic-edition. Show notes: https://ggnorecast.com/210.

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We continue the 1K Dead Babies module using the 2e preview of Zzarchov's Neoclassical Geek Revival system. (Apologies for the weird background noise—will fix that for next time.) Show notes: https://ggnorecast.com/209.

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We have a preview copy of the upcoming 2nd edition of Zzarchov Kowolski's (patreon: https://www.patreon.com/zzarchov, drivethrurpg: https://www.drivethrurpg.com/browse/pub/4140/Zzarchov-Kowolski) Neoclassical Geek Revival, and we run it with his classic module A Thousand Dead Babies (aff link: https://www.drivethrurpg.com/product/110659/A-Thousand-Dead-Babies?affiliate_id=433586). Went a bit off the rails this time, from checking in at the tavern to making a heist on a church, and then everything went sideways. We chat in some detail about the mechanics of NGR 2e; so do listen if you're interested in this ruleset. Show notes: https://ggnorecast.com/208.

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We finish up Thulian Echoes and give our thoughts. Show notes: https://ggnorecast.com/207.

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GG NO RE answers your RPG questions again, from the technical to the social. Show notes: https://ggnorecast.com/206.

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We start up Thulian Echoes by Zzarchov Kowolski, an innovative and clever module that's easy to slot into most campaigns. Show notes: https://ggnorecast.com/205.

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Asa runs a Star Wars game using the Galaxy Far Away ultralite rules from d66 Kobolds. Show notes: https://ggnorecast.com/204.

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Welcome to the dark future. We're playing the quickstart (excuse me, jumpstart) rules for Cyberpunk Red, the newest edition of the Cyberpunk roleplaying game. Keanu Reeves may or may not have guest starred! Show notes: https://ggnorecast.com/203.

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DRAGONS OF DESPAIR comes to its desperate end with a sequence-breaking dragon fight. Show notes: https://ggnorecast.com/202.

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The fellers trek overland to find a white stag and an ancient city. We set a record for the most flavor text read in a single session. Show notes: https://ggnorecast.com/201.

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We play Dragonlance, Dragons of Despair, to be specific. No one has ever played this since 1983, and that is an empirical fact. Show notes: https://ggnorecast.com/200.

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We walk through the highlights of the rest of the module and talk about its pros and cons. Show notes: https://ggnorecast.com/199.

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We continue playing B3: Palace of the Silver Princess. Show notes: https://ggnorecast.com/198.

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We start our playthrough of the classic module B3: Palace of the Silver Princess. We follow procedures exactly, become the bane of the elderly, fight tons of orcs, and get lost due to verbal mapping. Show notes: https://ggnorecast.com/197.

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Yeah, I'm thinking we're back. Listener question, Dear Gary, and amusing digressions. Show notes: https://ggnorecast.com/196.

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We discuss our experience with the downtime rules in Xanathar's Guide to Everything. Topics: fictionally involved vs summarized, small addition to campaign vs focus of campaign, using the rules to improvise a campaign, mechanical details of the activities. Show notes: https://ggnorecast.com/195.

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We discuss and show off Talespire, a virtual tabletop in closed beta right now on Steam.

Show notes: https://ggnorecast.com/194.

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Our first actual play screencast. Our dungeon academy students have a school phase, follow some personal quests, see what it's like to be in dungeon-school, observe portents, and then head back into the dungeon for some wilderness crawling and find a secret entrance to a new dungeon level.

