We Will NOT Play DnD

We Will NOT Play DnD

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We Will NOT Play DnD episodes

  • Unstoppable Momentum, Part 13
    Interrogation is an unusual art, and it's not something that's easily done in a vacuum. It requires already knowing some answers, being careful not to give away what you do and do not know, and giving the subject enough room to say things you wanted to hear without them knowing what you wanted to hear. And in the case of police work, when there's not a lawyer present, a bit of trickery and flimflam is on the table.
    17 min
  • Unstoppable Momentum, Part 12
    In many events that deal with the law, self-incrimination can be a leading cause for arrest. For example, it's not rare for someone to discus how much they've had to drink during a sobriety test. And while you don't have to speak to the police or let them in the house if they don't have a warrant, certainly those rules change if you do something flagrantly illegal as a reaction to a knock at your door.
    18 min
  • Unstoppable Momentum, Part 11
    The real depth of a super power is determined by the creativity and the wit behind it. No superman is all that difficult to overcome if he always does the same predictable things and has no new ideas. Paul and Lawry are certainly men of their own ideas, however, and the two split up to pursue completely separate goals.
    17 min
  • Unstoppable Momentum, Part 10
    Any kind of breaking-and-entering, even if it's technically legal, is going to be fraught with perils. It's something that requires being in and out with all the sneakiness of the Grinch on Christmas, and when a person gets caught, it takes quick thinking and buttery lies. Super powers also help quite a lot.
    18 min
  • Unstoppable Momentum, Part 9
    If you can run faster than a speeding bullet, then you can bet society is going to insist that you follow a lot of rules about when and where you can run. Crime-fighting super heroes have to get warrants and talk to lawyers, or else the whole system would be a chaotic mess of autocratic heroes - and look, society has spent a lot of time trying that. It works sometimes, but not always, and when it doesn't work it can really not work!
    18 min
  • Unstoppable Momentum, Part 8
    You can't just wait for crime to happen and then go punch it down. If any crime of that caliber happened off, no city would survive. Instead, there's a lot of concern about budget, the amount of work being done, and who's doing it.
    17 min
  • Unstoppable Momentum, Part 7
    Good police work is rarely done from the barrel of a gun - that sort of thing is for emergencies. Ergo, good super hero work follows the same rules. Just because it's possible to use laser vision or throw a car into the sun, that doesn't mean you can really stop crime by doing so. Good super hero work means identifying the crime, gathering evidence, and following the rules. Usually.
    18 min
  • Unstoppable Momentum, Part 6
    Unstoppable Industries moves to officially declare a new head of the superhero field crew, and naturally it's politics from top to bottom. Freeze Frame is the company's favorite, as the other candidates are too new, or have way too many open files with the HR department. Though the company logic is there, one has to wonder if an ego the size of Kimon's can really be okay with it.
    17 min
  • Unstoppable Momentum, Part 5
    The team signs on with the government to learn what they can about the weapon which ends all super heroes, and it provides an important lead on who they should be talking to in order to catch Mercury. Meanwhile, one major advantage to reformed villainy is being in contact with current villains, who can keep you in touch with the ongoing developments of the underground.
    17 min
  • Unstoppable Momentum, Part 4
    Even with Captain Momentum lost to the world, villainy and crime still happens, and it's up to the Unstoppable Force to intervene. Unfortunately, without a man impervious to bullets and physical harm to back the effort, the whole thing requires a lot of finesse that our heroes may not be quite in the practice of using.
    20 min

About We Will NOT Play DnD

From the publisher's feed

Four friends struggle to get through their weekly roleplaying campaigns together.

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