Tabletop RPG Podcast and Roleplaying Resources

Month: December 2017 (Page 2 of 3)

Redmark Session 25: You Took My Life—Now I Take Your Future

October 24, A.D. 1415 (Earth Time)

Bring Out Your Dead!

Our five heroes find themselves in a strange land where their magic doesn’t work and everyone is speaking an incomprehensible language and eating escargot. A few mimes in berets roam about—an utterly terrifying place.

Fortunately, two our heroes—Ivamel and Duke Leopold—speak the language they call “French.” They tell Ghost Dancer, Marcus, and Quintos that they are in a place called Agincourt on the eve of a battle with someone called “The English.”

The man the party had seen with an Urthjarl Stone in the hilt of his sword turns out to be Edward III, Duke of Bar. He’s a real Weinstein. He disappears into his tent complex to abuse an unfortunate young woman he calls “Miss Tuesday.” Within the hour, a man pulling a cart exits the tent complex hauling away the dead, bruised body of Miss Tuesday. Duke Douchebag has beaten her to death.

Dude Looks Like a Lady

Ghost Dancer, stripped of his magic, turns to his disguise kit. In a few minutes, he’s in drag and ready to help the party bluff their way into the Duke’s pavilion as Miss Wednesday Morning—or as Mason calls him out-of-game, Mrs. Ghostfire.

Duke Leopold commandeers the cart and its hauler, identifying himself as the Duke of Dorn. The humbled hauler agrees to bring the party of Moors (“Allah! Allah!) into the pavilion. Duke Edward needs his ladies, and this new one looks exotic—and a bit feisty. With a bit of an Adam’s apple.

Ghost cross-dresses and gains entrance to the holding hut.

Ghost cross-dresses and gains entrance to the holding hut.

Into the Holding Tent

Leopold talks his way into the pavilion, and has all the guards trembling at this new, mouthy noble. The party goes into a holding tent where they loosely tie Ghost Dancer to a pole alongside two other poor wenches destined to fall into the clutches of the perverted Duke Edward. Marcus remains with Ghost and protects him from being groped, beaten, and Shawshanked by the guards. Meanwhile, the rest of the party goes into the main pavilion.

The party splits up. Always a good idea!

The party splits up; always a good idea!

The Duke, the Sword, the Kobold, and The Dark One

Leopold talks his way into the main pavilion, brushing past the guards with noble contempt. They find Edward speaking Latin to his sword and small tendrils of flame briefly flickering on the blade. Then, they hear an outhouse gimp with a high, squeaky voice speaking French to Edward about magic.

Leopold enters and parlays with the Duke. Deception ensues!

Leopold enters and parlays with the Duke. Deception ensues!

Leopold introduces himself to Edward, and tells him that he has brought him a sorcerer who can teach him how to use his sword: Quintos. Quintos speaks in Latin, impressing the Duke. Then Quintos clutches his own Urthjarl Stone, granting him a brief spark of magic, which he uses to cast Thaumaturgy, making his eyes glow red and his voice boom.

The outhouse gimp—a kobold shaman, as it turns out, caged in a small structure designed to look like an outhouse—cries out that Quintos is actually the Dark Lord, Dis-Dool. Edward is even more impressed. Quintos says with his booming voice in Latin, “Give me the sword, and I’ll show you how it works.”

Edward eagerly hands over the sword.

Ivamel’s Revenge

As Quintos holds the sword and brings the two Urthjarl Stones in proximity of each other, they both begin to glow brighter—and Quintos feels more magical.

Ivamel, who recognizes Edward and remembers what he’s done to Ivamel (though Ivamel does not yet share that story with the party), can wait no longer. He sprints to Edward, sword drawn, and stabs him as he says with a grim look on his face, “You took my life; I take your future.”

The fight begins, and the Duke's bodyguards come to his aid

The fight begins after Ivamel’s biting words, and the Duke’s bodyguards enter the fray.