Show notes: https://ggnorecast.com/193.

~~~Make a Search Check~~~ patreon: https://patreon.com/ggnore youtube: https://www.youtube.com/channel/UCFNIRjq48x60-bTW-bY0dQA soundcloud: https://soundcloud.com/ggnorecast itunes: https://itunes.apple.com/us/podcast/gg-no-re/id994417067 twitter: https://twitter.com/ggnorecast anchor: https://anchor.fm/ggnore

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The gamers discuss the function of art in RPGs and enact coronavirus discourse. Show notes: https://ggnorecast.com/192.

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An update about how gg no re is going quarantine mode. We're still playing, and we should have another group podcast soon. This virus has also opened the door to remote play to us. Daniel talks about how he's running a megadungeon on roll20. Show notes page with examples and roll20 settings: https://ggnorecast.com/191.

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Tim and Daniel recap the events of the first proper foray into the dungeon beneath the academy. Show notes: https://ggnorecast.com/190.

Music is "Monarchy" by Mosh: https://iammosh.bandcamp.com/track/monarchy

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We actually step foot inside the dungeon. Show notes: https://ggnorecast.com/189.

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We recount the events of last session and promise to be good boys and actually record the next actual play. Show notes: https://ggnorecast.com/188.

Music is "Monarchy" by Mosh: https://iammosh.bandcamp.com/album/monarchy

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We talk about our most recent session of EPIC GAMING, in which the first Dungeon Academy "plot arc" wrapped up: what happened, DM techniques employed, some behind the scenes info.

Show notes: https://ggnorecast.com/187.

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An old face returns and a new one appears as the students attempt to rescue a burning dryad and delve into a lair beneath her tree.

Show notes: https://ggnorecast.com/186.

Music is "Monarchy" by Mosh: https://iammosh.bandcamp.com/track/monarchy

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What is metagaming? Bad or good? How should metagaming affect situation design? Plus discussions on domineering players, GM-player system mismatch, and rules nazis.

Show notes: https://ggnorecast.com/185.

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The party continues to explore the Shady Grove, searching for the entrance of the dungeon proper, but things go a bit sideways.

Show notes with character portraits and maps: https://ggnorecast.com/184.

Intro music "Monarchy" by Mosh

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This week in Dungeon Academy, new best friends, striking out at romance with a foodie, passing and failing tests, and some reverse-ambushing in the Shady Grove. Music, maps, and PC pics in the show notes: https://ggnorecast.com/183.

Music is "Monarchy" by Mosh: https://iammosh.bandcamp.com/track/monarchy.

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Tim and Daniel analyze what the acclaimed Western sandbox videogame Red Dead Redemption 2 took from D&D and what your campaign can take from it. We also discuss Bryce Lynch's review of the game.

Show notes: https://ggnorecast.com/182.

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This is the new superhero RPG hotness. Listen as four heroes unite to fight GARBAGEMAN, Neo-Birmingham's newest villain.

WE STAN is a snappy game that produces an actual storyboarded comic book each time you play (no drawing talent necessary).

It uses panoptical GM rulings to adjudicate superheroic action rather than using extensive rules and keywords. Its GM-facing procedures create dramatic arcs while still preserving player freedom and encouraging creative problem solving.

Show notes: https://ggnorecast.com/181.

Music from https://filmmusic.io / "The Descent" by Kevin MacLeod (https://incompetech.com) / License: CC BY (http://creativecommons.org/licenses/by/4.0/)

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We play Bret Gillan's one-shot horror RPG, The Final Girl. Show notes: https://ggnorecast.com/180.

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Our RPG advice column reprises with more questions from the internet and our patrons. Show notes: https://ggnorecast.com/179.

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(Check the show notes for a pdf you can use to follow along with this episode.) Daniel explains a procedure for generating a town and dungeon together as a unit and talks about why it's good to do that. Includes a lair generator. Show notes: https://ggnorecast.com/178.

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We play the intro scenario for heartwarming indie RPG from Japan, Ryuutama. Learn about how it handles overland travel, and see how you might use these procedures in other games. Show notes: https://ggnorecast.com/177.

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We generate characters for the heartwarming Japanese RPG Ryuutama. If you listen, you will know how to make them. Show notes: https://ggnorecast.com/176.

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We review the D&D 5e Essentials Kit. Disregard the positive reviews you've seen. It is not good. Show notes: https://ggnorecast.com/175.

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Jim runs a homebrew adventure set within ELECTRIC BASTIONLAND, the new hotness from Chris McDowall and other luminaries. Show notes: https://ggnorecast.com/174.

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The 5e Essentials Kit playthrough hits a VERY STRONG inflection point. Show notes: https://ggnorecast.com/173.

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Our RPG advice column reprises with more questions from the internet and our patrons. Show notes: https://ggnorecast.com/172.

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D&D 5e Essentials Kit continued. Show notes: https://ggnorecast.com/171.

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We start our very serious and important rpg advice column. Write in with questions of your own for next time.

Show notes: https://ggnorecast.com/170.

"Werq" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

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The Essentials Kit continues. Show notes: https://ggnorecast.com/169.

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Daniel shows how to add elevation contour lines to a hex map, how to calculate sight lines in terms of hexes, how to navigate overland by means of such, and muses on why in the world one might desire to do so. Show notes: https://ggnorecast.com/168.

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We start our actual play of the new 5e Essentials Kit. Show notes: https://ggnorecast.com/167.

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We talk about the upcoming Essentials Kit for D&D 5, the actual play of which will be our next episode. We also touch on how we created characters, both mechanically and dramatically, and discussed more broadly the issue of suiting PCs to settings, especially when you don't know what kind of themes will be present in the setting or module.

Show notes: https://ggnorecast.com/166.

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Daniel got it into his head to run a Dante's Inferno tactical D&D war/storygame. Unfortunately, Roll20 doesn't let you export entire campaigns; so we're dumping all the assets out there for you to use if you want—or at least for you to get an idea of the kind of assets that would be involved were you to want to do something similar. Be sure to check the show notes page for all the goodies.

Show notes: https://ggnorecast.com/165.

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The party continues into a labyrinth of the kobold lair, has to navigate using verbal description only, and gets into a dicey fight. Later that night, back in the real world, Saggitarius witnesses something that will have serious implications in the future.

Show notes: https://ggnorecast.com/164.

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163 - D&D 5e Races Tier List by gg no re

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Actual play proper of our experimental 5e intro campaign, Kirland. Refer to the previous episode for background on how it was created, and see the show notes for all the material Daniel had generated to run the first session of it. 

In this episode, the characters explore around the barrow-downs, find hidden treasure, learn a bit about the town, grab some rumors, and head out to the marshes to collect a bounty on a bandit king's head. 

