Tagged: story

Werewolf the Forsaken Ep 9: Paradise Lost Pt 1

With their new corvid spirit-friend in tow, Crescent Head teens Alex, Ava and Sleeves return to reality and the suite of problems dogging their every step; their crushes, their exams, and alarming cardio of the bodyguard that Sleeve’s father has hired.

Throw that on top of the fleeting nature of trousers, and things are looking far from rosy.

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Werewolf the Forsaken 2nd Edition is a product of Onyx Path Publishing, under license from White Wolf Games.

Pic is human-not-kind, by Dimitri dF on Flickr. CC A/N$/ND

Wolfprint

Werewolf the Forsaken Ep 8: Mythic History for Dummies Pt 2

 

The shenanigans forge on as Crescent Head teens Alex, Ava and Sleeves continually bemoan the fact that their elder shapeshifting murder machines struggle to condense an eternity long history of struggle into Cliff’s Notes. Despite this, and despite a ten Weet Bix breakfast, the pack finally go hunting. Their target is a Totem, the raven-spirit Watches Above.

If you’ve ever wondered how werewolves go about fighting against smack-talking ravens, then don’t miss this episode of Crescent Coast.

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Werewolf the Forsaken 2nd Edition is a product of Onyx Path Publishing, under license from White Wolf Games.

Pic is human-not-kind, by Dimitri dF on Flickr. CC A/N$/ND

Wolfprint

Werewolf the Forsaken Ep 6: Monkey on Your Back Pt 3

In an effort to reclaim their street cred, Crescent Head teens Alex, Ava and Sleeves throw a mad bash exploding with illegal booze, wolf spirits and Dave. Not to mention the shallow grave currently residing under those darling rose bushes… With their newly awakened senses, our heroes make new friends, but also see old ones put at risk.

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Werewolf the Forsaken 2nd Edition is a product of Onyx Path Publishing, under license from White Wolf Games.

Wolfprint

Pic is human-not-kind by Dmitri dF on Flickr. CC A/N$/ND

Werewolf the Forsaken Ep 4: Monkey on Your Back Pt 1

The world is aflood with new power and terrifying revelation for Crescent Head teens Ava, Alex and Sleeves; with their eyes opened to a terrible new world, simple things take on new meanings and old relationships are radically redefined. And if being indoctrinated into a shamanic death cult by the guy who runs the local bowling alley wasn’t enough, they still have exams to worry about.

That, and the fact that wolves can’t play rugby.

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Werewolf the Forsaken 2nd Edition is a product of Onyx Path Publishing, under license from White Wolf Games.

Wolfprint

Pic is human-not-kind, by Dimitri dF on Flickr. CC A?ND/N$

 

 

Werewolf the Forsaken Ep 1: A Phase We’re Going Through Part 1

Welcome to Crescent Head High, on the picturesque North Coast of New South Wales.

Exams are coming, grand finals loom, and the end of year ball is so close you can almost smell it; totally normal teenagers Ava, Alex and Evelyn were beginning to think that things couldn’t get any more stressful. Naturally they do; nothing ruins your routine quite as quickly as a mounting body count…

WtF 1: A Phase We’re Going Through Pt 1

Minor warning regarding references in plot to abusive parenting. Not many, just thought I’d let you know.

Werewolf the Forsaken 2nd Edition is a product of Onyx Path Publishing, under license from White Wolf Games.

Wolfprint

Picture is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Apocalypse World Ep 14: Mementos of the Frozen City

All things end. With the last bastions of civilization burning and the sanity of saviours falling apart, Barbarianna the Gunlugger, Dent the Faceless, October the Skinner and the Angel called The Doctor decide who will live and who will die.

Witness the end of the end times.

AW 14 Mementos of the Frozen City

If you would prefer to stream it, the episodes are available on Podomatic. At least until I learn how to make widgets…

Apocalypse World is a product of Vincent Baker and Lumpley Games, soon to enter its second edition. Feast upon its furious corpus.

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Pic is Snow Exchange, by Corey Templeton on Flickr. CC A/ND/N$

 

Apocalypse World Ep 13: Monarchs of the Frozen City

Long after the fall of civilisation a new ending is in sight, Barbarianna the Gunlugger, Dent the Faceless and October the Skinner make one last desperate grab to secure what they want, be it peace, identity or hope. But every act echoes between the ruins that now stand empty, and consequences follow like the rabid dogs of our heroes’ past.

AW 13 Monarchs of the Frozen City

Apocalypse World is a product of Vincent Baker and Lumpley Games. Open your brain, and be consumed.

