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On the show today:
On the show today:
We recently made a pros and cons episode on modding games and it got Nathan to thinking about something. What if he modded a game he had already played and beaten several times? And so, this is a tale of playing the modded version of KOTOR.
Can you actually categorize all video games into "Parkour" and "Menu"? A Calvin & Hobbes meme seems to think so, but it might not be as simple as all of that. Let's discuss what these terms actually refer to and if this assessment is legitimate.
Can you play Dungeons and Dragons with two people and no dungeon master? An interesting idea and possibly one to try out, but how exactly would that work? Is there a work-around to this question? And why does it have to be D&D at all?
https://www.reddit.com/r/DnD/comments/1ed7btz/is_it_possible_to_play_dnd_with_only_two_people/
On the show today:
Space is really big, but you might not want to play a game in it. There are games that bypass the enormity of the great void, but others insist on making you traverse it. How can we mitigate this vast nothingness? And why would you travel 45 minutes to a space station on the other side of the galaxy?
Games often punish you when things go wrong. However, there are some that insist that you succeed regardless of your ability. The fail state is non-existent. So, is there a better way to present challenges to the players? We're looking at you Hogwarts Legacy...
Should you intentionally kill off your players so you can reset their levels and take all of their equipment? Well... someone asked this question on Reddit, so here we go.
On the show today:
The Exit 8 is not a long game, but it's not a bad thing. Can you imagine an Exit 80 just to pad the runtime? Some gamers want to maximize the amount of content, but it doesn't always apply. What do we want to experience in a game and how long is too long?
Traditional thinking is that villains are more interesting to play than heroes, but perhaps that's just because heroes were not written with complexity. Instead of just reacting to the villain's dastardly plans, the hero can have all sorts of character motivations, growth and history to flesh them out. Let's discuss how to make a more interesting hero and some examples of how that has taken shape in popular media.
Today's Reddit post is almost a decade old, so hopefully the poster found a resolution by now. The question involves a demon, a wish, a village turned to stone and a monkey's paw gone wrong. Three years into a mega dungeon campaign, will the party go out in a very silly way or live to tell the tale?
On the show today:
On the show today:
On the show today:
Someone needed to know what happens when you get turned to stone. Primarily, do you shrink? Yes, this is a physics segment about being turned to stone. You are welcome.
https://www.reddit.com/r/rpg/comments/p1325p/a_pointless_thought_on_the_physics_of_being/
The bad guy is using ceremonial circles for blood sacrifices. What do you do? Is there something more interesting than just fighting some demons? We discuss investigation and outside-the-box ideas for purifying your sacred stone circle.
https://www.reddit.com/r/rpg/comments/1bxa81b/need_some_ideas_for_consecrating_a_stone_circle/
What would spells look like in the Stone Age? A question about modifying D&D spells to work for an ancient setting leads us down the road to Planegea.
https://www.reddit.com/r/rpg/comments/7dtc8z/ideas_for_spells_in_a_stone_age_rpg/
https://atlas-games.com/planegea
On this episode of Total Pebble Knockdown:
On this episode of Total Pebble Knockdown:
We are back from vacation and Nathan wanted to discuss his time at Hancock Shaker Village because it got him thinking about how fantasy tech works. We will talk a bit about the round hay barn, the water turbine and how pre-industrial societies handled common day-to-day life. What does this teach us about the world-building of your RPG?
Nothing says relaxing vacation like hiking up a mountain. So, Nathan went up Monument Mountain and stared over a cliff at his potential demise. And that got him to thinking about difficult terrain and how to expand on the idea of making the environment an obstacle itself.
Alex went off to LA and all he brought back was a giant D20. Also, his experience on the West Coast got him thinking about facets of a city that remain hidden from view, even by those who live there. What should we think about when building urban environments in RPGs?
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