Show notes: https://ggnorecast.com/162.

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Bit of a weird ep this time. Daniel had less than a week's notice to run a game for some youngsters, half of whom hadn't really played an RPG before. Daniel decided to make this a challenge run: create a new campaign and new vanilla D&D 5e setting from scratch in just a few nights. The materials and tools he used to do that are all in the show notes: https://ggnorecast.com/161.

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Daniel finally gets to run Dogs in the Vineyard, adapted to a familiar D&D setting. It's teenage pseudomormon gunslingers, but with St. Cuthbert instead of Mormonism. Tim and John have rolled up 5e clerics, and Daniel explains the few changes necessary to make D. Vincent Baker's game of hard ethical judgments with potentially explosive consequences work when adapted to the world's most popular roleplaying game. In this episode, we get through both initiation conflicts; when we pick back up, the clerics will hit their first town.

Show notes: https://ggnorecast.com/160.

Pale Rider Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

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Daniel gives a preview of a patron-only 4-in-1 page dungeon that we'll be releasing soon, describing its method for making traps beforehand or at runtime.

And, speaking of traps, there's DM perfectionism. You want everything in your setting to be up to your standards; so you end up producing less than you need. This induces a nasty cycle. Daniel says how he's broken it with the help of old school fundamentalism.

Show notes: https://ggnorecast.com/159.

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Well, what is it? Are you cool yet? Show notes: https://ggnorecast.com/158.

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We discuss FROM SOFTWARE's new ninja action game, Sekiro: Shadows Die Twice. We compare it to the previous Soulsborne games, rank it among our favorites, and muse about tabletop applications of its systems. Mild spoilers.

Show notes: https://ggnorecast.com/157.

Intro music is "Sekiro (The One-Armed Wolf)" by Yuka Kitamura

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We finish our run of our first proper sci-fi game, Mothership. Spoilers for the official module Dead Planet follow. Listen as it is revealed that Daniel still doesn't know how space works and knows one and only one metric system equivalence. Does the party escape the dead planet or spectacularly TPK? Do we get the rules half right? Just click, nay, SMASH that play button and find out, dear listener.

Show notes: https://ggnorecast.com/156.

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Daniel gives an update on the podcast and tells you what to expect in future episodes. We'd like to hear your feedback on this one; so ping us in the comments or @ggnorecast on twitter. At the end, Daniel interviews his wife, who hates playing RPGs, and they talk about why people might feel that way and measures you can take to ease folks into the hobby.

Show notes: https://ggnorecast.com/155.

Canon in D Major Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

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154 - Mothership - Dead Planet by gg no re

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We (in the last underwater recording) discuss, gush, and throw shade on each other's fav videogames. Show notes: https://ggnorecast.com/153.

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The gg no re bois are back with the classic lightning-round opinion panel. This time: live service games, wines of various kinds, dungeons, dragons, classic D&D monsters, and more. Show notes: https://ggnorecast.com/152.

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We try out the 5e conversion of Pokemon that the great benefactor of mankind @JOEtheDM has created. Our PCs get their Pokemon trainer licenses and encounter Team NORMIE in the rain-slick streets of Neo Pallet Town.

Show notes: https://ggnorecast.com/151.

Intro song by Goblins from Mars: https://www.youtube.com/watch?v=POl5UDpQvhQ

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We put out an episode of AFTER DARK for the general audience. Usually you have to be a patron to get in on this. But, enjoy, normie listeners. We give/take session feedback, complain about each other, and talk about game design, scene controvery, and social media hell. Also, anime, TV, movie, and videogame recommendations. Show notes: https://ggnorecast.com/150.

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Beard ASMR & Blood Pools. Got projector armbands. Got Patroclus to come with. Explored side paths then found a cave complex beneath the hill off the path. Found a smoky spirit of a student named Antolius. Then entered a labyrinth where they fought kobolds and giant albino lizards. Saggitarius broke through the kobold barricades, cut one down, then was rekt. Left off in dungeon.

Show notes: https://ggnorecast.com/149.

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We had an off week this time; so, instead of a typical episode, here's a crosspost from Daniel's podcast, Detect Magic, in which he talks about a system he's going to be using in the upcoming Dungeon Academy actual play episodes. 

Blood Pools is a system for modeling how characters get better at fighting particular monsters (and in general) that's separate from the XP system.

Blog post with more info about the Blood Pool rules: https://detectmagic.wordpress.com/2019/01/17/blood-pools/

Show notes page: https://ggnorecast.com/148.

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Suspicion over the murder of Secundus spreads among the faculty. Luna's romance gets complicated. Luna and Tacitus study wand creation. And the rest of the party sneak into the sewers beneath the dorm and find some unexpected things.

Show notes: https://ggnorecast.com/147.

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New audio gear! The students visit Pluto in the hospital, busy themselves with normal school stuff, and romance blossoms for Luna.

Show notes: https://ggnorecast.com/146.

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Fighting the bandits — our first PC death — 316 gold, 79 XP each. Show notes: https://ggnorecast.com/145.

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Espying a spider-man — resurrecting a skeletal smith — speaking with the spider-man — a dead alchemist holds a magic wand and magic hat and magic robes (+1 hp, help you hide against the night sky) — held up by bandits — the mechanical benefits of romance. Show notes: https://ggnorecast.com/144.

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Pluto hits the books, looking for info on the sewer system, and meets Nero, the winner of the joust — prequel jokes — a magic-gril looking for her lost seeing eye dog — entering the dungeon proper for the first time — a weeping humanoid spider.

Check show notes for reference images from the game, portraits of the characters, and shots of the character sheets and action sheet: https://ggnorecast.com/143.

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We talk about where the OSR and DIY scene should migrate after Google Plus fails to save vs death. Show notes: https://ggnorecast.com/142.

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More Dungeon Academy actual play. They chill at the joust and then sleep. The next day, we see what a cantrip classroom looks like, and someone gets a rival. The mystery of the moaning grate deepens. Show notes: https://ggnorecast.com/141.

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The Dungeon Academy students attend their first church service, a memorial to the student who was recently murdered under mysterious circumstances. Then they hit the books to try to solve a mystery and enter the first joust of the year, courtesy of the 1971 Chainmail rules. Show notes: https://ggnorecast.com/140.

Werq Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

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This starts our play of Dungeon Academy, Daniel's homebrew campaign framework in which you play students in dungeon-school, D&D Hogwarts with the serial numbers filed off. In this episode, we see what a Sunday morning at the academy looks like. The players are new to this as well; so you'll be learning the game as they do. There's live game design, and you can see the process by which some of the mechanics are refined in play. Show notes: https://ggnorecast.com/139.

