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Firebreathing Kittens

Firebreathing Kittens

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Ep 691Trailer for Salty Sea Shanties

When new Firebreathing Kittens Gilda, Muriel, and Tracey come into a quantity of the drug known as Ash and are captured by the navy, hijinks ensue! Pirates and sirens abound as the trio sail the high seas in this Pirate Borg adventure!

Jan 29, 20253 min

Ep 682How To Play Pirate Borg

How to play Pirate Borg. Hi everyone, this is a special how to play episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for Pirate Borg. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Pirate Borg game. I’ll organize this how to play guide into sections. Game theme Attacking and defending Zero hit points Abilities Devil’s luck Ash Naval combat Sea shanties How to build a character Pirate Borg is a pirate themed role playing game where you and your friends can pretend to be pirates in the dark Caribbean. Maybe you’re a British imperialist or a French courtesan. Or perhaps you’re a Spanish inquisitor, a merchant from the Yucatan, or a cultist worshiping the sunken one. Whoever you are, the discovery of ash, valuable intoxicating remnants of the undead after they’re destroyed, has forever changed the Caribbean markets as this fabled resource is astronomically expensive. Or will you use it yourself, and risk its mystical, addictive effects? Find where X marks the spot, in Pirate Borg. This game is a melee, ranged, and naval combat simulator where you the player will roll a twenty sided dice, or d20, to attack and defend against undead enemies who have shambled up out of the ocean depths. You can play as a swashbuckler, a voodoo ritualist, a buccaneer, a mermaid, a landlubber, a rapscallion, and more. There are mechanics for singing sea shanties, chugging grog to heal, brewing alchemical potions, testing the devil’s luck, and more. Let’s talk about attacking and defending in Pirate Borg. Enemies don’t roll dice in combat. The players are the ones who roll to attack and defend. Players will be rolling a twenty sided dice, also called a d20, and adding their ability modifier to their roll. For melee attacks, add the strength ability modifier. For ranged attacks, roll the presence ability modifier. Both are tested against a difficulty rating of 12. If you hit, which is if you got a twelve or higher, roll with the weapon’s damage dice to see how much damage you dealt the enemy. The party also rolls for initiative. Initiative is a word that means the turn order, or who goes first and who goes second in a battle. A player rolls a d6 dice to represent everyone. If it’s a 1, 2, or a 3, the enemies go first. If it’s a 4, 5, or 6, the players go first. If you want to play using individual initiatives, players roll a d6 and add their agility modifier to it. For example, Hayden rolls a four on the dice and subtracts 1 agility modifier to get a three overall. Amaya rolls a two on the dice and adds zero agility modifier to get a two overall. Three is greater than two, so Hayden’s turn happens before Amaya’s in combat. Let’s roll an example of melee attack with a cutlass. A chandelier is suspended from the ceiling above the corrupt governor’s ball and you want your character Hayden to cut that rope to cause some mayhem at a party you weren’t invited to. To see if Hayden hits, roll a d20 dice and add your strength modifier. That’s a 10 plus your 2 strength modifier, which meets the difficulty rating of 12. Hayden’s cutlass hits the rope. Now roll for the cutlass’s damage, which is a d6. Hayden dealt four damage to that rope, and the chandelier plunges to the party below. Let’s roll an example of ranged attacking with a flintlock pistol. Your character Amaya sees a kraken’s tentacle rise from the sea and wants to shoot it before it reaches the ship. This weapon has a thirty foot range, nine rounds of remaining ammunition, and takes two actions to reload. To see if the bullet hits the tentacle, roll a d20 dice and add Amaya’s presence modifier. You rolled a 15, minus the negative one modifier, for a 14 overall. You beat the difficulty rating of 12 and hit the target. Now roll for the pistol’s damage, 2 d4 dice. Amaya dealt five damage to the kraken tentacle, and can attack eight more time before needing to spend two actions reloading. Sometimes an enemy you’re attacking will be wearing armor. Tier three armor reduces incoming damage by a d6. Tier two armor reduces incoming damage by a d4. Tier one armor reduces incoming damage by a d2. For example, here’s what would happen if Hayden were swinging that cutlass against a skeleton pirate who was wearing a fancy British coat that has the stats of tier two armor. First Hayden’s player would roll a d20 and add Hayden’s strength modifier. That’s a sixteen plus two for eighteen total. Excellent, that meets or beats a twelve difficulty rating so the cutlass hits the skeleton pirate. Next roll for damage, which with a cutlass is a d6. The dice shows a four. Lastly, roll for armor to absorb some of that damage. The fancy British coat makes Hayden’s player roll a d4 for tier two armor, and Hayden rolls a three. The damage Hayden deals with the cutlass is

