How do you avoid exposition in games? How can you make it interesting? We discuss some ways that have worked for us.
We discuss that one thing that every game assumes but never actually happens - death. Are we just namby-pamby babies who hate to see a dead character, or is it the solution to all of our problems? The grave holds its secrets…
Mark brings out the journalism to discuss the 5Ws of Roleplaying. The most important question, we quickly determine, is “Why?” and we spend most of the time talking about it. That’s why.
We discover the ephemeral nature of reputation and reputation management when we discuss the vagaries of fame in games. No one ends up more famous, which just makes the whole thing pointless.
How do you handle travel? How easy is it for the players to communicate with each other? How have we gotten along without having this very important conversation?
The rules are out, so we delve into our final diagnosis of the new Warmachine and Hordes rule set. Everyone wins, except Chris.
We talk about our most loved property - the pre-written adventure. We discuss the merits and flaws of the format and what we’ve learned from them. The house is on fire.
None of us believe in ghosts, but we do believe in talking about them! Chris discusses his obsession with ghost shows, while Jim and Mark mock him. It’s heartwarming.
We talk about games that get revisited, campaigns that return to previous campaigns, and the importance of Star Wars’ genealogy. There’s plenty of personal stories, so tune in.
We talk about names and naming conventions in RPGs. We also give our best advice on how to insert the most apostrophes into your fantasy names.