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We conclude our play of R A T T L E D, a campaign framework Daniel is making for playing reverse D&D with skeletons. No Prep, All Calcium. In this episode, bring the SKELETON WAR to the first location, expand the dungeon, and give concluding thoughts on the framework. (And, shhhh, maybe talk a bit about game design post-outro.)Show notes: https://ggnorecast.com/138.

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We continue our play of R A T T L E D, a campaign framework Daniel is making for playing reverse D&D with skeletons. No Prep, All Calcium. Check show notes for the rules: https://ggnorecast.com/137.

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We continue our play of R A T T L E D, a campaign framework Daniel is making for playing reverse D&D with skeletons. No Prep, All Calcium. Will be releasing the rules for how to play this yourself as Halloween approaches. In this episode, we start the downtime phase, complete an encounter, and ARISE, KILL, & EAT. Show notes: https://ggnorecast.com/136.

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We start our play of R A T T L E D, a campaign framework Daniel is making for playing reverse D&D with skeletons. No Prep, All Calcium. Will be releasing the rules for how to play this yourself as Halloween approaches. Show notes: https://ggnorecast.com/135.

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It's the fabled Roll Tide or Naw? episode! We have a topic and then give what we think about it. See show notes for topic list: https://ggnorecast.com/134.

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In our first ever gg no re interview, we talk to Montrail, a player new to tabletop RPGs whom we randomly met at Dragon Con. We learn about how he came to find out about D&D and RPGs in general, what his experience of organized play was like, and muse about what this might mean for the hobby more broadly. Show notes: https://ggnorecast.com/133.

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We talk about our experience at Dragon Con 2018: the good, the bad, the ugly, and the sublime. Show notes: https://ggnorecast.com/132.

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We review the Pathfinder 2 playtest. Show notes, including a one page dungeon version of the first adventure, here: https://ggnorecast.com/131.

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We actually play Mathfinder. After all the trash talk, we finally see what it's really all about. You'll see the new 2e playtest mechanics in action (at least the ones that Daniel can remember), and hear us wail in acute existential despair! Review coming next ep. Show notes: https://ggnorecast.com/130.

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Apologies in advance, but this episode is us helping Tim create a Pathfinder 2e character and complaining about it with amused detachment.

In the process, you'll hear how a quick first-time generation goes, where someone has read a little bit and has a lot of help.

You'll also hear about some of the differences between Pathfinder 2 and the past and present versions of D&D: proficiency, leveling, the action economy, etc.

We do actually like some of the changes, but, of course, detest most of them. Join us in the suffering.

Check the show notes for a ready-to-run version of the first playtest adventure, with annotations that make it mostly a system neutral one page dungeon.

Show notes: https://ggnorecast.com/129.

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Another episode in which we use shortish clips of actual play to illustrate topics of general RPG interest. This time, the examples are a bit longer and interspersed with memes. Daniel talks about using common thematic elements across multiple campaigns, how taking time up front to develop lore behind your setting will enrich your game, how to use Pinterest to populate your adventure locations, when to draw maps for players, and how bards can be tolerable (it's to supply high quality rumors). Show notes: https://ggnorecast.com/128.

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127 - re:cap City of the Crepuscular Queen 5 by gg no re

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This ep is another example of a full mythic play-cycle: suffering in the world of humanity caused by evils within and/or without, leading to a journey to the underworld and mortal combat with its denizens, which are inimical to human interests and values, followed by the liberation of its secrets and wealth, with the protags returning to the world of humanity bearing sorrow, experience, boons, and, perhaps, an adumbration of the eschaton.

In other words, town problem to dungeon to town resolution.

This episode is also heavily choreographed in the fight(s). The game doesn't have to play out this way, but I think everyone was into it. I know I like an intense and gorily choreographed monster fight, and that's what you get.

Show notes: https://ggnorecast.com/126.

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125 - re:play City of the Crepuscular Queen 3/ by gg no re

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We return to our actual play of Daniel's homebrew setting-system. The party decides to track down the monster they fought from last time. Hijinx ensue. You get a good look at how combat can flow, magical catastrophes, and the drama-injection mechanics. Show notes: https://ggnorecast.com/124.

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We start our play of Daniel's homebrew setting and system, City of the Crepuscular Queen.

The first seven minutes or so explain to our magic user, Jim, how magic even works. We venture into discussions on what makes a good and/or fun spell. Thereafter, it's onto the action. There's an entire cycle of play, which let the players (and lets you) get a decent idea of what D&D can be like without D&D. Tense NPC interaction, spell mishaps, combat, hippie storygame nonsense—it's all here, folks.

Show notes: https://ggnorecast.com/123.

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We start our play of Daniel's homebrew setting and system, City of the Crepuscular Queen. (Warning: mild Bloodborne spoilers.)

This episode starts with a discussion of mechanics and theory, intrinsic vs extrinsic rewards, using drama to structure your game, and giving creative pressure release valves.

Then Daniel moves into orienting the players on the setting, stuff they need to know in order to play their characters.

And finally we set up the first moment of actual play.

Theme music for CCQ is "Monarchy," the title track of the album from Mosh: https://iammosh.bandcamp.com/album/monarchy.

Show notes: https://ggnorecast.com/122.

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9 minutes of actual Hot Springs Island play, followed by GG NO RE: UNPLUGGED.

We talk about what we actually are looking for when playing and running RPGs, what effect the DM's investment in the setting has on the game, using Coggle with investigative games, creating dungeons map-last instead of map-first, shots fired about the utility of unstocked maps, designing for emergent gameplay vs designing something inherently engaging with emergent gameplay a bonus feature, and old multiplayer games. Enjoy, if you can.

Show notes: https://ggnorecast.com/121.

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Loosely an actual play, we spend the first 20 minutes talking about Star Wars. Then we look at statues. Show notes: https://ggnorecast.com/120.

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We actually play Hot Springs Island this time! We meet people, kill monsters, and talk about what's good and bad so far about the module, concluding with general thoughts on the role of random generation in modules. Show notes: https://ggnorecast.com/119.

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We talk about how Chartopia can help you organize your random tables, high school drama club, how motion blur is terrible except in VR, and play a little bit of the actual game. More proper play next episode. Show notes: https://ggnorecast.com/118.

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We continue our actual play of Hot Springs Island, using a hacked up version of 5e to be more like the upcoming Pathfinder 2e playtest. This one has us fully exploring a hex and getting sidetracked by film criticism and grits criticism. Show notes: https://ggnorecast.com/117.

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We start our actual play of Hot Springs Island, using a hacked up version of 5e to be more like the upcoming Pathfinder 2e playtest. This one explains the procedures of the book from the GM and player sides and gives some insight into what actually running the thing is like. Show notes: https://ggnorecast.com/116.