Jan 29, 202532 min

Ep 687Season 2024 Epilogues

Season 2024 Epilogues

Dec 18, 202433 min

Ep 684Of All Things (Here, At The End)

Eighty years in the future, Addam, Henry, and Professor Pimento reminisce on their glory days; pulling cards, trading stories, and waiting for the end. Of All Things is an actual play podcast of Here, At The End.

Dec 11, 20241h 55m

Ep 683Trailer for Of All Things

Eighty years in the future, Addam, Henry, and Professor Pimento reminisce on their glory days; pulling cards, trading stories, and waiting for the end. Of All Things is an actual play podcast of Here, At The End.

Dec 11, 20243 min

Ep 686Tis The Seasons (Action 12 Cinema)

Marty Sadie and Maeve team up with the other spirits of the seasons to put a stop to Ivy's plan to engulf the world with her toxic jungle. In the process, they learn to accept themselves and see their true value. Tis The Seasons is an actual play podcast of Action 12 Cinema.

Dec 4, 20241h 58m

Ep 685Trailer for Tis The Seasons

Marty Sadie and Maeve team up with the other spirits of the seasons to put a stop to Ivy's plan to engulf the world with her toxic jungle. In the process, they learn to accept themselves and see their true value. Tis The Seasons is an actual play podcast of Action 12 Cinema.

Dec 4, 20242 min

Ep 680Agent Bee (Alien the RPG)

Nugh, Bill, and Sadie try to save the town of Hardingwood using the mechanics from the official Alien movie franchise's roleplaying game.

Nov 27, 20242h 40m

Ep 681Trailer for Agent Bee

Nugh, Bill, and Sadie try to save the town of Hardingwood using the mechanics from the official Alien movie franchise's roleplaying game.

Nov 27, 20242 min

Ep 678When A Tree Falls (Dicing With Death)

This Week we join Armando, Sadie, and Yarnak as they play Dicing with Death. We start at the end as this group Grapples with being dead and try to find a way back.

Nov 20, 20242h 27m

Ep 677Trailer for When A Tree Falls

This Week we join Armando, Sadie, and Yarnak as they play Dicing with Death. We start at the end as this group Grapples with being dead and try to find a way back.

Nov 20, 20241 min

Ep 664Yarnak Verras Interview

Yarnak Verras Interview

Nov 20, 202413 min

Ep 676Fall 2024 Rules Feedback Chat

Welcome to a special episode of Firebreathing Kittens. This is our rules discussion where we discuss the rules we played in the past dozen games, for Fall 2024. We’ll discuss the ttrpgs 24 Hour Crime Scene, Dicing With Death, Honey Heist, Twisted Wishes, CBR+PNK, Darksome Delve, Lost Roads of Lociam, Exuviae, Sexy Battle Wizards, Roll For Shoes, and LURPS. Let’s dive right in, reading these reviews written by our Firebreathing Kittens players and GMs.

Nov 20, 202430 min

Ep 674Into Hot Air (LURPS)

Rusty, Leo and Tord rush to the docks of Niqamui when fireworks declare an annual contest. After sign up the group is whisked away and dropped into a winner-takes-all battle to the finish! They encounter many familiar faces as they mow through the competition only to have to face their most deadly threat yet!

