Tagged: roleplaying

Flying Circus Ep 3: Birds of Ill Omen

After a bender culminating in some ill advised purchases, squadmates Francesca, Zelig and Geneve find themselves once again on the wrong end of debt collector’s attention. Despite not really understanding how the homeless mystic will pay them, they decide to take Drifty’s offer to clear the skies over the mountain pass… and run into the horrors of both Maralto’s magic, and its past.

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Flying Circus is a roleplaying game currently being developed by Erika Chappell, who has created a great many quirky and fun indie-games to date under the umbrella of Newstand Press. Check ’em out!

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Pic is MM00005148x by Florida Keys Public Library on Flickr, CC A.

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Don’t Rest the Dead Ep 3: Don’t Rest the Dead Pt 3

With their exhaustion building and their ties to the world of the living growing ever weaker, the two Corax agents make the final descent into the surreal guts of the haunted factory, ready to face whatever echoes of the past and present remain.

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In case the title didn’t make it completely obvious, these sessions were played using Evil Hat’s Don’t Rest Your Head, a tension-pumping horror game of insomnia, delusion and unreality. Definitely worth checking out.

Incidentally, in the little debrief at the end of the session we spend a fair bit of time talking about a little module by Jason Morningstar, The Rooftop Necropolis of the Blood Mummy, which is also worth a read if you’re in the mood for a unique fantasy setting.

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Pic is memento mori by kaelin on Flickr, CC A SA.

Don’t Rest the Dead Ep 2: Don’t Rest the Dead Pt 2

After a messy encounter with a projection, Henry and Tyler limp on into the depths of the ghost ridden factory, in search of the truth and their missing compatriot. But as the ghost-world around them gets more nightmarish and pervasive, will they survive long enough to understand?

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In case the title didn’t make it completely obvious, these sessions were played using Evil Hat’s Don’t Rest Your Head, a tension-pumping horror game of insomnia, delusion and unreality. Definitely worth checking out.

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Pic is memento mori by kaelin on Flickr, CC A SA.

Don’t Rest the Dead Ep 1: Don’t Rest the Dead Pt 1

After a previous investigation went catastrophically wrong, Corax Incorporated “cleaners” Tyler and Henry are sent in to deal with an abandoned industrial complex’s ghost problems. But with their own souls already tiptoeing on the edge of the abyss, will they be able to resolve the horrors of the past?

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In case the title didn’t make it completely obvious, these sessions were played using Evil Hat’s Don’t Rest Your Head, a tension-pumping horror game of insomnia, delusion and unreality. Definitely worth checking out.

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Pic is memento mori by kaelin on Flickr, CC A SA.

Blades Ep 8: The Alarming Real Estate Caper Pt 1

With their reign of terror on the Docks having some unexpected side effects, the Disciples of the Depths formulate a plan to avoid eviction from their alms house. After all, they stole it fair and square… can Miss Ruby the Spider, Veleris the Hound and their recently returned friend Talitha the Leech staunch this redevelopment plan?

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Blades in the Dark is a creation of John Harper and is distributed by Evil Hat. Like its ancestor, Apocalypse World, it has begun to spawn a legion of new games… so check out Forged in the Dark if you’re interested.

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Pic is Urban Explorer Aboard Derelict Frigate by Tom Blackwell on Flickr, CC A N$.

Planescape Ep 9: Crunchy Cave Lobster Pt 2

With their delicious assailant slain, the party plots the best way past the Duergar guards. The plan is more or less what we have grown to expect from Carson, Urdan and Domingo…

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This is a recording of a Dungeons and Dragons 5th Edition game, and this is perhaps the closest we have come to a dungeon. There were, however, no dragons in this episode.

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Pic is P1016484 by Jeremy on Flickr. CC A.

Planescape Ep 8: Crunchy Cave Lobster Pt 1

With some of their usual adventure buddies on sabbatical, Carson the Half Elf Gunslinger, Urdan the Wood Elf Ranger and Domingo the Anthropig Mathematician set out on a planar jaunt to rob a Duergar strongpoint. Ideally causing as much chaos and destruction as they can in the process.

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These Planescape episodes are currently operating on Dungeons and Dragons 5th Edition, with a generous helping of random generators from across DnD’s highly diverse history.

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Pic is P1016484 by Jeremy on Flickr. CC A.