Meanwhile, Back in the Whore Tent…

Leopold comes from the pavilion to the wench-holding tent and tells the guards that Edward has called for the dark hottie, aka Ghost Dancer. Marcus, outside of the tent, waits and pulls the tent over Ghost and says, “Follow Me,” as the sounds of battle erupt from the Pavilion.

Ghost and Marcus go into the pavilion. Leopold, however, feels an unusual feeling for one of the wenches. What is this strange feeling? It’s something called sympathy, apparently.

Rescuing Ghost!

Rescuing Ghost!

He frees the wench who claims she has a baby she needs to tend to. Leopold tells the guards the Duke wants another lady for his crazy night of debauchery. Leopold gets the woman outside and frees her. She runs off to tend to her infant daughter—Joan of Arc.

Let’s Do the Time Warp Again

In the pavilion, all hell has broken loose. Ivamel gets really stabby with Edward. The fire sword speaks to Quintos: “Hey, ya’ll.”

The sword also says it must be wielded by one worthy, and then it leaps to Ivamel’s hands. Ivamel speaks the Latin phrase etched on the hilt, conjures full flames, and stabs Edward through the mouth…but not before the imprisoned kobold gets a chance to pick up a dropped dagger and stab Edward, too.

The Battle with the Duke

The battle with the Duke and his guards.

Ivamel decapitates Edward and sends his flaming head rolling. Then he looks up to see Ghost Dancer performing a writhing, shimmying dance as two guards poke their heads into the pavilion to see what the noise is. When the guards see Ghost doing his stripper dance and odd contortions, they shake their heads at the growing perversity of Duke Edward, and leave.

Ivamel downs the Duke!

Ivamel downs the Duke!

Looking at his new sword and then at Ghost Dancer and, Ivamel makes a crack about the group having two flamers now. Ghost is not amused. Well, maybe a little.

Leopold runs in and joins the group as Marcus prepares to cast banishment and hopefully return them to Vridensia. The kobold begs to come with them, promising them to of great help and service. Quintos, instead, casts fireball at the outhouse-cage, and the kobold shrieks in flames. Marcus, remembering how things went wrong with Hashar the Bugbear, is happy to see the kobold burning instead of joining the party.

Marcus casts the spell. With a whoosh, the party flies the same kind of tunnel that got them to this place called Agincourt. They whoosh along and end up back in the hut at the village by the giant King Kong wall. Those who were watching this banishment ceremony ask the party why Ivamel hasn’t gone anywhere, and the party realizes that their journey to France only took a mere blink of an eye in Vridensia time, but clearly took an hour or two in France-time.

That’s when the other observers (Ash, the chief, the village shaman) notice that Ivamel is now holding a flaming sword he didn’t have a second ago, and that Ghost Dancer is suddenly dressed like a strumpet. Everyone freaks out, and the party realizes that while they still have much work to do, they now have two Urthjarl Stones, a flaming sword, and a small glimmer of hope that they can save Thrëa from the dark forces that seek to destroy it.

LOOT REPORT

  • Ivamel—Gets a sweet new Flame Sword +2 (+3 if flame is activated); almost gets a pet kobold
  • Ghost Dancer—Some mascara and a nice purse that matches his loincloth
  • Leopold—A sense of sympathy
  • Quintos—Jock itch—wait…that’s just a little Hunger of Hadar left over
  • Marcus—A strong desire to get back to Juana-Nona and make sure she doesn’t have an Adam’s apple

Licensed RPG Podcast Poll Results and Analysis

In my Thursday group we starting talking about doing an actual play podcast. 24 hours after I put up the poll on licensed RPG settings, we’ve gotten some good response! 175 votes as of me writing this post.

We’ll have a dribble of extra votes over the next week I’d think, but most of the response is in at this point.

Here are my observations along with some commentary about the viability of doing an actual play podcast campaigns of the top settings.