Nov 13, 20242h 36m

Ep 675Trailer for Into Hot Air

Rusty, Leo and Tord rush to the docks of Niqamui when fireworks declare an annual contest. After sign up the group is whisked away and dropped into a winner-takes-all battle to the finish! They encounter many familiar faces as they mow through the competition only to have to face their most deadly threat yet!

Nov 13, 20244 min

Ep 672How To Play LURPS, Lewis' Unified Role Playing System

How to play LURPS Hi everyone, this is a special how to play episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for LURPS, Lewis’ Unified Roleplaying System. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own LURPS game. I’ll organize this how to play guide into sections. Classless point-buy d6 game Target numbers Critical successes and failures How to use a skill How to attack Armor Distances How to cast magic Flaws How to build a character LURPS is a classless point buy system that uses only normal six sided dice. Classless means any character can learn any skill. Contrast that with a game where only rogues can learn how to pickpocket, or only clerics can learn how to heal, or only fighters can wield swords. Any LURPS character can wield any weapon and learn any skill. Point buy means you spend character points to buy and learn new weapons and skills. The more points you spend, the better you are at that activity. And lastly, LURPS uses only six sided dice, which I will also call d6 going forward. You will determine your success or failure in LURPS by rolling six sided dice and counting how many of them meet or beat the difficulty. The standard difficulty check, also called a DC, is four. For a DC of 4, each dice you roll that lands on a one, a two, or a three, is a failure. Each dice that lands on a four, a five, or a six, is a success. Every weapon, spell, and skill that you use will have a target number. The target is how many individually passing dice you need to overall succeed at the thing you’re trying to do. For example if your target number is two, then you need at least two of the dice you roll to be a four or higher. The more dice you roll, the more likely you are to hit your target number. If you only rolled one dice, it would be impossible to achieve a target of two. If you were rolling two dice, then it’s possible for both of them to be a four or higher, and for you to be successful, but the odds aren’t great. The higher the target number is, the more dice you need to roll. The probability math is pretty straightforward because each dice you roll has a 50/50 chance to hit a 1, 2, or 3, compared to a 4, 5, or 6. So for each one target number, you’ll want to roll two dice, in general. Of course, the more dice you roll, the more likely you are to hit your target number. It’s reasonable to expect to hit a target number of two rolling four dice. It’s even more likely if you roll six dice. There are some in-game ways to change the difficulty number, for example lock picking tools make the lock picking DC 3 instead of 4. Rolling a six or a one on the dice are special occurrences. Ones are special because they cannot be rerolled. When you roll a six, you can choose to reroll a failed dice. If you reroll a four and it becomes a six, that’s another chance to re roll one of your other dice. It can get very exciting. The more sixes you have, the better because if you roll more sixes than the target number, that is a critical success. A critical success in combat means you deal full damage. Here is an example. Your target number is two. You are rolling four dice. You roll a one, a two, a three, and a six. The one is a bit of a bummer, it cannot be rerolled. The two and the three are failures, but with your six, you can reroll one of them. So you choose to reroll the three. The dice with a three on it, when rolled again, becomes a six! That’s awesome. Now you have two successes, you meet your target number of two, and you’re going to succeed. You currently have the same number of sixes as your target number, and one reroll left. There’s a chance that you will roll a critical success. That second six entitled you to rerolling one more failed dice. You reroll that dice that had a two on it. It’s also a six, oh my goodness! Now, with three sixes, you have more sixes than your target number of two, so you critically succeed on your hit and deal full damage. Every damage dice your weapon deals is a six of damage. Yaaay. Do always keep in mind: if half of any dice pool you roll are ones, that is a critical failure. How to use a skill. There are thirty skills in the base free LURPS rule book. You can put character points into a skill to first initially gain access to the skill, and then to level it up. The maximum skill level is seven. To use a skill, roll as many dice as your level. That means the most dice you can roll for a skill is seven dice. Here is an example of rolling your skill level number of dice. If your skill in identifying spells and arcane items is four, then you would roll four dice. If your skill in sailing and vehicles is three, then you’d roll three dice. Each skill has a table that tells you how to interpret how many successes you got, ranging from one to

