80s Computers and RPGs Ep71 Pt2

Following the interview with Dan Whitehead, we discuss our formative years with computers

We’ve talked about our formative years in RPGs, what about computers? They were as important as a common-ground to become friends.

In this episode Dirk and Blythy talk about their exposure to computers in the 80s.

Also, we discuss Rippers for Savage Worlds and the crisis of confidence when creating a setting.

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ThunderPhase! TTRPG Questions and Answers Ep.70 Pt.2

More listener questions are answered by Dirk and Blythy.

Welcome back, just when you knew you had enough of Dirk the Dice and Judge Blythy rambling on and on about TTRPGs, they’re back with more.

These are the answers to the GROGPOD listener questions that didn’t fit into the first part.

There’s also a Post Bag section, where we talk about to the favourite covers of White Dwarf identified by our listeners.

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Review of 2022 (with Bud’s RPG Reviews) Ep 58

The Armchair Adventurers have had another incredible year of gaming. Dirk and Blythy roll out the red carpet to the GROGGIE awards. At the Book Club, Bud talks about Viral: A Modern Call of Cthulhu Scenario.

It has been another incredible year for The Armchair Adventurers. We review the experiences that we have had with games old and new and reflect upon the year in general. There may be some irrelevant Beatles chat too.

INTRO – A new review and a breakdown of what to expect in the latest issue (including a ‘less’ v ‘fewer’ subtext).

GROGGIES Part 1. (4.10) Find out more about Red Markets in our appearance on Orlanth Rexes Gaming Vexes.

Bookclub (31:00): We were joined in the Book Club by the You Tuber Bud from Bud’s RPG reviews to talk about Viral the Modern Day Call of Cthulhu scenario.

GROGGIES Part 2.(51:00) Banging on about The Beatles for the UNIT campaign and awarding GROGGIE of the year for an amazing experience.

Outro. The annual round up of the new podcasts that have been added to the roll call this year. Appearances on The Smart Party Podcast, twice on Frankenstein’s RPG and performing on Tale of the Manticore. Recommendations include Baz’s incredible RuneQuest Year Zero, Ludo and Joerge’s The God Learners, The Titterpigs RPG Podcast, Beatles Books, and The Video Archive.

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Into the Odd RPG at GROGMEET22 (with Chris McDowall) Ep. 57

Join us at GROGMEET22 where we meet Chris McDowall, author of Into the Odd and Electric Bastionland.

At GROGMEET22 we had a great gaming experience with members of the GROGSQUAD. In this podcast we look back on some of the highlights.

Introduction to Chris McDowall. Chris talks about his formative years as a gamer and the influences on his design choices.

12:00 A GamesMaster Prepares – Dirk and Blythy discuss their experiences GMing the multi-table Mothership game and the other great games.

42:00 OpenBox – Chris McDowall introduces Into the Odd and Electric Bastionland.

01:12 GamesMaster Prepares more – A discussion of more games played, including Old School Essentials using these great pre-generated characters.

Thanks to everyone who made the event possible.

Savage Worlds (with Christian Nommay) Ep55 (Part 2)

This time we explore the worlds of Savage Worlds from Deadlands to Slipstream and beyond.

This is the second part of our episode all about Savage Worlds. This time we look at some of the settings that we have enjoyed playing in over the past few years.

3.15 Titan Effect, interview with Christian Nommay. The new Declassified edition is available on Drive Thru RPG

24.43 The GamesMasters Screen – Judge Blythy joins me in the Zoom of Role-Playing Rambling to look at Deadlands, Slipstream, The Day After Ragnarok, Necessary Evil and others to explore the varied Savage Worlds you can play in.

You can read more about Wages Ophir on this very site.

1.11.50 Appendix G. Michael Butler asks us, “who watches the Watchmen?”

1.35.01 I’ll Get Mi Coat. Closing Time chatter about Kult and where is the role-playing?

You can find out the latest about GROGMEET here and support the podcast at Patreon.

Savage Worlds (with Eric Lamoureux) Ep 55 Pt. 1

Exploring the very best that Savage Worlds RPG can offer the gamer. Personal insights from The Armchair Adventurers (Dirk, Blythy and The Daily Dwarf) and special guest Eric Lamoureux

Welcome to an episode that we have been talking about for a while. The Armchair Adventurers Club have played more Savage Worlds over the past few years than any other game, so why has it taken us so long to get to this episode? There is so much to cover and this first part goes on forever! Thankfully, with new chapter breaks, you can take your time to find a way through it.

Daily Dwarf (4.34) Makes a return, telling the story of how we got into Savage Worlds in the first place and what White Dwarf in its hey day had to say about generic systems. @dailydwarf credits What Would the Smart Party Do? for championing the system.

Open Box (14.18) Eric Lamoureux, host of the Wild Die Savage Worlds podcast, joins us in the Zoom of Roleplaying Rambling to talk about Wise Guys, his excellent gangster game, and other Savage Worlds projects.

