Jan 142015
 
Rag-NERD-rok Podcast Tree
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The idyllic village of Beggar’s Hole is a lot more pleasant than its name would imply: its inhabitants enjoy prosperity and comfort thanks to the local turkey ranches and a nearby deposit of magicite crystals that can be mined to produce enchanted items. However, when a shadow storm infects the town’s landfowl, the magical powers of the crystal caves spawn giant magicite turkeys to do battle with the shadow menace, and the innocent villagers are caught in the middle! Now, trapped in the local alehouse, a completely random group of Level 0 characters must survive the melee with only a few improvised weapons and their wits to aid them. Can an onion farmer, a wandering elf, an impulsive alewife, a rat catcher, a dim shoemaker, a falconer, an elderly bard and a budding thief discover the source of the shadow magic before it’s too late, or are they destined to be squashed like bugs on the windshield of high fantasy role playing? Listen to find out!

This session was created using the Dungeon World supplement Funnel World by Jason Lutes. If you like high fantasy hilarity, random tables, and putting PCs with only a handful of hit points in deadly peril, then this is the book to buy.

  • NextLevel2

    I was expecting everyone to have a Thanksgiving dinner in this episode haha!
    Everyone had great chemistry and Will and Eric seemed a lot more interactive than usual.
    It was a really fun show to listen to 🙂 🙂
    For some reason though, the audio appeared really echo-y, not sure if everyone was too far from the mic or some settings were off but just thought I’d put that out there.

  • Omega

    This is pretty funny, and Funnel World definitely sounds interesting.

    You guys still don’t do the flow of Dungeon World real great (and I don’t know if it’s just this, I’m behind on the Nettle campaign). Players just announce they’re doing moves a lot (In most cases, the player is not suppose to decide they do a move. You say an action and the GM calls for a move, though if your action is an obvious trigger for a move, you can gloss over that), when they should say they do an action, and then the move is decided. Also, Ryan tends to end a description of some event or scene with a call for a roll. This probably wouldn’t be too bad, except that everyone ends up rolling twice with no real direction and failing a bunch, which technically means Ryan is supposed to be making hard moves, and a lot of them (there are several times when that inn, for example, should have just burst into flames with so many failures). For me anyway, it kind of breaks the flow.

    I’d almost say Ryan is too helpful, because he’s always suggesting moves after he describes some terrible misfortune. He should just fold his hands over his face, sit back and utter the ritual phrase “what do you do?”, and if nobody does anything productive for more than like, five or ten minutes, make as hard a move as he likes. Now that you’re getting into Apocalypse World, maybe you’ll get down and dirty and into the rough and gritty shit, rather than silly happy-go-suffer high fantasy. Also I’m pretty sure if you do AW “wrong” it’ll come to your house, break your knees, and steal all your Barter and go-juice. But hey, I’m only part way through, and this is my immediate reaction. Maybe I’ll take all this back by the time the episode is done.

    If you’re curious and have time, and want to see a great example of some people playing AW “straight” (which is my polite way for “as intented”), I’d check the Jankcast. They did several shorter AW campaigns and they put a lot of effort into doing all the stuff the book says you should do, how you should do it, and they really made me love RAW *W games.

    • I told them you wanted me to make harder moves and be less helpful and I think they are legitimately scared.

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      Also, I completely understand what you mean about Apocalypse World. The rules definitely give the impression that D. Vincent Baker is right there with you, explaining patiently how to play properly with a sawed-off cradled in his lap—and God help you if you fuck up his game.

      • Omega

        So catching up on Nettle went a bit higher on my priority list. (Though, seriously, like, five people failed at once in that inn doing one of the Defy Danger or Help/Interfere rolls. Making as hard a move as I like, I definitely would have had something catch on fire or somebody succumb to acute onion fume poisoning or something. There are only so many things the MC can do). Though, given that DW is supposed to emulate, like, 2nd ED D&D, I’m pretty sure saying “You guys could always try and discern realities to figure out what to do” is being too helpful. Unless you have that “roll snake eyes, I dare you” shit-eating grin on your face.

        I’m pretty sure part of the reason why people play AW so straight is that sensation, like that D. Vincent Baker knows and he’ll wreck your shit if you don’t do right by him. Or at least, you get that very personal feeling reading the book. Some of the best indie games are like that, and people do seem like the want to play those games how they’re written to be played. Luke Crane’s Burning Wheel springs to mind also.

        I should also note, like, five minutes after I wrote the original comment, you did exactly what I said you should be doing, in what was basically:
        Ryan: Something terrible is happening, what do you do?
        Everybody Else: We do nothing of import
        Ryan: Okay, several hours later, something new and terrible happens, what do you do?

        And my immediate thought was “well, one of us is psychic”.

    • NextLevel2

      I’ll have to give one thing to you because usually I consider myself a very observant person and I just realized how Ryan really does give a “hint” while it switches over to a player’s turn lol

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