Nov 13, 202428 min

Ep 667Leo Bogg Interview

Leo Bogg Interview

Nov 13, 202410 min

Ep 671Nod Again (Roll For Shoes)

A familiar face brings troubling news. The veil between what is real and what isn't risks being torn asunder! Join Nugh, Anne, and Armando as they "do anything" to prevent calamity. Nod Again is an actual play podcast of Roll For Shoes.

Nov 6, 20243h 3m

Ep 670Trailer for Nod Again

A familiar face brings troubling news. The veil between what is real and what isn't risks being torn asunder! Join Nugh, Anne, and Armando as they "do anything" to prevent calamity. Nod Again is an actual play podcast of Roll For Shoes.

Nov 6, 20246 min

Ep 669The Wench's Road (Sexy Battle Wizards)

In this not safe for work adults-only adventure, Chian and Sadie play the tabletop roleplaying game Sexy Battle Wizards. Intended for mature audiences only.

Oct 30, 20242h 11m

Ep 668Trailer for The Wench's Road (Sexy Battle Wizards)

In this not safe for work adults-only adventure, Chian and Sadie play the tabletop roleplaying game Sexy Battle Wizards. Intended for mature audiences only.

Oct 30, 20243 min

Ep 666Fight Of The Bumblebee (Exuviae)

Fight Of The Bumblebee is an actual play podcast using the Exuviae mechanics. Join Bill, Sadie, and Nugh as they investigate a Bee murder in Hardingwood. What will they uncover?

Oct 23, 20242h 38m

Ep 665Trailer for Fight Of The Bumblebee

Fight Of The Bumblebee is an actual play podcast using the Exuviae mechanics. Join Bill, Sadie, and Nugh as they investigate a Bee murder in Hardingwood. What will they uncover?

Oct 23, 20243 min

Ep 663Pumpkin Ale (Lost Roads of Lociam)

Nothing a good beer can't fix? Join Ailbh and Ivy on another quest as they search for Todd and a replacement for the addictive LifeBru. Using mechanics from Lost Roads of Lociam, the Firebreathing Kittens survive quite a scare as they cross the Fubi Plains.

Oct 16, 20241h 41m

Ep 662Trailer for Pumpkin Ale

Nothing a good beer can't fix? Join Ailbh and Ivy on another quest as they search for Todd and a replacement for the addictive LifeBru. Using mechanics from Lost Roads of Lociam, the Firebreathing Kittens survive quite a scare as they cross the Fubi Plains.