The Results (175 voters)

  • Adventures in Middle-Earth (Tied) — 29%
  • John Carter of Mars (Tied) — 29%
  • Star Trek Adventures — 18%
  • Firefly Role-Playing Game — 13%
  • Star Wars: Edge of the Empire — 11%

Observations

The Runners-Up

Star Wars scored last. I’m thinking this is partly due to the crowded Star Wars podcasting space (there are multiple FFG Star Wars actual play podcasts out there), and maybe partly due to the system (my personal polling shows about as many people play or prefer the older d6 system than the newer FFG system; not everyone responded well to the new rules), and partly due to franchise fatigue (so many movies, cartoons, novels, etc., that you’re got your fix already).

Firefly was second-to-last. Still a beloved setting which I would not mind taking for a spin. Its following has never risen to the level of Star Trek, Star Wars, and Middle-earth fan-bases.

Now on to the top three and what it means for us.

The Top Three

Adventures in Middle-earth was tied for first place. That it would be in the first slot didn’t surprise me. What totally surprised me is that it was tied with a game not yet released!

John Carter of Mars had the same votes as Adventures in Middle-earth. Why so popular? I suspect it’s because of (1) a dedicated fan base that has grown over a century and which hasn’t seen much love (aside from a single movie that was ‘meh’, no cartoons, no movies, just a lot of fans), and (2) the nature of Sword and Planet pulp adventures makes the settings a swashbuckling romp that I could see quite appealing for those wanting something to listen to during the morning commute. 

Burroughs wrote 11 of the original John Carter of Mars books. Anyone who’s read them knows the Star Wars is an homage (if not a blatant rip-off) of this Burroughs setting (see a review of the ties here, with adaptations of Jed (to Jedi) and Padwan (to Padawan), etc.).

Star Trek Adventures came in third. Still a strong showing. The current Star Trek Discovery, the recent Star Trek movies, and a fan base since the 60’s contributes to a perennial interest in this franchise.

47% Want a 2d20 Setting

It is also notable that both John Carter of Mars and Star Trek Adventures each use a version of Modiphius’ 2d20 system (which I reviewed here when Mason ran a Conan game with 2d20 rules, and which I analyzed here). 47% of respondents would most like to listen to licensed setting that happens to use a 2d20 system. That’s half the market! Over time if we ran both John Carter of Mars, Star Trek Adventures, and maybe other 2d20 settings like Conan, we could really tap into a nascent but high-demand 2d20 fan base. Whether or not these folks are actually interested in 2d20, or just the setting (regardless of system), it still remains that Modiphius is dominating the licensed-IP market with a broad base of fans.

Pros & Cons of Running the Top Three

Adventures in Middle-earth

Adventures in Middle-earth is nearest and dearest to my heart. I would love to run a 4th Age campaign someday. I’ve been plotting an epic campaign for 20 years with some cool elements I’d love to roll into the story arc. Thing is, I love this setting so much, I’d want to really pour myself into it with a lot of energy on research Tolkien’s legendarium, being true to the rich history, and having great props like original poems and riddles. I’d want to re-read the Silmarillion, The Hobbit, and The Lord of the Rings. All of which is to say, I don’t want to run this setting until I’m not also running my Redmark campaign and I’ve had a change to do some serious preparation.

With a Game-of-Thrones type big-budget series coming to Amazon Prime TV in 2020 (see the details here), I could also see 2020-ish timeframe as an ideal time to run a Middle-earth campaign to coincide with the interest the TV series will generate.

Stuff to verify: We’ll want to experiment with theater-of-the-mind combat to make sure we can make 5e rules run fast and in an appealing way on audio.

Star Trek Adventures

Star Trek Adventures could be a cool, planet-of-the-week series that would lend itself to multiple GMs (each GM taking over the control of an NPC captain, and adventures being episodic, much like The Original Series). The system looks cool, but like Star Wars: Edge of the Empire, has a bit of crunch to cover all the science and gadgets of the setting.

I am a bit concerned over the future of the Star Trek franchise though. The current Star Trek Discovery series went out of the way to drop an F-bomb (which was totally needless in my opinion). Now there is strong signs Quentin Tarantino will direct the next Star Trek movie, and requiring that it be Rated R. JJ Abrams and Paramount have apparently signed off on this. Star Trek meets Kill Bill? This rush to be needlessly edgy has me a bit worried for the long term tone of the franchise.

