Side Passages

Side Passages

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Side Passages episodes

  • Shadowdark Hazards 101 (S5E14)
    What do icy waterfalls, greasy floors, and light stealing smoke have in common? They’re all hazards!
    Welcome to Lair of Secrets. In this episode we're talking about Shadowdark hazards. The things that drown you, crush you, blind you, steal your memories, and more!
    Chapters
    00:00 Introduction to Shadowdark Hazards02:33 Types of Hazards in Shadowdark04:50 (Spoiler Warning!) Examples of Hazards in Gameplay07:25 Creating Hazard Charts09:57 Combining Hazards for Greater Challenges12:38 Future Adventures and Hazards15:01 Conclusion and Call to Action
    Listen to the Episode
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    Watch Shadowdark Hazards 101 on YouTube.
    Show Notes
    What is a hazard? Hazards are often environmental effects like quicksand, rushing water, and falling debris. They're things you might be able to mitigate or evade, but per the rules, there's often no way to "defeat or permanently disable them". The core rulebook defines them on page 115. 
    Hazards are divided into three types:
    Movement: Slow or stop movement.
    Examples: Caltops, tar fields, steep incline
    Damage: Ongoing damage that characters suffer while exposed to the hazard
     Examples: Acid pools, lava, pummeling hail
    Weaken: Saps the character's physical capabilities, mental grit, or resources.
    Examples: blinding smoke, memory stealing, snuffs light sources, 
    The rules note that you can combine these to create particularly dangerous threats.
    Movement + Damage
    Exploding Rocks (Damage) + Loose Debris (Movement)
    Movement + Weaken
    Grasping Vines (Movement) + Sleep-inducing Spores (Weaken)
    Damage + Weaken
    Icy Water (Damage) + Snuffs Light Sources (Weaken)
    What the rules don't do is give you specific stats or mechanics for the example hazards, which hurt my brain, which grew used to having things stated out under the various editions of Dungeons & Dragons. 
    While the core rules don’t give any written mechanics for hazards, the Arcane Library's published adventures *do* give us a few examples of how they're used in adventures.
    Hazards Chart: Published Examples, Sample DCs & Damage, and Homegrown Hazards
    Check out our "Shadowdark Hazards Chart" post for the hazards chart we reference in the episode, as well as example hazards quoted from Lost Citadel of the Scarlet Minotaur and Cursed Scroll #3: Midnight Sun.
    Featured Image Meta
    Cover artwork from the Shadowdark RPG game master screen. Credit: Arcane Library.
    16 min
  • Why We Keep Coming Back To Cyberpunk 2077 (S5E13)
    When it was released in December 2020, Cyberpunk 2077 was glitchy as hell. Five years later, we’re still playing it … but why?
    Chapters
    00:00 The Allure of Cyberpunk 207701:53 Cyberpunk's Reflection of Reality04:24 Exploration and Discovery in Night City06:55 Game Mechanics and Play Styles09:43 Updates, Mods, and Community Engagement12:36 Emotional Storytelling and Character Impact17:54 The Evolution of Cyberpunk 207722:37 Realistic Dialogue and Player Choices24:32 Interweaving Storylines and Lore26:39 Bittersweet Endings and Moral Compromises32:00 Gameplay Mechanics and Character Development36:31 Future of Cyberpunk
    Listen to the Episode
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    Show Notes
    Huge, Immersive World
    We want to discuss how Cyberpunk feels oddly familiar…like, even with all the over-the-top-ness of the ads, the violence, etc, the concepts are familiar because we are sort of living in it right now. I have THOUGHTS on this.  ( we were raised on Star Wars, or Trek, Or Harry Potter, and Cyberpunk. Which of those actually gives you a blueprint for today?)
    Exploration of the sights, sounds, and in world storytelling is deep. I have played several times and still discover something new when I have another playthrough.
    Ignore the main quest, focus on the small stuff
    THe main quest is pretty great, but there is SO MUCH small stuff that it is a lot of fun on replayed to focus on different small sidequests and details. 
    One criticism: you can max out your level and such fairly early by doing this. I’d love a mod that lets you keep levelling up. 
    Multiple starts
    Latest editions of the game added some RPG lines specific for each start, which was good. I’m not sure they made a difference in the overall story plot, but it was good from an immersive RPG standpoint. 