Oct 16, 20242 min

Ep 638How To Play Lost Roads Of Lociam

How to play Lost Roads of Lociam Hi everyone, this is a special how to play episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for Lost Roads of Lociam. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play Lost Roads of Lociam yourselves. I’ll organize this how to play guide into sections. Every roll is a d100 In opposed contests the greatest difference wins Ten traits Gain 1 experience per trait if succeed with that trait during the session Professions Weapon and armor proficiencies increase your martial trait Items Exertion reduces trait by 10 to roll a guaranteed 2 Status effects reduce traits Ranged combat Lost Roads of Lociam is a d100 based tabletop roleplaying game system. Roll dice to randomly generate a number between 1 and 100. A 100 is a botch resulting in personal injury. A natural 1 is a success the rule book calls almost divine in its flawless execution. For any other number between 1 and 100, subtract the roll from the trait. You succeed if the difference is equal to or greater than the task difficulty secretly set by the Game Master before you rolled. Tell your result to your Game Master so they can consult a difficulty table and tell you if you succeed or fail. For example, your trait is 80. You roll a 20. You tell your Game Master that your trait minus your roll equals 60. The Game Master looks at the table and sees that a 60 succeeds at a "hard" task, which needed a 50 or more. But a 60 fails at an "impossible" task, which needed a 75 or more. The Game Master tells you if you succeed or fail, depending on how difficult the task was set before you rolled. When you are opposing someone else, for example in combat or arm wrestling or horse racing or sneaking, you both roll dice and compare to see who has the greater difference between their trait and roll. Both people roll a number between 1 and 100, and subtract it from their trait. The person with the greatest difference wins. If both people have a negative difference, neither person was skilled enough to do anything. For example, person A and person B are in a sword fight. Person A has a martial trait of 60 and rolled 10. Person A's difference is 50. Person B has a martial trait of 70 and rolled higher than their trait, rolling an 80. Person B's difference is -10. Because 50 is larger than -10, person A wins the contest and deals a sword wound of an effect size based on the two peoples' martial trait number to person B, consult the table on page 47. If person A and person B had tied, then the one with the highest trait number would have won. If both person A and person B had gotten a negative difference, neither would have been skilled enough to injure anyone. There is a table on page 47 showing how much damage people are left with after a combat. A combat might leave your character pained (-20 to rolls), hurt(-30 to rolls), injured(-40 to rolls), or maimed(-50 to rolls). How quickly you can recover from injuries depends on your martial trait number. For example, a character with 40 martial would recover from being pained in a half hour. A character with 90 martial would recover from being pained in five minutes. The recovery table is on page 52. There are ten traits that every character in Lost Roads of Lociam will have a number in that ranges from 0 to 100. These traits are: Academic, Athletic, Communication, Faith, Forester, Knowledge, Magic, Martial, Perception, Street-smarts. You can use your character's traits to do things. Each trait chapter contains tables of modifiers you can apply to various activities you might attempt using that trait. These include: Academic: literacy, mathematics, access to reference books, access to geographical maps, ability to recognize heraldry flags, book learning of history, law, customs, and etiquette. Athletics: climbing, falling, guard duty, long distance travel, poison resistance, disease, weather exposure, starvation, dehydration, riding a horse, running long distance, and athletics can also be used for sneaking. Communication: communicating in a foreign language, charming, bluffing, and intimidating. Faith: praying for advice, praying for creation, praying for destruction, praying for influence, asking for divine favor, or asking for a blessing which adds between 5 and 20 to the next roll. A person can only be the recipient of a single blessing at a time. Forester: familiarity with a place, camouflage, stealth, trapping animals and enemies, wilderness survival, tracking and concealing tracks. Knowledge: common sense, regional knowledge, historical knowledge, and becoming insane. Magic: your odds of success when casting spells, and your ability to sense magic which is called Fathom. To see if you cast a spell successfully, subtract your roll from your magic trait and consu

Oct 16, 202412 min

Ep 661Core Delvelopment (Darksome Delve)

Hospital visiting hours, accusations, ledgers recording foul deeds, storm clouds, missing cows, church sermons, and carriages. Core Delvelopment is a Darksome Delve actual play podcast.

Oct 9, 20241h 31m

Ep 660Trailer for Core Delvelopment

Hospital visiting hours, accusations, ledgers recording foul deeds, storm clouds, missing cows, church sermons, and carriages. Core Delvelopment is a Darksome Delve actual play podcast.

Oct 9, 20242 min

Ep 659Wrestling With Cases (CBR + PNK)

Wrestling with Cases is an actual play episode of CBR+PNK. Bill, Nugh, and Rusty are hired to steal a case filled with unknown items that will help the town of Hardingwood.

Oct 2, 20242h 0m

Ep 658Trailer for Wrestling With Cases

Wrestling with Cases is an actual play episode of CBR+PNK. Bill, Nugh, and Rusty are hired to steal a case filled with unknown items that will help the town of Hardingwood.