Judge Blythy Rules (50.34) When it comes to Games Mastering Savage Worlds, we have had different experiences. Blythy has run campaigns in the published settings, I have done one shots in my own settings. In the noisy Las O Gowrie pub in Manchester we compare some of our favourite aspects of the game.

Talk Top Talk from Third Floor Wars (1.47.0) We recommend this great podcast which really gets under the skin of games design in interviews with people who make games.

I’ll Get mi Coat (1.47.30) Closing time chatter about the games that we are working on at the moment and some of our thoughts. Incudes Things from the Flood and The League of Eternal Guardians.

We also mention Run the Adventure and Roll to Save podcasts. If you are interested in Owl Bear and the Wizard’s Staff convention, you’ll find information about the face-to-face event on the site, while the online convention sign ups are on Warhorn.

The Bookclub membership is managed via Bookclubz, where you’ll find more about our meetings on the first Sunday of every month (except when it isn’t)

Thanks for giving us a monthly tip at Patreon. It is very much appreciated.

King Arthur Pendragon RPG (with David Larkins) Ep.53 (Part 2)

One of the foundational films that shaped the games that we played is Excalibur (1981). In this episode we look back on the film and consider how it can continue to inspire our gaming.

To see some of the issues of Starburst that we refer to in this episode, you’ll find images over at Dirk Malcolm’s World of Film where I have written a couple of pieces about how the magazine covered the film.

Also in this episode, David Larkins, Line Editor of King Arthur Pendragon at Chaosium, talks about Berlin Wicked City, The Esoteric Order of Role-players and much more.

Sam Vail adds Robin of Sherwood to the Appendix G.

Please consider supporting the podcast at Patreon.

Episode 45 – Review of 2020 (with Dave Morris)

In this episode we review the games that we have played in 2020 – there were so many! During the discussion we cover our experiences of playing Lyonesse, Savage Worlds, Mutant Year Zero and many more. You can see the report on all the games we played by following this link.

Dave Morris joins us in the Room of Role-Playing Rambling and discusses White Dwarf and other projects he’s been involved with over his long career in gaming. You can join his Patreon to support JewelSpider and follow his blog.

There’s a new twitter account for you to follow @theRPGLibrarian follow it and direct mail me if you’d like to know more about the monthly Book Club, starting in Feb.

Follow all of the GROGNARD files projects on Patreon.

1D6 – The Day After Ragnarok

The Wages Ophir GoPlay Manchester 8th February 2020

A Pulp adventure in the Savage World of ‘The Day After Ragnarok’.Across the world, lies the trillion-ton corpse of the Midgard Serpent, raised from the sea by the nazis and destroyed by Truman’s atomic fire: poisoning the Earth with every night that passes.A small band of mercenaries under the command of the Royal Navy have been deployed to escort a volatile tanker of Ophiline from the Hereford Cut to a small coastal town in Wales. A local separatist politician, Solo Man, is rumoured to have a stock-pile of precious resources to trade, in exchange for the valuable fuel.

The mission to play a different post-apocalyptic games each month in 2020 continues.  This time I used Savage Worlds in The Day After Ragnarok setting created by Kenneth Hite in 2009.

Bolton, destroyed by the belly of The Serpent

The world in 1948 reeling from the intervention of the Nazis who summon the Midguard Serpent to the sound of Wagner (the players joined in with the Ride of the Valkyries) from the depths of the seas; Odin’s son reaps havoc upon the world.

Truman’s Trinity Device is despatched and it destroys the serpent’s brain “in torrent of of atomic fire … Dark crimson rain fell from Dublin to Denver. Where it struck the seas boiled and the Earth drank poison. And things engendered, mutated horrors born of dragon’s blood and broken strontium atoms …” 

The serpent body (350 miles across) lies as a curtain across Europe, wiping out most of Britain. The Empire stays intact as Australia was untouched by the events, so Prince Henry serving as the Governor-General set up Sydney as the new Imperial capital. The Royal Society (and the Royal Engineers) have begun to drill into the serpent to extract precious resources from its gut. For the sake of Crown and Country, the grit of the Brits are keen to keep calm, carry on and rebuild from the wreckage.

This adventure begins at the Hereford Cut, the location of the serpent mine, where a group of mercenaries volunteer for a suicide mission, transporting 20 canisters of volatile, un-refined orphaline across the Brecon Beacons to coastal town. They’re acting on a rumour from ‘Douglas’, who was played by Michael Douglas, that a separatist movement are building up a power-base using resources that have washed up on the coast of Wales, including planes (in kit form) which were heading for RAF Burtonwood. 

A forward party which would include a negotiator will accompany the 2 1/2 truck filled with canisters of orphaline with the intention of negotiating with the group, exchanging their technology with oil from the serpent. 

Here is a play report in the usual format, 5 highlights and 1 fumble. 