    Great being able to play the game for the 4th? 5th? time and still get a new experience when going the Corpo route.
    Multiple endings
    Yep, and even the ones for Phantom Liberty are noteworthy. 
    And can be very noir – endings that are not tidy. Or even truly happy. 
    So Many Toys…
    So Much Lore
    The texts you find, the documents you read in the side quests, they often reference other sidequests or jobs. 
    There is a ton of lore you can learn if that’s your thing. 
    The old just won’t leave us.
    It tells a good story. It brings into question what we are here for and how we leave this life.
    When I think about this game, I think a lot of the joyful/rageful defiance that informs Punk.  The question “How does one live when all signs point to being trod upon and powerless?” comes up, and Cyberpunk (fiction in general) often answers this with that defiance, usually in the scenery or side characters.  Usually it means breaking the law, but in this situation where the law is corrupt and unjust, it is easy to see why that decision is made. 
    I believe this dovetails into my earlier thoughts about CP being familiar on a level. 
    Mods:
    Dark Future mod for Cyberpunk 2077
    DayDream Gaming Night City Videos
    36 Streets
    Featured Image Meta
    Edgerunner artwork from Cyberpunk 2077.
    46 min
  • Cozy Video Games – Campaigns & Coffee
    In between shoveling out from snow storms, we took the time to talk about cozy video games. We delve into the expected (Animal Crossing, Tiny Bookshop, Planet Crafter) and the not-so-expected (Fallout, Cyberpunk 2077, No Man's Sky, Red Dead Redemption 2).
    Chapters
    00:00 Defining Cozy Games02:35 Exploring Popular Cozy Games05:16 The Role of Objectives in Cozy Gaming07:44 Unique Cozy Game Experiences10:16 The Impact of Gaming Platforms on Cozy Experiences12:53 Crafting and Terraforming in Cozy Games15:41 The Whimsical World of Slime Rancher19:49 The Thrills of Open-World Exploration21:22 Cozy vs. High-Risk Gaming Experiences23:36 The Importance of Homesteading in Games27:07 The Comfort of Building and Community30:17 Cozy Survival in The Long Dark32:16 Artistic Expression in Gaming33:20 Finding Comfort in Cyberpunk 2077
    Listen to the Episode
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    Watch Cozy Games - Campaigns & Coffee on YouTube.
    Show Notes
    Definition of what is a cozy game.
    From Wikipedia: A cozy game (cosy game in Commonwealth English) is a video game which emphasizes non-violence and relaxation. Initially derived from the life simulation genre, cozy games commonly include activities such as gathering and growing plants and nurturing other characters. They often have open-ended goals that encourage self-expression.
    Chris' definition: "Cozy game is any game that evokes that cozy feeling within you"
    Our Big list of Cozy Games
    Animal Crossing: New Horizons
    Strange Horticulture
    Strange Antiquities
    Tiny Bookshop
    The Planet Crafter
    Slime Rancher 2
    Red Dead Redemption 2
    Fallout 4
    No Man’s Sky
    Dystopika
    Lightyear Frontier
    The Long Dark – Pilgrim Mode
    Aloft
    Lonely House 
    Outside the Blocks
    Cyberpunk 2077
    Featured Image Meta
    Cover art from Animal Crossings video game for Nintendo Switch.
    38 min
  • Defining Cozy – Campaigns & Coffee
    Our cozy Saturday morning coffee and games show returns to answer the question … what is cozy? Reading a book while sleet pounds the windows on a winter night? Putting your phone in a Faraday cage so you can get a few minutes of non-digital peace?
    We give a couple of definitions cozy can be … and then talk about what we personally find to be cozy.
    Chapters
    00:00 Defining Cozy02:21 Personal Cozy Rituals and Experiences05:01 The Role of Sensory Input in Creating Cozy Atmosphere07:50 Cozy Games and Downshifting in a Digital Age10:20 The Importance of Cozy Practices
    Listen to the Episode
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    Watch Defining Cozy - Campaigns & Coffee on YouTube.