Stuff to verify: We need to read and try out the rules.

John Carter of Mars

John Carter of Mars is slated to Kickstart later this month. Modiphius has been working on this product for nearly two years with extensive beta testing, so I expect the products are ready-to-print and the Kickstarter is just for marketing and raising capital for the print run. I’d expect PDFs of the RPG materials (and possibly the print material as well) to be out in the first half of 2018. We should know by end of December what those timelines are.

I’ve read ‘A Princess of Mars’ (the first John Carter book) at least three times. I read the entire series in High School and it is one of my favorites. The system promises to use a 2d20 LITE system, rumored to be much like Conan. It will lead to fast-paced rules adjudication. If this promises to be true. I could see myself running a John Carter of Mars campaign pretty easily. It’s a great, swashbuckling style pulp setting with a Tarzan, lost-empires vibe. With the theater-of-the-mind approach to combat, I could see myself running a John Carter of Mars campaign with little effort, making this a strong contender for campaign-style actual play podcast in 2018 or 2019.

Stuff to verify: We’ll want to find out the release date when they announce it in December. We need to read and try out the rules.

Side note: here’s a blog post with some preview images of the upcoming products.

Conclusions

For 2018, I could see running Starblade and Shadows of Redmark as original IP settings. Star Trek Adventures and John Carter of Mars could be viable 2018 licensed IP settings. Mason might be able to run a podcast actual play campaign post-Numenera. We also have our ShinnCon’s (currently slated for T.A. 1640 era Middle-earth games) to consider. I could see myself kicking off Adventures in Middle-earth in late 2019 or 2020 after we wrap up the current Redmark campaign. And of course, by 2020, who knows what new shiny’s will be out to capture our interest!

These are just my thoughts though. I am really looking forward to discussing these settings with my game group to see where interest lies and work out a potential podcasting schedule.

 

 

Possible Actual Play Campaigns

There’s been some discussions about doing an actual play podcast. I don’t know when schedules will allow us to do an actual play, or who would be the GM when we do kickoff such a thing, but here are some ideas I’ve got were I to be at the helm GM’ing an actual play campaign. In particular, Shadows of Redmark is an interesting possibility since we could play those on some Thursdays (potentially) without feeling like we’re derailing the normal Redmark campaign (maybe I could even tie the storylines together at the end like cross-over comic book series). Anyway, here are my three campaign ideas:

(1) Shadows of Redmark — Game of Thrones meets X-Files. A parallel campaign with different characters centered in the Citystate of Redmark, with events running in parallel with the Chronicles of Redmark main campaign.  In the ancient city of Redmark, your secret society works in service to the Emperor to investigate dangers kept secret from unsuspecting citizenry. But often the most dangerous threat is the vying political factions who wage a shadow war to control the throne. To make things worse, a shadowy cult has reared its ugly head and pose a threat the adventurers must overcome or all of Redmark will fall into Shadow. (We would use D&D 5e rules but strictly theater of the mind, using rules similar to these: https://merricb.com/2017/11/28/a-quick-word-on-theatre-of-the-mind/.)

(2) Eighties Things — The Goonies meets Cthulhu. Reboot or continuation of the couple of demo games I ran. Basically a ‘Strangers Things’ / E.T. / Goonies style 80s adventures using a monster-of-the-week format. (We would use Stan’s Mystique rules, currently in beta).