Stuff!

Bennies – Check!

Special ’snake skin’ playing cards as the action deck – Check!

An extra action deck of playing cards for the ‘chase’ sequence – Check!

Status cards – Check!

Traveller minis – Check!

Adventure cards – Check! Wild dice – Check!

A play mat downloaded for each player so they can layout all of their dice and stuff – Check!

Natty new GM Screen – Check!

I think I’ve said before that there are a lot of ‘bits’ to Savage Worlds if you get carried away (like I do).  Most of the extra things that came out from the Adventurer Edition kickstart don’t really add much other than more palaver to manage. The Adventure Card deck on the other hand is a really good addition to the game. Every player gets an adventure card and they can play it once during the session. 

These operate in a similar way to MOS in Nights Black Agents – a game-changing advantage that can be used to great effect if used at the right time. In this game, a stash of gas masks were found, some cards were played to ensure that they had initiative advantage at the best time and one was used to roll away from an exploded wreckage.

Sorcerer!
Most of the fun from this session came from the ‘Wages of Fear’ set up they gingerly overcame obstacles in their truck, most of them taken from the original film or from Sorcerer (the William Friedkin remake). 

They faced a tight turning circle over a rotten platform, a giant boulder, and sharp, tyre-shredding rocks on the road. 

This was mechanically represented with usage dice. Prior to the journey, each character had a chance to make an adaptation to add a dice to the pool. Depending on their relevant talents they improved the suspension, loaded the canisters in sand and reinforced the canvas sides with steel-plate (which would prove very useful).

They had a d10, d8, d6 and a d4 to begin with. Every time they made a manoeuvre without a raise, they had to roll over 2 on highest the dice, otherwise it was removed.

At the point when the dice decreased, the oil released a cloud of vapour, if inhaled it gave them the ’snake bite’ and made them more vulnerable to the Serpent’s thrall.

The ‘unlucky’ driver seemed to suck this up every time!

Nunbush!
The forward company (including the negotiator) were ambushed while the player characters were undertaking a tricky manoeuvre.

“When you get closer, you realise that the bandits with sub-machine guns are dressed as nuns.”

“Nuns, with guns?!”

They were actually members of the Daughters of Dionin, but it seemed funnier describing them as nuns.

It’s a savage world

An additional adventure deck to manage ‘the chase’

I have the FATE version of The Day After Ragnarok, but after using its Adventure Generator to get the bones of the scenario I soon decided that I would take the Savage Worlds approach.

There were a couple of reasons: I know it better and the current Adventurer version has new chase rules that I wanted to test out.

I feel that Savage Worlds is better for the ‘fighty Pulp’ excitement that I wanted to generate.

The swingy exploding dice and the unexpected results add a more spectacular, unpredictable element that’s harder to achieve with the more controlled FATE.

Explosive End
To prove the point, the finale was an exciting confrontation within the serpent temple. They were outnumbered. The driver spiked the eye of the ‘Aunt Jenny’, a serpent-witch who had devoured their contact Douglas and had assumed his form. The driver only had a Philips head screwdriver, but thanks to exploding damage dice he managed to kill the creature with a single blow. As the GM, I didn’t have enough bennies left to soak up the damage.

A lucky hit with a thrown orphaline canister took down the big boss Solo-Man followed by the shrine to the serpent.

Then, as they reversed away, the delusional character thought he’d finish it all off with another canister, “I’m rubbish at throwing, but don’t worry, I have 4 bennies.”

Sure enough, he burned through the bennies, and the canister landed on the truck. A couple of them survived that explosion, but not the moment when the final usage dice rolled a 2, causing the remaining 18 canisters to explode.

The delusional character managed to roll away to safety after causing a TPK. It was a great moment, and a very fitting conclusion.

The adventure card was played to ensure that the team got commendation. King Henry IX bestowed a post-humous Victoria Cross on the team.

Enemy Mine

My fumble: I forgot that the nuns had laid mines to protect them from being flanked. Ah well, the explosions got them in the end.

The next Go-Play is 28th March 2020 (follow the details on the web-site). The next post-apocalyptic game is The Morrow Project on 15th March (which was opened up to Patreons).

Episode 34 – Review of 2019 (with Jamie Thomson)

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It’s the end of the world as we know it, but we feel fine, because we’ve been gaming, a lot. We review the year in gaming over a pint with Clint, the pub dog.

Jamie Thomson is back looking over his career in Fighting Fantasy, The Way of the Tiger game books, The Fabled Lands and The Dark Lord Series (to the sound of a very noisy computer fan).

Check out EN World and vote for your favourite podcasts.

Recommended here are dPercentile, Role Play Rescue, Monster Man, Smart Party, Improvised Radio Theatre with Dice, Red Moon Roleplaying, GROGTALK, Appendix N Book Club and Breakfast in the Ruins.

Please keep us going by pledging to our Patreon.