    Show Notes
    Defining Cozy
    Hygge (/ˈh(j)uːɡə/, H(Y)OO-gə; Danish: [ˈhykə]; Norwegian: [ˈhŷɡːə]) is a word in Danish and Norwegian that describes a cozy, contented mood evoked by comfort and conviviality. As a cultural category with its sets of associated practices, hygge has more or less the same meaning in both places and in both languages;[1] however, the emphasis on hygge as a core part of Danish culture is a recent phenomenon, dating to the late 20th century. In the 21st century, the concept has also been familiarized abroad.
    Gluggaveður (GLOO-ga-veth-ur): Weather that looks appealing from inside but would be unpleasant to be outside in.
    What is cozy?
    No wrong answers ... but here are ours.
    Ken:
    Hockey jerseys
    Coffee, comfortable mugs, and good books (or comic books)
    Cold, dark winter nights with Christmas trees and chill music
    Lo-fi listening
    Cabin camping in winter /Hammocks on the Lake
    Snuggling puppies
    Chris:
    Storms, sitting on the porch or in the garage with the door open in a storm
    Reading
    Cooking and listening to 1920-1940s music and radio
    Coffee & coffee shops
    Coding while listening to music
    Sipping bourbon hot cocoa w/ the Xmas lights on in the dark
    Being off the internet
    David:
    Rain on the roof as I head to bed
    Reading a good book on the couch or in a comfy chair while warm and cozy
    Laying out under an umbrella on the beach, sometimes with a book, sometimes looking at the surf
    Music around the house while puttering around and doing minor chores
    Sitting out on the porch in the predawn hours with a cup of coffee
    Cozy Links
    Darth Vader Yule Log
    Nick Offleman drinking scotch
     Star Trek: Titan LCARS display
    Feedback
    We love feedback! You post a comment below or connect with us using these channels:
    Email
    Bluesky
    Discord
    DiceCamp (Mastodon)
    YouTube
    Twitch
    Featured Image Meta
    A yellow Labrador retriever puppy snuggles with an older Labrador retriever.
    22 min
  • Solo Role-Playing Games (S5E12)
    Join us to explore the growing world of solo role-playing games, from zines (Thru-Hiker, Hope is Not a Plan) to journaling games (Thousand-Year-Old Vampire, Be Like A Crow) to full-fledged systems like Ironsworn and Star Trek: Captain's Log.
    We discuss the appeal, challenges, and deeply personal nature of solo gaming, emphasizing discovery, immersion, and the freedom to explore without an audience. Along the way, we share favorite titles, philosophical insights, and unexpected parallels to acid trips and corporate burnout.
    Chapters
    00:00 Introduction to Solo Role-Playing Games02:51 Types of Solo RPGs05:03 Reasons for Playing Solo RPGs09:06 Exploring Specific Solo RPGs18:12 Adapting Traditional RPGs for Solo Play27:22 Solo Mode Board Games28:17 The Value of Solo Play in RPGs30:36 Mindset and Preparation for Solo Gaming34:16 Exploring Narrative Flexibility in Solo RPGs38:21 Understanding the Complexity of Game Mechanics44:43 Successes and Challenges in Solo RPG Experiences49:12 The Importance of Immersion and Aesthetics in Gaming
    Listen to the Episode
    Watch to the Episode
    Watch Solo Role-Playing Games on YouTube.
    Show Notes
    What are Solo Role-Playing Games? And why do we play them?
    What are they?
    Solo RPGs are games that you plan on your own, without a gaming group. 
    Approaches
    Focused zine-style games (Be Like A Crow, Loner)
    Dedicated full Solo RPGs (Ironsworn )
    Adapting traditional RPGs to solo (Dungeons & Dragons, Shadowdark)
    Journaling Games (Thousand-Year-Old Vampire, Secrets of the Vibrant Isle, Journey,)
    Tools 
    Dice
    Cards
    Block Towers (aka Jenga)
    Oracles
    Why?
    Some assume people play solo when they can’t find a group. 
    But there are other reasons:
    You’re in a pandemic lockdown
    Taking a break from your regular group
    Playing games your regular group doesn’t want to play
    Telling stories your regular group doesn’t want to tell
    Learning a new system 
    Used to augment a current system or setting (Ex Novo, Journey)
    Engaging in something creative
    Quality downtime / Alternative to low quality Youtube. :)
    Solo Role-Playing Games We’ve Played
    Zines
    Hope is Not a Plan (Zine)
    A solo journaling game in which you will document your attempts to deliver a very complicated engineering project on time and under budget.  You hope for success, but you will most likely fail, damage your reputation, and lose your job. So it goes.