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We talk about how to hack 5e to use some rules that have been revealed from the upcoming Pathfinder 2e playtest. Show notes: https://ggnorecast.com/115.

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We talk about our experience with Cthulhu-style investigative horror gaming, contrast it with D&D, and get into that theory. Show notes: https://ggnorecast.com/114.

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We discuss how hexcrawls can be compelling and how they can fail, exemplified in Tomb of Annihilation and Hot Springs Island. Show notes: https://ggnorecast.com/113.

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We have reached our limit with Tomb of Annihilation. Show notes: https://ggnorecast.com/112.

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We continue our game of WotC's newest module, Tomb of Annihilation. It's a remix of Tomb of Horrors and Dwellers of the Forbidden City.

We, uh, travel 10 miles in this episode. But that's more entertaining than it might sound. We hope.

Show notes: https://ggnorecast.com/111.

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We talk about death, resurrection, and getting on the same page as a gaming group. Show notes (with helpful links this time): https://ggnorecast.com/110.

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The party loses all their money betting on dino races. Show notes: https://ggnorecast.com/109.

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We start up a side-game of WotC's newest module, Tomb of Annihilation. It's a remix of Tomb of Horrors and Dwellers of the Forbidden City. Daniel's running this because he knows it'll be easy to run and not take a ton of time to prep BECAUSE he doesn't particularly care about getting everything right! 

So listen in and see what it's like to run this with very little prep off a laptop opened up to DnDBeyond. 

Show notes: https://ggnorecast.com/108.

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107 - Xanathar's Guide to Everything by gg no re

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John takes the GM reins for the first time and runs a session north of Alabamia. Daniel cut in a bunch of memes in post. There's an example of a pathcrawl being run in there too. And we actually have an ending that wraps everything up. Show notes: https://ggnorecast.com/106.

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Daniel provides a framework for creating (or enhancing) a world for your game. These techniques will help you create a world that's engineered for actual play, not infodumps, in which the players will be more successful the more they invest in your world.

Show notes: https://ggnorecast.com/105.

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Daniel explains what a pathcrawl is, how to run one, why you might want to run one, and how they've worked out in his campaign. Example pathcrawl at the show notes: https://ggnorecast.com/104.

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It's Daniel's birthday, and Jim interviews him on what Daniel's ideal D&D campaign would be. Dropping fundamental knowledge. Learn why clerics are objectively the best class. Learn the lowest common denominator of D&D characters as such. Hear our players express many different perspectives re: expectations of game, genre, etc. Discover the O B J E C T O F T H E G A M E. Opinions expressed are solely the opinion of Daniel but nevertheless should be recognized universally. Show notes: https://ggnorecast.com/103.

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Talkin bout that DragonCon. You get a free DM tip that Daniel stole from Zak S. RPG panels: not great, and we discuss how they might be better. And, to round it out, we recount mildly amusing stories from our time this year. Show notes: https://ggnorecast.com/102.

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We discuss D&D Beyond, WotC's newly launched digital platform. Jim delves into the history of WotC's electronic forays and situates D&DB therein; we talk about what it does (and doesn't) do, how it can be improved, and whether it's worth your money. See the show notes for screenshots of what the interface looks like in actual use: https://ggnorecast.com/101.

Make a search check for us:

patreon: https://patreon.com/ggnore g+: https://plus.google.com/+GgnorecastBlogspotplus twitter: https://twitter.com/ggnorecast facebook: https://www.facebook.com/ggnorecast instagram: https://www.instagram.com/ggnorecast

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We talk about EVERYTHING on this one. We cover every module we've played, give summary thoughts on them, discuss generally what makes modules good or bad, talk about what we like and don't about 5e, and give tantalizing glimpses into the future of gg no re. Show notes: https://ggnorecast.com/100.

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We recap a ransom gone wrong and talk about the importance of irrevocable consequences when the dice hit the table. Daniel gives out the mystical DCs that turn 5e into Apocalypse World (spoiler alert: 12 and 20). Show notes: https://ggnorecast.com/99.

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The gg no re-ers talk about why 5e's default implementation of Inspiration is unsatisfactory, how they've experimented with changing it, and a simple hack to improve it. Show notes: https://ggnorecast.com/98.

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No actual play this week because Daniel thought the recording was garbage. Instead, just a recap. Alternate titles: Make Basilisks Great Again; A Game of Fetuses. The crew heads into the ruined dragon shrine again, fights 5e's nerfed version of the basilisk, meets another living snekman, and a PC dies while his player is asleep.  Show notes: https://ggnorecast.com/97.

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An intimate session. John/Evenstar and Tim/Cleophus pick up some hirelings and explore the dragon shrine again. Show notes: https://ggnorecast.com/96.

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An intimate session. John/Evenstar and Tim/Cleophus pick up some hirelings and explore the dragon shrine again. Show notes: https://ggnorecast.com/95.

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Recap, in which Cleophas the ex lake redneck considers an offer from a pirate captain. Evenstar the dragon cultist gets her hands dirty with violent schismatics. Show notes: https://ggnorecast.com/94.

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Cleophas the ex lake redneck considers an offer from a pirate captain. Evenstar the dragon cultist gets her hands dirty with violent schismatics. Show notes: https://ggnorecast.com/93.

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Recapping a bossfight with special mechanics you can steal and an abortive PC kingship. Show notes: https://ggnorecast.com/92.

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We do an actual bossfight with special mechanics you can steal, which Daniel in turn stole from Dark Souls. Then they meet some dubious fungus people, and one PC is soon to be king. Show notes: https://ggnorecast.com/91.

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We recap what happened last time in the snek mans shrine. Show notes: https://ggnorecast.com/90.

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A small party this time explores the ruined dragon shrine to the northeast of Vicksburg. John, Tim, and Wes explore the second level and do some proper dungeon crawling. Show notes: https://ggnorecast.com/89.

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We recap what happened in the first Alabamia episode. Show notes: https://ggnorecast.com/88.

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We kick off our actual play of the Alabamia campaign, a 5e game set in fantasy feudal Alabama. Having plundered a ruined BBQ joint, the party detects magic beneath an albino sow as big as a school bus. But what to do with the hundred suckling giant piglets? Our gnome that looks like Cactus Jack tries to get a date. And our cleric perhaps becomes a kobold prophet. Drink y'all some sweet tea and have a listen. Show notes: https://ggnorecast.com/87.

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We briefly introduce our next actual play campaign: Alabamia, a 5e game set in fantasy feudal Alabama. Show notes: https://ggnorecast.com/86.

