Attributes are the things that all (most) games have, but we still argue about what they are for most of the episode. You’d think there’d be some sort of common language of these things by now.
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We make some characters. Because we have opinions about them. As if you didn’t know that.
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We spend all of our experience on frivolous social advantages instead of improving our stats or buying sweet new powers.
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War? What is it good for? Exciting games, that’s what! Good god, ya’ll. We discuss our favorite mass combat systems and our least favorite ones.
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Have you ever gamed weird? Have you ever played someone else’s character, played multiple characters, or GMed for a ghost? Was the GM in the room the whole time? Jim drags us to scary places from which we might never return.
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Who goes first? It’s a universal problem with only a couple of solutions. We talk about initiative systems we’ve loved before, as well as those that leave us at the bottom of the turn order.
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We have Jonathan on because he’s a frood who knows where his towel is. He quizzes us on the stupid shit we do and we provide no answers. Because we’re not that bright.
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After giving it an extra day of thought, I still have no idea what this episode is about.
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It’s time for us to be incredibly positive. Or sort of negative. You know, the usual.
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It’s the time for the Christmas Wish List of geek stuff that Dale wants. No, seriously. It’s all Dale.
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