    THRU-HIKER: A Journaling Game of Long-Distance Hiking
    a journaling game of telling stories of long-distance hiking. Using your writing instrument of choice, a pack of playing cards, and a series of writing prompts, you will create stories of the joys and challenges of being on the trail for days, weeks, or months at a time.
    Mork Borg: Basilisk
    A print and play dungeons scrawler, inspired by Dark Fort and Dungeonquest/Drakborgen.
    See also: Dark Fort Online
    Void 1680
    In the queue: 
    Clever Girl
    Welcome to Dino Land, a dinosaur theme park ravaged by escaped predators. You don’t know what caused the incident that set the dinosaurs free, but it was catastrophic. A pack of highly intelligent and oddly fixated raptors are hunting the last surviving human in the park. Will these prehistoric predators claim one final victim, or with the cunning human survive long enough to be rescued?
    Solo RPGs
    Be Like A Crow
    Thousand-Year-Old Vampire
    Journey
    Loner
    Void 1680 AM
    Mythic - Tools for GM-less role-playing
    Gamebooks - Legendary Kingdoms
    Star Trek: Captain’s Log
    Solo rules for Star Trek Adventures
    Ken’s currently play this one. It’s another test run for a possible real-world game, though the rules are much simpler than standard 2d20 games.
    Traditional RPGs with Solo Modes
    Ironsworn, Ironsworn: Starforged, The Sundered IslesIn Ironsworn: Starforged, you are a spaceborne hero sworn to undertake perilous quests. You will explore uncharted space, unravel the secrets of a mysterious galaxy, and build bonds with those you meet on your travels. Most importantly, you will swear iron vows and see them fulfilled—no matter the cost.
    Forbidden Lands
    Book of Beasts 
    includes solo rules. 
    Forbidden Lands - Solo Expansion
    Expanded upon by the author in a PDF supplement.
    Ken played this as a test run for his lunchtime campaign. Thought it was going to be rules light and fast, but funky dice and a fair amount of crunch made him realize it’s not.
    In the queue:
    Cyberpunk RED
    Single Player Mode
    Ken's considering using this to do a solo-run featuring the Maker Enclave, a faction from our Broken Loop campaign.
    Shadowdark
    Solo Rules for Shadowdark
    Solo Mode Board Games
    Dark Tower, Arkham Horror (board game and card game - Edge of the Earth), etc
    Successes and Challenges with Solo Role-Playing Games
    Ken:
    Challenges:
    Creating your character and universe are more fun than playing the game (Starforged,)
    Realizing the game is going to be more complex than you anticipated (Forbidden Lands)
    Getting stuck in the narrative (Captain’s Log)
    You’re not writing a book (see mindset)
    Can’t stop hacking the rules
    Ken finds he wants faster advancement
    AI?
    Successes:
    Playing dedicated zines with a focused rules framework helps.
    Chris
    Challenges
    Finding the mindset
    Give yourself permission to have fun without purpose.
    NOT blogging
    Settling in to learn the rules
    Successes
    Real immersion
    Being OK with not writing a novel
    Solo Role-Playing Games Tools
    Solo Game Master’s Guide
    All gaming is play.
    Mythic Game Master Emulator Second Edition
    Engine for adapting regular RPGs to solo
    Loner
    A Solo RPG for Emergent Storytelling
    Minimal rules. Maximum story. Play anywhere, anytime.
    Thanks for joining us! Like and subscribe on YouTube and find our show notes on LairOfSecrets.com.
    Featured Image Meta
    Cover art from the Ironsworn RPG.
    55 min
  • Crawl Out Through the Fallout, Part 2 (S5E11)
    Our Fallout one-shot continues! The Eggheads -- a group of wasteland mercs -- travel to Hardscrap to re-supply and gather intelligence on the murderous, double-crossing Moose Men.
    Need more Fallout?
    Check out our Fallout 2d20 Actual Play Campaign!
    Watch our Gore and Lore of Fallout episode on YouTube.
    Learn about the game by watching d10 Reasons Fallout 2d20 is Great (S5E10).
    Confused about movement and zones? We’ve got an episode for that: Fallout Zones.