FWTD Rentpunk Ep 1: FBBM Pt 1

Join special guests Sam and Owen with the Liberation Industries crew on a spandex clad romp through the ruins of a disintegrating future Newark, engaging in string of desperate ploys to save their beloved Lucha Libre gym. Can Francois the Dragon of Detroit, Stanton “Red Bear” Barbados and Bryan “El Tomate” Middleton scam enough to keep the Federation open?

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Fates Worse Than Death: Rentpunk is a product of Vajra Enterprises, and frankly deserves a much saner playthorugh than we have really given it.

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Pic is El Santo by Siete Coyote on Flickr, CC A SA.

Karma in the Dark: The City

Well, the Liberation Industries team took to the world and character creation section of our Karma in the Dark game with characteristic gusto. The full recording of this technologically hobbled session is still available through the Whimsy and Metaphor Twitch, and should surface on our Youtube pretty soon. But for those in the Too Long, Didn’t Listen camp… I’m going to do a few quick blog posts here to summarize the results, and whet your appetites for when the next live sessions air.

Welcome to Metro East

Now Karma offers us some downright robust world building tools; though the game’s elevator pitch is probably “Blades Powered Shadowrun” its got a lot more going for it than that, and can basically handle all of your magic cyberpunk needs. It lets you build a world with a strong focus on privilege, and the exact avenues that power is expressed in that dystopia.

Naturally, we decided to set our game in Sydney, Australia. Or at least, what’s left of it.

Power is influenced by three factors in Karma, chosen by the players at the start of the campaign. Our group chose Metatype as one factor in a nod to classic Shadowrun; elves and humans have an easier time negotiating society than their goblinoid cousins. The other two factors we chose were Bloodline and Property, with family ties to the Oligarch Clans offering a measure of protection, and a citizen’s social clout strongly resting on how much capital they can bring to bear.

With that in place, we have a distinctly neo-feudal city.

Glittering Heights, Murky Depths

Even before the magical Outbreak hit, Metro East was not doing so well. With its lower levels subsiding in ever greater floodwaters and further growth choked by geographical restrictions, the skyline grew desperately taller, clawing for the sky even as the building’s foundations were swallowed by the sea. The city grew upwards in layers, like a mad termite mound.

Then the Outbreak struck, and the world changed completely. With the return of magic to the world, technology that had been the lifeblood of a globalised economy – wireless communication, positioning satellites, even long distance radio – went silent in the face of a global magical susurrus. Technology had to be rebuilt in shielded, wired form, and cities were left to fend for themselves. It is a metropolis of text-fed terminals, flickering hologram billboards, and murky phone booths with gnarled nerve-jack leads swinging in the ever present storm winds.

The crash was eighty years ago, and only now are we returning to the globalised world that was lost. So far, even the great corporations have been unable to challenge the primacy of the City States, but with more ships arriving in Metro East from abroad every day, that may be set to change.

Divided

It is a city of great divisions. Industry is driven by intensive, exploitative aquaculture and risky ocean mining, offset by a ravenous urge for respect that has manifested in a cutting edge fashion scene. The Oligarchs maintain their hold through monopolies on the most alarming magic – they say the rites of divination that keep them ahead of their rivals are unspeakably horrid – and access to the best medical care. They have developed a taste for flaunting their elegant, tailored bioware, the symbol of their coveted longevity, with the fashion for gauzy, revealing garments that display humanity’s augmented peak. For the kelp-fed poor, crude cyberware can be the difference between life and death, but social pressure often drives it to be covered; given the harsh weather, the working classes make their way in shrouds and bulky raincoats through the torrid, waterlogged industrial quarters. Life expectancy gets lower the deeper you go.

Metro East is viewed by outsiders as both an enclave of vain upstarts, and a pit of desperate criminal savagery… and both of these statements are true.

Tune in next week, and we’ll take a look at some of the City’s movers and shakers, at least in the tumbledown neighbourhood our characters inhabit. If you have any questions, drop a comment, or have a look at Cass K Designs; this game comes thoroughly recommended!

-Paddy

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Planescape Ep 6: Anarchists Anonymous Pt 2

With their path to the planes conditional on returning stolen records to the governors, Carson the Half Elf gunslinger, Valanthe the Wood Elf druid and Domingo the Anthropig mathematician hunt the streets of Sigil on the trail of the Anarchists… though they do manage a short stop at the Cavern to help their old pal Sig with a planar problem of his own…

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Dungeons and Dragons 5e is a product of Wizards of the Coast. If you’ve heard of us and not them… well, don’t I just feel special right now.

Pic is Underground by Chelmsfordblue on Flickr, CC A.