Some music from the radio has unfortunately snuck onto the recording. I’ve removed this where possible and mangled the remainder in line with Fair Use guidelines.

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Pic is Snow Exchange, by Corey Templeton on Flickr. CC A/N$/ND

Apocalypse World Ep 12: Melancholy of the Frozen City

The Frozen City is a weird place, and with the last vestiges of civilization crashing down around their ears, some are left out in the cold… will Dent the Faceless, Lemma the Savvyhead, October the Skinner and the Angel called the Doctor puzzle a way out of this long night?

AW 12 Melancholy of the Frozen City

Apocalypse World is a product of Vincent Baker and Lumpley Games. Buy it, and be devoured by its numerous tendrils.

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Pic is Snow Exchange, by Corey Templeton on Flickr. CC A/N$/ND

Apocalypse World: The Season of Self Determination

There’s a pretty big appeal to the Post-Apocalyptic genre.

 

Yeah, I know. Statement of the century. This is well trod ground – this isn’t a first on this topic, even for me – but I promised y’all an article, so I suppose you’re getting it whether its decent or not.

 

I’ve thought quite a lot about the appeal of stories following a civilization annihilating catastrophe, and its one that persists across every medium I can call to mind; it is especially prolific in gaming, but lets just say that George Miller didn’t find all of those Oscars under the couch.

 

On pondering what it is that draws us to these kinds of stories, I’ve heard a few threads echoing back around. Some theories, particularly those that follow the zombie subgenre, gather that we gain a kind of catharsis from watching otherwise good people crack under the pressures of scarcity and violence. A theme that seems to surface in a lot of roleplaying games, from Dungeons and Dragons to Numenara, is the appeal of a return to an age of exploration, and the chance to grow rich picking over the bones of a dead civilization. Some works use the breakdown of law as an excuse for gratuitous hyper-violence, but others use it to examine the formation of culture and faith in times of flux. Fury Road even found a way to do both.

 

I’ve never felt particularly satisfied with any of these assumptions. Desperation isn’t something you need to destroy civilization to find, as Shakespeare was so happy showing us, and the exploratory angle is one that overlaps heavily with your fantasy and western genres. So I look for a different point of appeal.

I believe, and this is something that Apocalypse World really hammers home, is that it has to do with agency.

 

I’ve frequently joked that libertarians are anarchists without the spine to accept their own decisions, and Apocalypse World throws us right into the anarchy of a world where rule limited by the far range of your eyesight and weaponry. The bonds of civilization have been shattered, and this allows our central players, against a chorus of devourers, demagogues and desperate lost souls, to do something that civilization could never allow them by its own nature.

 

It allows them to reshape the world in their own image.

 

This has been, I believe, a huge part of the recent appeal of Apocalypse World, and has kept wind in the sails for its second edition. Your players set out into a world that they create, with the only assumptions being that civilization is long gone and that the world has been enveloped by a miasma of telepathic resonance, the Psychic Maelstrom. The depopulated world, and the character’s relative power within it, allow them to come into this setting and live out their own destiny, unhindered by those more powerful than they are, whether that destiny is as conqueror, saint or destroyer.

 

For those of you who have been following the podcast, you’ll know that the destiny crafted by an impulsive artist, a mutant prairie dog and a deluded, theatrically inclined murderer is going to be pretty weird.

 

Ultimately, I think one of Apocalypse World’s most appealing features is almost a surrender of agency from the GM (or MC in this case) to their players; not complete, but more in the manner of giving them enough rope to hang themselves, a sentiment that has rather pervaded my MCing career. Baker has encoded into his rules an idea that has always worked well for me, and that is that roleplayers will make their own trouble. my players have always wanted to make their stories interesting as much as their MC does.

 

Apocalypse World has the advantage of letting a character choose when they die.

 

Some hang on despite the horrifying costs, and some let it go. We’ll have our share of both as Frozen City runs to its grim, exultant finale.

 

Hope you’re all enjoying the ride.

 

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Pic is Snow Exchange, by Corey Templeton on Flickr. CC A/N$/ND

 

 

 

 

Apocalypse World Ep 11: Mercenaries of the Frozen City

With Barbariana and Lemma on hiatus, Dent the Faceless, October the Skinner and the Angel called the Doctor must vie with one of the Frozen City’s power players, Mother Superior. Problem is, somebody murdered her twin sister – not to name names – and maybe someone let the cat out of the bag.

May the clusterfuck ensue.

AW 11 Mercenaries of the Frozen City

Apocalypse World is a product of Lumpley Games and Vincent Baker. Second Edition is coming, so y’all should check that out.

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Pic is Snow Exchange by Corey Templeton on Flickr, CC A/ND/N$