    Chapters
    00:00 Introduction to the Wasteland Adventure03:41 Engaging with the Mole Rats07:30 The Role of Luck and Chance09:35 Final Confrontations and Outcomes15:41 Entering Hard Scrap: A New Community17:44 Strategic Decisions and Resource Management19:40 Negotiating Trade and Repairs33:20 Explosives and Their Uses37:08 Preparing for the Journey to Sky Garden45:18 Far Garden49:09 Planning the Assault on Sky Garden57:54 Options for Infiltration01:01:31 Concluding Thoughts
    Listen to the Episode
    Watch to the Episode
    Watch Crawl Out Through the Fallout, Part 2 on YouTube.
    Show Notes
    The team kicks off in mid-combat, battling mole rats outside Hardscrap
    Erin’s Sarge slices and dices with the buzzsaw while Sally Sun-touched takes damage but dishes out sass
    Colby shows off laser efficiency; Coromir defends his queen with a vengeance (and a bat)
    Post-fight, the team enters Hardscrap and barters a mini-nuke for ammo, food, dynamite, and armor
    Colby gets explosives, Sarge gets repairs, Sally gets medical help, and everyone stocks up
    They learn Moose Griffin has taken Sky Garden, with some raiders already making threats
    Ex-sheriff of Sky Garden shares info about a secret backdoor entrance to reclaim the overpass town
    The party plans a nighttime infiltration to overthrow Moose's occupation
    1 hr 3 min
  • d10 Reasons Fallout 2d20 is Great (S5E10)
    Fallout Season 2 is out on Amazon, and the Lair is back to look at what makes the Fallout 2d20 RPG so much fun to play.
    Post: Fallout 2d20 Campaign & RPG Resources
    Podcast: Fallout 2d20 Campaign
    Podcast: Fallout 2d20 One Shot: Crawl Out Through the Fallout
    Podcast: Gore and Lore in Fallout – Campaigns & Coffee
    Podcast: Fallout Zones
    Chapters
    00:00 Reason 1: Quick to learn03:28 Reason 2: Quick to play at the table6:48 Reason 3: Aesthetics and connection to the video Game08:10 Reason 4: Layered Systems and Optional Complexity10:15 Reason 5: Zones - the sweet spot between theater of the mind and battle maps.13:17 Reason 6: Action Point Economy15:45 Reason 7: Luck18:43 Reason 8: Special Effects21:28 Reason 9: Lots of product support23:21 Reason 10: Solid VTT Support
    Listen to the Episode
    Watch to the Episode
    Watch d10 Reasons Fallout 2d20 is Great! on YouTube.
    Show Notes
    Reason 1: Quick to Learn
    The 2d20 system is easy to pick up.
    While all 2d20 games are a bit different from each other, Fallout has been easy to learn and start playing with
    Other 2d20 games include: Dune: Adventures in the Imperium, Dreams & Machines, and Star Trek Adventures.
    Reason 2: Quick to Play
    With the 2d20 system, we’ve found that combat goes quickly, leaving more time for role-playing at the table.
    Reason 3: Aesthetics
    With Perks, Injuries, armor that covers specific hit locations, skills, tag skills, and more.
    The rules for characters make it feel a lot like Fallout 3 or Fallout 4.
    Fallout 2d20 feels like a tabletop version of the video game.
    The only thing big that is missing is VATS, though you can aim for body parts.
    Reason 4: Optional Subsystems
    Scavenging, modding, settlements are available - but they're all optional.
    Reason 5: Zones
    Zones are the sweet spot between theater of the mind and battle maps.
    You can use photos or screenshots of real places and easily make a map.
    Check out our full episode on zones:  Fallout Zones.
    Reason 6: Action Point Economy
    Lets you buy more dice, which can turn into more successes (or, ahem, more failures).
    Let those caps fall like rain. Encourages players to take big chances (or make up for big failures).
    Reason 7: Luck
    Spend a luck point, and swap out your Luck attribute value for another attribute (e.g. Luck replacing strength) for one check.
    Spend luck points to re-roll dice
    Reason 8: Special Effects
    Did you just blow off someone’s foot with a shotgun? Cave in their chest with a baseball bat? Tear through them with a hail of bullets? All things are possible with the right weapon (and the right die rolls)
    Reason 9: Lots of product support
    Modiphius has released, and continues to release hardcover books to give more character options, enemies, equipment, etc.