(3) StarbladeX-Men meets Star Wars. A 250-year-old war rages. Legends say the war started over an insignificant planet called Kradax. Two neighboring empires claimed it, and for reasons long forgotten, thought it was worth going to war over. Nowadays, only a few galactic historians even recall the planet’s name. Those who started the conflict are long dead, but the two empires continue on in a war that has no end in sight. Queen Malkana now rules the empire known as the Monarchy which spans half of known space. Her dynasty of many centuries controls a highly skilled and well-paid galactic navy. Opposing her from his crystal throne sits The Lord Trans-Papal, immortal leader of the Technocracy. The Technocracy is a dread scientific-transdimensional-religious order which rules an empire spanning half the galaxy through its army of zealot techno-clerics who enforce their rigid orthodoxy (along with the occasional mass inquisition). While entire planets die overnight in the ongoing mad conflict, a few heroes stand against the darkness. A group of fugitive have acquired superpowers and various uncanny skills. Aboard their rebel ship they hatch a plan to disrupt the endless conflict between the two major forces in the galaxy: the Monarchy and the Technocracy. Much depends on recovering the fabled starblade, an ancient, alien artifact whose powers both Queen Malkana and The Lord Trans-Papal fear. (We would use Stan’s Mystique rules, currently in beta).

— Stan

Thursday Night Dice: Default Game Roles

Logging this for future reference. We discussed and decided that by default, players would have the following game roles (adjusting things when a player is absent or when a given player is being the Chronicler (in which case someone else would take on their role).

Default Roles:

  • Quartermaster: John
  • Battlemaster: John
  • Soundmaster: Mason
  • Rulesmaster: Jeff
  • Chronicler: Varies
  • Turnmaster: Varies

Redmark Session 24: Ivamel is ‘Banished’ to France

“France has more need of me than I have need of France.” — Napoleon Bonaparte

March 25, T.A. 1331 (Thrëa)

As the party sails back to Tanaroa, Ivamel spots old wreckage along the coastline and he thinks he says a skeletal arm hanging out from the wrecked skiff. The party decides to investigate; they find the skeletal remains dressed in the clothes of Redmark. Marcus & Lundie prepare the body for burial; Ghost Dancer finds a scroll on the body along with a few modest weapons. Quintos says note talks of a “giant black pearl” within the island at a great city; Lundie wonders aloud if this is another Urthjarl stone.

March 27-April 2, T.A. 1331 (Thrëa)

The party arrives at the foot of the great wall at the village of Tanaroa and decides a week of rest is what is best for their spirits. Marcus & Ivamel spend time divining with Mars over Ivamel’s past. Ivamel is suspicions of this, but Marcus insists; some of the answers raise Ivamel’s curiosity. Ghost Dancer divines with the Great Spirit about his pursuit of the buffalo, he is lead to shop keeper in the village. She tells him of the Jungle Walkers, men who go and live months beyond the Wall; they may be able to help Ghost Dancer in his quest. Lundie spends his time at a forge that Marcus is able to make for him fixing items for the locals and creating an amulet of Menerva for Ivamel at the request of Marcus. Lundie happily creates a amulet valued at 20gp for Ivamel.

April 3, T.A. 1331 (Thrëa) to Oct. 24, A.D. 1415 (Earth)

After the week of divinations, Marcus believes that if he casts the spell Banish on Ivamel, that Ivamel will be returned to his home. Ivamel agrees and is desperate to see his family once again. The party gathers in the hut they have been staying in to wish Ivamel Godspeed and farewells. As soon as Marcus casts Banish, the entire party experiences the feeling of flying over the lands. During this they are drawn to what appears to be a statue of an old wizard dressed in blue. As we approach, the eyes of the wizard opens and he says:

“Dark forces seek to divide the Fellowship of the Octagon. I cannot allow this. Seek the Urthjarl stone and use its power to return. Thrëa’s fate is bound to the destiny of 38 years hence.”

The party wakes up in a camp at night around a small camp fire, as the party looks around it is clear they are in a camp of an army. We hear voices around but do not understand them. Ivamel tells the party we are hearing the language of “French” and after asking a local further tells the party we are in the land of “France” on Earth in the year 1415. The party magic users test their spells and none seem to work, a few work for seconds as they grasp the Urthjarl stone around Quintos’s neck. Ivamel states that he is “home” but that this is not really home, his family is not here. Ivamel sees a French noble man with a sword that has a stone in the hilt. It looks just like the Urthjarl stone around Quintos’s neck. Ivamel tells the party that this noble may have a kobold in his capture he uses as a guard. The party plots to take the stone and attempt a return to Thrëa.

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