Oct 2, 20244 min

Ep 657Your Twist Is My Command (Twisted Wishes)

Your Twist Is My Command is an actual play podcast of Twisted Wishes and Tricube Tales. Nugh, Ailbh, and Sadie fill in as temp genies, twisting the wishes to never grant exactly what the wishers want.

Sep 25, 20242h 50m

Ep 656Trailer For Your Twist Is My Command

Your Twist Is My Command is an actual play podcast of Twisted Wishes and Tricube Tales. Nugh, Ailbh, and Sadie fill in as temp genies, twisting the wishes to never grant exactly what the wishers want.

Sep 25, 202412 min

Ep 655Bee Lines And Bear Hugs (Honey Heist)

Nasty, Marty, and Sadie get in touch with their primal sides as they attempt to save the world (per usual) before completely losing themselves to the beast within in this actual play podcast of Honey Heist.

Sep 18, 20242h 9m

Ep 654Trailer for Bee Lines And Bear Hugs

Nasty, Marty, and Sadie get in touch with their primal sides as they attempt to save the world (per usual) before completely losing themselves to the beast within in this actual play podcast of Honey Heist.

Sep 18, 20241 min

Ep 653One Flew The Coup (Dicing With Death)

On a plea from an injured pigeon, Bill and Sadie take to the skies to infiltrate a dangerous mountainside fortress, with more at stake than they realise... One Flew the Coup is an actual play podcast of Dicing With Death.

Sep 4, 20242h 13m

Ep 652Trailer for One Flew The Coup

On a plea from an injured pigeon, Bill and Sadie take to the skies to infiltrate a dangerous mountainside fortress, with more at stake than they realise... One Flew the Coup is an actual play podcast of Dicing With Death.

Sep 4, 20240 min

Ep 651Old Cases New Faces (24 Hour Crime Scene)

A haunting crime is relived. A cast of suspects is identified. Will the truth be revealed and justice finally prevail? Join Nasty and Sadie as they help Armando solve his parents' murders! Old Cases New Face is an actual play podcast of 24 Hour Crime Scene.

Aug 28, 20242h 53m

Ep 650Trailer for Old Cases New Faces

A haunting crime is relived. A cast of suspects is identified. Will the truth be revealed and justice finally prevail? Join Nasty and Sadie as they help Armando solve his parents' murders! Old Cases New Face is an actual play podcast of 24 Hour Crime Scene.

Aug 28, 20242 min

Ep 622Nasty MacAntyre Interview

Nasty MacAntyre Interview

Aug 28, 202417 min

Ep 649The Involuntary Time Detectives (24 Hour Crime Scene)

Ozob, Ailbh, and DI Deviteaux are thrown back through time to solve a long-unsolved murder. What secrets will be revealed? Who's the real murderer? And how scandalous can we make this? The Involuntary Time Detectives is an actual play podcast of 24 Hour Crime Scene.

Aug 21, 20242h 5m

Ep 648Trailer for The Involuntary Time Detectives

Ozob, Ailbh, and DI Deviteaux are thrown back through time to solve a long-unsolved murder. What secrets will be revealed? Who's the real murderer? And how scandalous can we make this? The Involuntary Time Detectives is an actual play podcast of 24 Hour Crime Scene.