    They have also put out several Astoundingly Awesome Tales that give short campaigns
    Each of the Tales is for a range of levels. So if you have a group that is level 11-16, they have you covered.
    Reason 10: Solid VTT & Digital Support
    Foundry
    Roll20
    Demiplane
    Featured Image Meta
    A screenshot of the Vault 111 door from Fallout 4.
    28 min
  • Raiders of the Lost Temple, Part 3/3 (S5E9)
    Our Shadowdark RPG one-shot concludes as the adventurers confront the vampiric horror lurking in the depths of the Lost Temple.
    Missed the first part? Catch up now: Raiders of the Lost Temple, Part 1/3
    Get the dungeon: EnWorld – Kelsey Dionne publishes two new free Shadowdark adventures
    New to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library.
    Want to know more about Shadowdark? Check out our episode "d12 Reasons Shadowdark is Awesome!"
    Chapters
    0:00 Intro – Return to the Lair of Secrets2:10 The Vampire Dilemma – Rest or Risk It?8:00 Light, Lore & Vampire Prep19:00 Into the Darkness – Back to the Temple28:00 The Encounter Begins – Shanti Attacks43:00 Shanti Regenerates & The Party Struggles54:00 Boulder Trap & Split Paths1:06:00 Chalice Theft & Bat Form Battle1:21:00 Vampire On Fire – The Final Confrontation1:51:00 Outro – Victory, Loss, and Escape
    Listen to the Episode
    Watch to the Episode
    Watch Raiders of the Lost Temple, Part 3/3 on YouTube.
    Cast of Characters
    Zorax the Unready (Chris) – Wizard
    A classically trained wizard with a spell book full of utility and a knack for casting magic missile, Zorax is more scholar than adventurer—often pondering the mystical while his party dives headlong into danger. Ever curious but slightly aloof, he has a cautious presence, offering magical firepower and insightful observations from the back line.
    Rilmorn (Josh) – Thief
    Impulsive, chaotic, and famously unlucky, Rilmorn dives into danger with zero hesitation—whether it’s belly-crawling ahead of the group, swallowing a gem, or stabbing a snake-person mid-negotiation. He embodies the archetypal rogue with a wild streak, equal parts comic relief and terrifying wild card.
    Anders (Ken) – Fighter (Sea Wolf)
    A spear-wielding berserker blessed by old gods, Anders charges headfirst into combat with bravado, charisma, and minimal regard for tactics or consequences. He’s a blend of Conan the Barbarian and Thor with a concussion—smiling as he stabs and only asking questions after the bodies hit the floor.
    Lila (Erin) – Priest
    Wise and pragmatic, Lila serves as the moral compass and healing backbone of the group, unafraid to challenge poor decisions or channel divine wrath when undead monstrosities strike. Calm under pressure but quick to act when needed, she blesses weapons, turns the undead, and debates with bloodthirsty prisoners without flinching.
    Show Notes
    The party begins battered and low on resources, debating whether to rest before confronting the vampire Shanti.
    Strategic torch management becomes critical as players balance light, survival, and undead lore.
    A rest outside the temple gives time for planning, forging stakes, and prepping for a vampire confrontation.
    Upon reentering the temple, the group is distracted by an illusory wall and a secret passage.
    Shanti ambushes them in her lair, initiating a brutal, multi-phase battle involving transformation, fire, and constant regeneration.
    A gem-eating rogue, a berserking warrior, and a nervy priestess clash with the vampire queen in the dark.
    Shanti flees as a bat, feeding from a blood chalice and returning stronger than before.
    Traps are triggered, light sources burn low, and a boulder nearly wipes the party.
    In a desperate move, oil and fire are used to ignite Shanti, while the priestess delivers the final blow with a divine Turn Undead.
    The group flees the collapsing situation—teleporting or running—leaving one ally behind as the lair claims its toll.
    Featured Image Meta
    Black-and-white artwork from the Raiders of the Lost Temple module.
    1 hr 52 min
  • Crawl Out Through the Fallout, Part 1 (S5E8)
    In this one-shot actual play scenario for Fallout 2d20, the Eggheads -- a new crew of wastelanders -- finds themselves double-crossed and left for dead in a radioactive crater. They barely survive thanks to a regenerating ghoul, a rebooting robot ... and a very confused Child of Atom named Jonathan.