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We review Maze of the Blue Medusa. We talk about how to use it in campaigns, what kind of prep you'll need to do, how it's different than most dungeons/adventures, and how its innovative information design helps you run it. Show notes: https://ggnorecast.com/85.

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We finish up our second and last session of our Maze of the Blue Medusa mini-campaign. Warning: this one is heavily unedited because SOMEONE corrupted the audio file. Our review ep is ready to go for next week. Show notes: https://ggnorecast.com/84.

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In the ggnoRE:INVENT series, we talk about how to take stuff from things that aren't tabletop RPGs and use them in tabletop RPGs. Saving the best for first, it's Dark Souls (and Demons Souls and Bloodborne). Show notes: https://ggnorecast.com/83.

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We begin our two-shot of Maze of the Blue Medusa. Show notes: https://ggnorecast.com/82.

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We review the classic Gygaxian tournament module, T1: The Village of Hommlet. Show notes: https://ggnorecast.com/81.

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We finish playing through the classic Gygaxian tournament module, T1: The Village of Hommlet. Show notes: https://ggnorecast.com/80.

Unfortunate note: our mic input was apparently on the wrong setting, and so Daniel and Tim sound like they're in the next room.

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We continue playing through the classic Gygaxian tournament module, T1: The Village of Hommlet. Show notes: https://ggnorecast.com/79.

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We continue playing through the classic Gygaxian tournament module, T1: The Village of Hommlet. Show notes: https://ggnorecast.com/78.

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We continue playing through the classic Gygaxian tournament module, T1: The Village of Hommlet. The second half has us discussing why Daniel is running the game the way he is, and Daniel gives a dubious genealogy of D&D. Show notes: https://ggnorecast.com/77.

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We continue playing through the classic Gygaxian tournament module, T1: The Village of Hommlet. Show notes: https://ggnorecast.com/76.

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We recap a mostly successful incursion into the moathouse. Show notes: https://ggnorecast.com/75.

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A mostly successful incursion into the moathouse. Show notes: https://ggnorecast.com/74.

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After the blow-by-blow of session 1, we discuss railroading vs sandboxes, emergent narrative, and how the medium can shape the story. Show notes: https://ggnorecast.com/73.

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We start playing the classic 1980 module by Gary Gygax, the Village of Hommlet. Show notes: https://ggnorecast.com/72

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We talk about the importance of thoughtfully designed XP systems, then discuss some D&D software utilities and a bunch of videogames. Show notes: https://ggnorecast.com/71

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We review Army of the Damned, an indie 5e module that takes place in the Magic: the Gathering setting of Innistrad, which is basically Ravenloft. Show notes: https://ggnorecast.com/70

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The necro-alchemist Siegfried turns himself invisible, and we fight him to conclude the module. Asa talks about VR. And Ava recites Time Cube scripture. Show notes: https://ggnorecast.com/69

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The theme of this ep is maps. A piece of hexmap creation software and the works of two great mappers. Show notes for details: https://ggnorecast.com/68

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We recap episodes 64 and 66 of Army of the Damned. Show notes: https://ggnorecast.com/67

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We encounter a dryad in the woods and enter her sharing circle: we have some real talk. Then, at last, we splinter cell the manor. And Thorm gets a pet. Show notes: https://ggnorecast.com/66

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Lots of interesting stuff to talk about this week: Stay Frosty, a stylish illustrator, some movement bragging, and a couple D&D utilities. Check the show notes for details and links: https://ggnorecast.com/65

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We continue northward, encountering dangers along the way. Show notes: https://ggnorecast.com/64

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Our recap of episode 62, part 8 of our actual play of Army of the Damned. Show notes: https://ggnorecast.com/63

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Technical issues led to poor audio quality for this episode, sorry! This is our continuing actual play of Army of the Damned. Look for a recap episode later in the week. Show notes: https://ggnorecast.com/62

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This week we introduce a new weekly episode type: ggnore:hype, in which we talk about interesting stuff going on DIY/OSR D&D circles and, after that, anything else we want to chat about. Generally videogames, movies, and TV. For links to everything we talk about, check out the show notes: https://ggnorecast.com/61

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To make up for our tardiness over the last couple of weeks, here's a bonus early episode that gets us right to the beginning of the zombie horde siege. The siege will begin in earnest Monday.

Show notes: https://ggnorecast.com/60.

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We begin the tower defense arc of the module. Show notes: https://ggnorecast.com/59.

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In this episode, we at last have our spooky times in the haunted house and dig up some dirt on necro-alchemy. Show notes: https://ggnorecast.com/58.

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Jim joins us as we go sightseeing in Shadowgrange and investigate an abandoned alchemist's shop that holds plot-related secrets!

Show notes: https://ggnorecast.com/57.

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We make it into town, get the rumors, chat up the locals, level up.

Really short ep this time, next ep will be the start of a new session and be the normal length, with Jim jumping in.

Show notes: ggnorecast.com/56.

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We have gnarly encounters on the road to Shadowgrange. Show notes: ggnorecast.com/55.

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We start a new module, Army of the Damned, an indie 5e joint, with Tim taking the Dungeon Throne this time.

Actual play starts at 10:39.

Show notes: https://ggnorecast.com/54.

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Our discussion & review of Deep Carbon Observatory, text by Patrick Stuart and art by Scrap Princess. MAJOR SPOILERS. Show notes: http://ggnorecast.com/53.

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We wrap up the campaign.

Show notes: http://ggnorecast.com/52.

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We continue to explore the observatory. A comedy of errors. Situations grotesque, risible, & fantastical--all for you.

Show notes: http://ggnorecast.com/51.

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Bickering and exploring. Mostly bickering. Show notes: ggnorecast.com/50.

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We enter the observatory and behold its wonders. Follow dungeon SOP, achieve expected results. Show notes: ggnorecast.com/49.

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At last, the observatory.

Show notes: ggnorecast.com/48.

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This episode is an example of what can happen when you follow your random encounter procedures to the bitter, bitter end—and don't flinch at the dice.

It's great!

Show notes: ggnorecast.com/47

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We enter the dam, and everything's fine. And you get a sense of the death & dying rules of Into the Odd!

Show notes: ggnorecast.com/46.

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We enter the dam, and everything's fine.

Show notes: ggnorecast.wordpress.com/45.

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The party prepares to enter the ruined dam. Show notes: ggnorecast.wordpress.com/44.