Aug 21, 20243 min

Ep 643How to Play 24 Hour Crime Scene

How to Play 24 Hour Crime Scene 24-Hour Crime Scene is a tabletop RPG in which the players collaboratively solve a murder mystery, by inventing the clues and attaching them to suspects and locations themselves. Ultimately, the solution to the murder is something they come up with together, and not something pre-planned by the GM. In the episodes, I will be facilitating the game, but it can easily be played without a GM entirely. There are three sheets of paper that are shared among the players in this game-- a crime scene to show the location of the murder, a Victim sheet as the players uncover clues about the victim, and some suspect sheets to track clues that connect to the suspects. During the game, the players decide where the murder happened, and who the victim is, and establishing some clues. Then, the players take turns. On each player's turn, they draw a card and answer a prompt associated with it. For purposes of the episode, the facilitator will draw from a single deck of cards and read the prompts to the players to answer. Then, the active player takes an action which may result in a scene. They can investigate by establishing something about the crime scene, the victim, existing evidence, or one of the clues. They can inverview a suspect, which means they will narrate some information that the suspect reveals during the interview-- that information is recorded on the suspect's sheet. They also can find a new suspect, and reveal what their link is to the victim, crime scene, or a clue. Finally, on a player's turn they can Consult with the other players to determine some facts about the case. These questions should never be completely closed or absolute-- instead of "Did this person kill the victim?" they can ask "who seems to be more guilty?" Once the player has done both things-- answered the prompt and taken their action-- the next player takes their turn. When all the cards have been drawn and the last player finishes their turn, the players will have a final Consult scene to decide which suspect to charge with the murder. This discussion ends in a vote by the players. Whichever suspect gets a majority is charged with the crime, and justice shall be served. Some tips for playing are to play with a very "yes and" mindset-- don't have an idea of who committed the crime in advance, and leave it open for interpretation. Do make a lot of connections between the various clues, evidence, and suspects so that they won't seem to be a random collection of things, but instead tie together into a complete story.

Aug 21, 20242 min

Ep 647Mid 2024 Feedback Chat

Welcome to a special episode of Firebreathing Kittens. This is our quarterly rules discussion where we discuss the rules we played in the past dozen games, for mid year 2024. We’ll discuss the TTRPGs Psychic Cat Chaos, Dicing With Death, Alaria Valor and Company, Community Radio, Risus Epic, When Sky And Sea Were Not Named, Daggerheart, Roll For Shoes, Pocket Gumshoe, and Good Society.

Aug 14, 20241h 19m

Ep 645Trauma Poetry (Good Society)

Does your heart go out when players actually cry during an episode? Don't miss Trauma Poetry, in which Mary, Zidane, Bill, and Nugh play Good Society. Look alikes and mistaken identities abound, one character loses their magic, and we all suffer terribly for our misdeeds and bad reputations!

Aug 14, 20243h 5m

Ep 644Trailer for Trauma Poetry

Does your heart go out when players actually cry during an episode? Don't miss Trauma Poetry, in which Mary, Zidane, Bill, and Nugh play Good Society. Look alikes and mistaken identities abound, one character loses their magic, and we all suffer terribly for our misdeeds and bad reputations!

Aug 14, 20245 min

Ep 642Drinking Your Feelings (Pocket Gumshoe)

Oh what people will do for love. Join Ailbh, Arethor, and Rusty as they prove that their friend Tess is innocent of a crime she was, admittedly, going to commit and in the process, discover a greater conspiracy to turn friends into lovers. Listen into this actual play podcast while we play Pocket Gumshoe to find out who is at the centre of this conspiracy.

Aug 7, 20242h 48m

Ep 641Trailer for Drinking Your Feelings

Oh what people will do for love. Join Ailbh, Arethor, and Rusty as they prove that their friend Tess is innocent of a crime she was, admittedly, going to commit and in the process, discover a greater conspiracy to turn friends into lovers. Listen into this actual play podcast while we play Pocket Gumshoe to find out who is at the centre of this conspiracy.