    Need more Fallout?
    Check out our Fallout 2d20 Actual Play Campaign!
    Watch our Gore and Lore of Fallout episode on YouTube.
    Learn about the game by watching d10 Reasons Fallout 2d20 is Great (S5E10).
    Confused about movement and zones? We’ve got an episode for that: Fallout Zones.
    Chapters
    00:00 Welcome to Dicetown02:31 Meet the Eggheads04:11 Crawling Out of the Crater09:10 The Shrine of the Last Stop19:07 Dancing with Danger24:19 Is that a mini nuke, or are you just …30:45 The Nuka Grenade Threat39:52 Sleep tight, Child of the Atom50:57 Arrival at Hardscrap54:20 Mole Rat Attack!58:30 To Nuke or not to Nuke
    Listen to the Episode
    Watch to the Episode
    Watch Crawl Out Through the Fallout, Part 1 on YouTube.
    Show Notes
    Fallout 2d20 actual play, one-shot scenario
    Dicetown heist gone wrong: betrayal by Moose and the Moose Men
    The Eggheads: Sally Sun-touched, Sarge, Colby Brokenpen, and Coromir
    Crater recovery and unexpected assistance from Child of Atom zealot, Jonathan
    Deadly loot: RadAway, mini nukes, a gamma gun, and a pile of stim packs
    Chaotic moral quandaries: diplomacy via smooches and buzz saws
    High-stakes mini-nuke juggling
    Tension and hilarity at the Shrine of the Last Stop
    Arrival at Hardscrap and new threats: mole rats incoming!
    Tease for next session: what happens when you have a nuke and no self-control?
    Featured Image Meta
    A screenshot of a radioactive crater from the Fallout 4 video game.
    1 hr
  • DarkSpace Interview: Sci-Fi for Shadowdark (S5E7)
    We talk with Derek White, one of the minds behind DarkSpace, a science fiction rules hack for Shadowdark. Together with his co-creator Than Gibson, they created and released the basic rules through DMing the World and DriveThru RPG
    Now they’ve got a Kickstarter for an expanded version that quickly blew past their $15,000 goal and just crossed the $70,000 threshold. Join us to learn more about the 200+ page Shadowdark hack, new sci-fi rules and options, and the Kickstarter.
    DMing the World - DarkSpace homepage
    Kickstarter: DarkSpace - Sci-Fi Rules for Shadowdark
    New to Shadowdark? Get the free Shadowdark RPG Quickstart Set from the Arcane Library.
    Chapters
    00:00 Introduction to DarkSpace and Its Inspiration05:42 Design Philosophy: Rules Light and Player Collaboration11:16 Archetypes vs. Classes: A New Approach to Character Creation16:41 Psionics and the Triad Powers19:52 Kickstarter Success and Future Plans23:00 Challenges in Running Sci-Fi Games25:42 Kickstarter Stretch Goals and Community Engagement28:13 The Role of Light in Gameplay32:09 Surprises in the Kickstarter Journey
    Listen to the Episode
    Watch to the Episode
    Watch DarkSpace Interview: Sci-Fi for Shadowdark on YouTube.
    Show Notes
    Intro to DarkSpace and its pitch: “Rules light. Play sci-fi your way.”
    Derek’s motivation: burnout from fantasy and a return to sci-fi roots
    Challenges with other sci-fi RPGs and love for risk and danger in space
    Why species and archetypes replaced traditional races and classes
    Collaborative worldbuilding through trait-based character creation
    Triads: body/mind/soul psionic system and Force-like mechanics
    Expansion content teased: GM guide, monsters, hacking rules, chase mechanics, and ship building
    Use of timers and light mechanics adapted from ShadowDark for sci-fi tension
    Kickstarter surprises, stretch goals, and community engagement
    Legendary contributors: Mörk Borg creators, Ed Stark (Star Wars RPG), Mark Miller (Traveller), Kelsey Dion (ShadowDark)
    Unique add-ons: glow-in-the-dark premium edition, custom dice, merch
    Featured Image Meta
    Black-and-what cover art for the DarkSpace rules hack.
    38 min

About Side Passages

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The podcast about gaming and being a geek by two middle aged geek dads.