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We talk about our experience playing LotFP at DragonCon 2016 in more detail before getting to the actual play. Oh, and also before the actual play, we chat about video games (Doom, Grim Dawn, Dark Souls 3) and other media. Our lovely tour through the ruins of the valley continues, and we wind up at the foot of the broken dam.

AP starts at 17:07.

Show notes: ggnorecast.wordpress.com/43.

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We make our way up the flood valley. Knife-fighting wizards, carrion, and more.

Show notes: ggnorecast.wordpress.com/42.

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We start off with an undeleted deleted scene where we talk about MCU, whether anyone actually likes Superman, and get confused about Highlander 1. Then we start the meat of the module a few minutes in (5:10).

Show notes: ggnorecast.wordpress.com/41

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The misery begins.

Deep Carbon Observatory opens with a unique procedure for presenting the chaos of a desperate town in the middle of a cataclysmic flood. That's what this session covers. Our PCs try to save some people, kill others, and set their eyes down the valley on the looming dam.

Show notes: ggnorecast.wordpress.com/40.

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We kick off season 3 of the show by making Into the Odd characters for our actual/let's play of Deep Carbon Observatory.

If you want to get right down to the play, head to episode 40, the first proper episode of the new season.

But here we talk about who made the the system and the module, what's cool about them, what's different than standard D&D or Lamentations of the Flame Princess, and there's lots of affected southern accents.

Show notes: ggnorecast.wordpress.com/39.

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We talk about what happened at DragonCon 2016, tips for having a good con experience, how not to be weird, and the card game Three Cheers for Master.

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We discuss and informally review Out of the Abyss, talk about some upcoming video games and tech, and speculate on what next season will be like. Show notes: http://ggnorecast.blogspot.com/2016/08/s2e9-out-of-abyss-review.html.

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The hexcrawling continues, and we stumble upon a target rich environment. If only we had pockets to put loot in...

Show notes: http://ggnorecast.blogspot.com/2016/07/s2e8-fate-smiles-upon-thee-adventurers.html

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We continue hexcrawling in the under-Underdark, and all's well. Everything is fine, really, and the campaign takes a wacky turn into romantic comedy!

Show notes: http://ggnorecast.blogspot.com/2016/07/s2e7-gently-slapped-by-baby.html.

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Journey to the Danklake interrupted by hilariously improvised field surgery.

Show notes: http://ggnorecast.blogspot.com/2016/05/s2e6-undersurgery.html.

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We explore the underdark and find things that are bad.

Show notes: http://ggnorecast.blogspot.com/2016/04/s2e5-eaten-by-ghosts-not-fine.html.

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Sleepover in an underbonecave — Thub-nub transcends humanity — and more!!

Note: audio quality improves after a minute or two.

Show notes: http://ggnorecast.blogspot.com/2016/04/s2e4-sporebearer.html.

We mention the Designers & Discourses podcast. Here it is: http://designersanddiscourses.com/.

"Crunk Knight" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/

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We execute our plan to get—wait for it—out of the abyss.

"I'm his egg; he's my chicken."

Show notes: http://ggnorecast.blogspot.com/2016/03/s2e3-romancing-mushroom.html.

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We are bad at planning prison breaks — somehow we settle on an escape plan — actual D&D.

This episode is more like a documentary on how people come up with goofy D&D plans. It's half an hour of us figuring out what in the world to do next. It seems to be mostly a process of throwing out the worst ideas we can think of and gradually trying to work out way up.

Show notes page: http://ggnorecast.blogspot.com/2016/02/s2e2-think-before-we-think.html.

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Starting Out of the Abyss proper — we're all going crazy — sure hope you like maggots.

This season, we're splitting our session into chunks so that we can have a more regular release schedule and also edit the episodes a little more thoroughly, which is to say, edit them at all. So this episode ends right as we are about to begin coming up with our escape plan.

Show notes: http://ggnorecast.blogspot.com/2016/02/s2e1-maggot-mama.html.

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We finish up the Lamentations of the Flame Princess module, Tower of the Stargazer. Show notes: http://ggnorecast.blogspot.com/2016/01/tower-of-stargazer-part-2-end.html.

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Time for season 2.

This season, we have a DM switch. Jim is taking over the holy seat, and I'm playing a character.

I'm scared.

We talk about the upcoming campaign, optional / house rules, what to expect, and go over the starting PCs.

Show notes: http://ggnorecast.blogspot.com/2016/01/s2e0-out-of-abyss-intro.html.

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"RECRAP more like it" — 4E-ver — good start, not so great follow through — average damage for monsters is good — fan cuts of the Hobbit movies and the SW prequels — is only low level play good? — the Shackled City adventure path good at higher levels? — game companies need a user experience editor — destroy your PC's mini upon death, great idea — need better hooks, no "you are caravan guards" business — stop having rituals interrupted at climactic moment — changes for season 2 — there can be only one listener.

Show notes: http://ggnorecast.blogspot.com/2016/01/episode-24-review-of-princes-of.html.

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WE GIVE UP.

THIS SESSION WAS THE LAST STRAW.

LISTEN TO WHAT DROVE US TO DESPAIR.

Review episode next time.

Show notes: http://ggnorecast.blogspot.com/2016/01/episode-23-nerds-doing-math.html.

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The cult strikes back, and then the party re-strikes back. We have Asa and Alex in the same room this time. Lots of quality banter this time. They really are OP for this content, which leads to some amusing moments. Less karaoke this episode.

Show notes:http://ggnorecast.blogspot.com/2015/12/episode-22-macroaggression.html.

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Alex joins us — vengeance on the fire cult — we talk about our favorite albums.

Show notes with musical details: http://ggnorecast.blogspot.com/2015/11/episode-21-our-favorite-albums.html.

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This is a quick recap episode. Show notes: http://ggnorecast.blogspot.com/2015/11/episode-20-slaying-dragon-turtles-for.html.

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We clear most of the tier 2 water dungeon and find two new party members who join us via hangouts. Warning: audio quality not great. Show notes: http://ggnorecast.blogspot.com/2015/11/episode-19-dungeon-oysters.html.

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I use the term adventures rather loosely — farming ghouls for XP — ghouls are way nerfed in 5e — an empty room explored at length — Daniel refuses to draw a map — Tim annoyed at this — Pally tank game mad strong — dodging while restrained — nothing fancy, just doin werk.

Show notes: http://ggnorecast.blogspot.com/2015/10/daves-bardic-inspiration-lined-up-ready.html

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Scouting Rivergard Keep — I'm Dave; I've got a strong arm and a sharp sword — infiltrating the water cult — potty breaks as leet strat — stealth action game — mercenaries are great; they will work for you for money — how to kill a boss without an attack roll — the way below opens.

Show notes: http://ggnorecast.blogspot.com/2015/10/episode-17-strong-arm-sharp-sword.html.

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Approaching the not ominously burning wicker man hippie druid festival — drug shenanigans — making the assault — 80d6 fire damage, save for half — the future.

Show notes: http://ggnorecast.blogspot.com/2015/10/episode-16-80d6-fire-damage-save-for.html.

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DragonCon 2015 — we are bad at cons — post-hoc dining — LotFP character creation takes 2 seconds — blasted moonscape — always caution.