Aug 7, 20242 min

Ep 633How To Play Pocket Gumshoe

How to Play Pocket Gumshoe Pocket Gumshoe is a very short, genre-agnostic implementation of the Gumshoe investigation game system. You play a character in a mystery, which you must solve by finding clues. Clues that must be found in order to progress the mystery are called Core Clues, and you cannot miss them. If you spend time in a scene where there's a core clue, and you use an appropriate approach to looking for the clue, you will get the clue. No dice roll required. You do use a six-sided die for other types of actions and for combat. In Pocket Gumshoe, you have three investigative approaches: Academic, Interpersonal, and Technical, and for each of these you can have a number of tags that help define how you use that approach. In this game, each player starts with one rank in each approach, and can add two more ranks (distributed as they see fit). I gave players three tags per rank in an approach-- Pocket Gumshoe leaves this and skill points up to the GM's discretion. Here's an example of using an investigative approach. I'm playing Tom, an elderly wizard who knows a lot about medicinal plants and likes to paint. I've been hired by a nobleman to find a stolen family heirloom, a necklace. I'm in the kitchen, where there's an elderly cook and a maid, working. I could use an interpersonal approach, and maybe one of my tags is "elderly," so I get along pretty well with older folks. I chat up the cook and learn that the lord fired a footman last week. On my character sheet, I have one rank in Interpersonal, and I want to get a little more information about this footman, so I spend it to get some more dirt. The maid overhears us and shares the gossip that the footman was always flirting with the nobleman's son. From the GM's side of this, the fired footman is a suspect, and the core clue was that the footman was fired-- I want the players to go interview the footman in a future scene, so this sets them up for that. The gossip about the footman is an extra clue, and may even give them leverage when they talk to the footman. When they go talk to the footman, I can still use my interpersonal approach and tags, but I no longer have a point in Interpersonal to spend and get extra clues or benefits. I can still use the ability, but I don't have extra points to spend. In a Gumshoe one-shot, your investigation approach points will not refresh, so use them wisely! In addition to the investivative approaches, you have General Skills, and for this game, the players had 50 points to spend on the general skills. General skills are for actions that don't fall into clue-finding. They're things like athletics and driving, but also include your health points pool. Everyone starts with one point of health and stability. In Pocket Gumshoe, the GM can decide which skills to include or exclude. For our adventure, I excluded Shrink and Stability, as those are for mental health consequences and fit more into a horror investigation rather than fantasy action. I also added a Magic skill to give a general-purpose skill for Firebreathing Kittens who have magic abilities or knowledge. In this case, I also made a special rule that you cannot use a magical ability without spending a point, which we will talk about next. When I want to do something that has a decent chance of failure and is not gathering a clue, I use one of the general skills and roll for it. For most skills, you do not need to have points in the skill to attempt to do it-- my custom Magic skill is an exception to that rule. Health and Stability skills are also not rolled-- they represent your physical and mental health points, and you lose them when you take damage. When I roll in a test-- that's a static check to see if I succeed at a task, the GM usually tells me the difficulty, and I can spend some of my skill points to add to my roll. I roll one d6, and for each general skill point I spend, I add a point to the dice result. The skill points all must come out of the skill I'm using. Let's say my character is inside the treasure vault at the castle, looking for clues. Just after he found a clue, the GM says "hey, roll Sense Trouble for me." I have a lot of points in that, but I decide that I'm a little cocky and hey, I just found a clue, so I only spend one point of Sense Trouble. I know that most of my general skills will not refresh in this one-shot. In a campaign, they refresh between adventures, or for physical abilities they refresh once per day. Health is regained when someone uses the Medic general ability, or at 7a rate of two Health points per day of rest. I erase the point from my character sheet. Sense Trouble is another skill that works a little differently-- the GM tells me the difficulty after I spend the points, and in this case it's 3, which should be very easy, but wouldn't you know it? I roll a one, and even with my plus-one, I fail in my roll. Now my character hears the ominous sound of the door clanging shut! Someone has shut him in! Now he needs to

Aug 7, 202413 min

Ep 618Rusty Surehoof Interview

Rusty Surehoof Interview

Aug 7, 202413 min

Ep 640The Party Gets Real (Good Society)

In this playthrough of Good Society, we follow Marty, Sadie, and Arethor as they dance through the salsa of salacious gossip and the polka of political maneuvering, to earn their crescendo of consequences.

Jul 31, 20243h 12m