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.
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.
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/
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.
Something a bit different this time. Daniel recaps the session with voiceover, cutting in clips of the actual play, and commenting on particular mechanico-structural elements. Let us know what you think.
See our show notes for relevant links: https://ggnorecast.com/127.
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.
Theme music for CCQ is "Monarchy," the title track of the album from Mosh: https://iammosh.bandcamp.com/
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