DragonCon: http://dragoncon.org/ +James Raggi's +Lamentations of the Flame Princess (NSFW): http://www.lotfp.com/RPG/ Tower of the Stargazer: http://www.lotfp.com/store/ToweroftheStargazer +Ramanan S's LotFP character generator: http://character.totalpartykill.ca/lotfp/ Reel Art (I think): http://www.reelart.biz/

Full show notes: http://ggnorecast.blogspot.com/2015/09/dragoncon-2015-tower-of-stargazer-part-1.html.

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Killing 40 orcs — survivors — Emerald Enclave funereal customs — the notches mean ten.

Show notes: http://ggnorecast.blogspot.com/2015/08/episode-15-kill-40-orcs.html.

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New thing here: check out the "abridged" version of this episode (in the same feed) in order to skip all the combat die rolling.

Druid-barding — the Mearls-Meld — hirelings Jimmy & Timmy, Pip & Pop, Genevieve & Alistair — discussion of side treks — fight 40 orcs y/n — we change the hexmap scale — our next season — fire cultists — Forgotten Realms names need work — tracking orc captives — surprise — orcish syllabic naming conventions.

Show notes: http://ggnorecast.blogspot.com/2015/08/episode-14-flagnasathar-multisyllabic.html.

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Note: this is the "abridged" version of the episode, meaning it skips over all the combat. The skip is indicated with a chirp tone. The full episode should immediately precede this one in the feed.

Druid-barding — the Mearls-Meld — hirelings Jimmy & Timmy, Pip & Pop, Genevieve & Alistair — discussion of side treks — fight 40 orcs y/n — we change the hexmap scale — our next season — fire cultists — Forgotten Realms names need work — tracking orc captives — surprise — orcish syllabic naming conventions.

Show notes: http://ggnorecast.blogspot.com/2015/08/episode-14-flagnasathar-multisyllabic.html.

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False welcome — long, intense battle — achievement unlocked.

Show notes: http://ggnorecast.blogspot.com/2015/08/episode-13-its-trap.html

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Picking off gargoyles — hellhounds — shepherds abiding in the hills — Harburk the Impaler — videogame excursus.

Show notes: http://ggnorecast.blogspot.com/2015/07/episode-12-harburk-impaler.html

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Below the monastery — a guest star arrives — a tremendous encounter — amicable interrogation — information is the sharpest blade of all.

Guest starring Josh via Hangouts.

Show notes: http://ggnorecast.blogspot.com/2015/07/episode-11-breach-clear.html.

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When it looks like clearing the rest of the Sacred Stone monastery will proceed without incident, a tactical retreat by the monsters forces them into a tricky negotiation.

Show notes: http://ggnorecast.blogspot.com/2015/07/episode-10-hostage-situation.html

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We fight gargoyles for 45 minutes. That's all this episode is.

However, it does showcase the lovely abuse potential of the heallock build. Check out the show notes page for more on that.

Show notes: http://ggnorecast.blogspot.com/2015/07/episode-9-fighting-gargoyles-for-45.html

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The party encounters the Abbess, the big boss of the Sacred Stone monastery, and there's a pretty tactically interesting fight. When I see the way the tide is turning, I have her retreat, and it's a game of cat and mouse from there.

And, at the end of the episode, someone lies dying—BUT WHO!?!?

Show notes here: http://ggnorecast.blogspot.com/2015/07/episode-8-dojo-showdown.html

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The party's rest is interrupted to deadly effect, but then they return to the Sacred Stone monastery with a highly effective stratagem.

Show notes: http://ggnorecast.blogspot.com/2015/06/episode-7-hulk-smash.html

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2/3 of the party is composed of new characters, fresh, shiny, and chrome. But eternal??? They infiltrate the Sacred Stone monastery, home to the earth cult, and engage in hijinx involving excretory functions on command, stacking bodies in the washroom, and abusing prestidigitation to clean up after themselves.

Blog post with expanded commentary here: http://ggnorecast.blogspot.com/2015/05/episode-6-masters-of-disguise.html.

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Sometimes you eat the bear; sometimes the bear eats you. Or the giant vulture does. Or you get crushed by a tidal wave.

The party takes a (really long) journey to Womford and encounters many, many cultists.

Daniel shows that he doesn't read spells before casting them.

Moose hath made a death cleric.

We talk about casting more than 1 spell per turn and if people can turn into wolves, and what about if they're already wolves, can they THEN turn into wolves, smartypants?

Blog post: http://ggnorecast.blogspot.com/2015/05/episode-5-one-where-almost-everyone-dies.html.

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This is a brief episode in which the party handles a single (and the last) low-level sidequest: The Haunted Tomb. Audio quality is the best so far and representative of the trend for later episodes. We're getting the hang of this.

Link to blog post for expanded commentary: http://ggnorecast.blogspot.com/2015/05/episode-4-boo-ring-sidequest.html.

References: here's some info about Great Grey Wolf Sif from Dark Souls: http://darksouls.wikidot.com/sif-the-great-grey-wolf

Apologies: NONE. We've taken our audio quality to another level. Hope you enjoy.

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The party meets the fancy Feathergale Society, rides hippogriffs to hunt a manticore, choreographs an action movie, finds a high level area, and has a deadly encounter with jackalweres. Someone dies. But who!?!?!?

See our blog for full notes and commentary: http://ggnorecast.blogspot.com/2015/05/episode-3-jackalweres-are-serious-thing.html.

Corrections: the adventure does in passing mention the history of Feathergale Spire and the other haunted keeps (page 5 and 33, column 2).

Rules discussions of interest: how warlock spell slots interact with spells and slots from other classes on a multiclass character.

Apologies: sorry about the chair squeaking. We've since learned to use wooden chairs.

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EVERYTHING CHANGES.

Moose becomes a regular cast member.

The party investigates a conspiracy in the home base town of Red Larch and ends up throwing the entire place on its head with a night of stupendous violence.

We quickly wrap up some sidequests in preparation for following the main thrust of the module.

Here's the Goblin Punch article from +Arnold K that Daniel mentioned, about only rolling something that's in doubt at the point in time when its consequences may effectuate: http://goblinpunch.blogspot.com/2015/04/just-in-time-compilation.html

Corrections: Daniel was totally wrong and Jim was totally right about what dim light does. Dim light only imposes disadvantage on Wisdom (Perception) checks based on sight (Player's Basic Rules, p. 65, "Vision and Light").

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We actually start playing some D&D. DM Daniel talks about how to actually present the content of the module to the players; we follow some quests; we get in some fights; we interact with some colorful personalities; we frequently joke at the expense of the Forgotten Realms.

Apologies again about the chips and assorted audio infelicities. Embrace it, maybe?

Resources to help DMs organize this module in 0-1 hours: * http://detectmagic.blogspot.com/2015/04/princes-of-apocalypse-quickstart.html * http://detectmagic.blogspot.com/2015/04/ref-sheet-for-princes-of-apocalypse.html

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We make characters and introduce the concept of the show. Skip if you like.

We're running through the Wizards of the Coast 5e D&D module, Princes of the Apocalypse. It's an actual play and a review-in-process, where we'll pause to talk about our opinions of the product, and the DM will discuss techniques in general and specifically for this module.

Note: we are n00bs at the podcasting game! Expect chip crunching, dice clattering, and other background noise. We get better about it in later episodes, promise.

Resources to help DMs organize this module in 0-1 hours: * http://detectmagic.blogspot.com/2015/04/princes-of-apocalypse-quickstart.html * http://detectmagic.blogspot.com/2015/04/ref-sheet-for-princes-of-apocalypse.html