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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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.
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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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That’s right, we discuss the broadest possible target: powers in games. We emerge from the other side knowing nothing new. But that’s pretty typical.
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Organized crime in roleplaying games gets the occasional sourcebook, but isn’t normally anything other than an antagonist faction. We set out to change that with our in-depth treatise on the subject. Or, we just talk about FIFA.
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We talk to our inner child about inner child things, like what games we should be playing and whether Susie at school likes us. We invite Gabriel onto the show. Stranger Danger!
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It’s tough to write a RPG. It involves many different disciplines to do well. We ponder the best in fiction, explanations, and indexes.
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We discuss our favorite and least favorite licensed games. That somehow makes us super-angry defending the things we love and so the whole thing ends in tears.
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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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What settings sound awesome but are let down by a poor ruleset? Or is the ruleset better than the setting? We meld the two sides of our brains together to appreciate everything gaming has to offer.
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