Showing posts with label podcast. Show all posts
Showing posts with label podcast. Show all posts

Wednesday, August 07, 2024

Solo DFX Shadows Over Garenport

A new small project underway for Shadows Over Garenport. I found, on accident, the Solo DM channel on YouTube, where she did about half of the Lost Mine of Phandelver. Maybe two thirds. It wasn’t ever finished. Maybe this is obvious; when I look at the views, the first video had 33k views, the final one that was done (number 6) had about 2.1k views, so talk about major dropoff. Maybe she thought it was too much effort for too little payoff. It’s kind of a shame, though, she left the PCs in a bit of a soap opera cliffhanger, and it was reasonably well done and enjoyable. Solo DMing, the activity, not the channel, is an odd thing. If you do it with a lot of randomization, it seems very little like any kind of roleplaying that I’ve ever seen. If you do it with a module, especially one of these modules that are designed specifically for solo DMing, it seems very similar if not almost identical to the old Fighting Fantasy Gamebooks and some of the similar projects from the 80s (The TolkienQuest series specifically allowed for being used as Solo GM modules for Middle-Earth Roleplaying, one of their flagship systems which was a D&D head to head competitor, in fact.) If you do it in your own setting with your own campaign, it’s very similar if not identical to just writing a book or podcast radio play or something like that.

On the other hand, I really enjoyed Fighting Fantasy Gamebooks and TolkienQuest books back in the 80s, and I’ve enjoyed some radio drama style fantasy material based on D&D like the Rise of the Runelords by Pathfinder Legends which is on Spotify, and the aforementioned Solo DM stuff, which unfortunately left us hanging incomplete. So just because it doesn’t necessarily resemble the process of actually playing D&D with your friends as much as its sometimes billed doesn’t mean that it isn’t a pretty cool thing in its own right. (Also, I see that all three of the Pathfinder adventure paths that got this treatment are on Audible. Maybe I’ll have to redo Rise of the Runelords again, and then do the other two while I’m at it!)

Anyway, you can probably see where I’m going with this; I’m considering putting together something of my own like this based on my Shadows Over Garenport campaign. Now granted, I don’t have voice acting chops to really do this as well as Solo DM did, nor do I have my normal computer handy still, so depending on how long that takes me to recover and finish moving in, I won’t have ready access to sound effects or stuff like that either. I’m thinking of doing it less like an old radio play and more like an audiobook where it’s just me reading; except that it isn’t pre-written, I’m actually doing a hybrid of improvisational storytelling and rolling dice to give it some of the flavor of playing an RPG. Does this sound fun? I’m actually not sure. But right now, at least, I’m kind of motivated to give it a go.

But… I decided that I wanted new characters. My iconics aren’t right for this type of thing, I don’t think. Plus, I want this to feel a bit more game-like and less scripted storytelling like, so I rolled up new characters using actual rolls, and I also used some of the tables in Knave 2e to give them more details that were more randomized.

First character is Stilton Kingsfax. Although my system doesn’t have classes, because I made all of the class features a la carte abilities after I had already found that I was allowing customization to the point where that was effectively true anyway, Stilton is pretty much a classic fighter. In fact, given that I rolled randomly that his brief career before the game was as an acolyte, maybe he’s almost a paladin even. I also rolled that his personality traits were formal and can-do attitude. In a way, that’s almost not even interesting; it’s kind of cliché, even though it’s random. But I’ll see what I can do to make sure that his background, as it develops, is more interesting than “he went to church school for six months before picking up sword and handax to go fight evil more actively.” I also want him to still have good relations with the church generally, and not have him be disillusioned or cynical, because that’s an anti-Christian cliché amongst writers. Rather than being an acolyte in a traditional D&D sense, I’d rather interpret it as he grew up an orphan ward of the church, raised by Reverend Willes Garre, and he’s both grateful and appreciative of the church, as well as honestly believing in its mission and its doctrine. But it wasn’t actually ever his intention to make his career out of the church, it was more he was expected to work around the church as part of his upbringing. His formal personality should be interpreted more as a good old fashioned Southern politeness “yes sir, no ma’am” kinda stuff, translated into fantasy terms.

Bertram Hardmont is the next character, and he’s kind of a thiefish character, although I gave him the shadow sword feature, so he’s also a little bit mystical (plus it saves money on weapons when I went to equip him. Which is good; neither he nor Stilton rolled up a lot of money.) His randomized career was saboteur, which I’m not quite sure what to make of, but I’m going interpret it that he was part of an organized crime gang that also did mercenary work, and he was kind of on the fence whether he was more of an engineer for breaking into places, or a regular street criminal. His two character traits were love-struck and slacker. The latter is easy enough, but I have no idea who he’s love-struck for, so I’m going to interpret it as he tends to fall head over heels for every skirt that gives him a smile or a glance, kind of like Bingo Little from Jeeves & Wooster.

One possible target of his brief amorous obsessions might be the final “PC”, Tabitha Gamcott. I imagine her as gunning to become the Dark Fantasy X equivalent of a sorceress or whatever, once she can get her hands on some magic. In the meantime, she wields a quarterstaff and a bow, and will definitely focus on ranged attacks. Like most women (cf. Paris Olympics women’s boxing) she’s not as physically strong or capable in melee as the men, but I’ll find a way to make sure that she adds to the party, and not just in terms of looking pretty. Actually, the drama once she learns some magic will be pretty entertaining, I think. I kind of really like my magic system, which I can’t really take too much credit for, because the idea has been kicking around for a long time (I’ve had it ever since reading about WH40k psykers in the middle to late 90s, for instance. Five Torches Deep, Deathbringer, and Shadowdark all have roll to cast with mishaps on natural 1s too, although I’d already used the d20 Call of Cthulhu interpretation of it to come up with my own very similar interpretation).

Tabitha’s career was pirate, which I also found a little odd. I imagine that she was orphaned too, but part of a family affair of river pirates; a small boat with her uncle, some cousins, maybe a brother or two who had all turned to crime, and she was often the bait; pretty, innocent looking, etc. She hated this life, however, because she’s at heart not a bad person or a… well, y’know, a pirate by personality, so she bailed when she got the chance and left to explore the world. Curiously, even though she rolled up more money than the boys and has a free weapon, she still ended up literally completely broke; not a single copper penny to her name. She also has very few items of any kind; no way to catch food (other than her bow and arrows, I guess) and no way to cook it either. No bedroll or blanket to sleep in. No winter coat. Not even enough to buy some street food or a night at an inn. She’s financially kind of desperate as the game starts, which I think will make her kind of fun. Her two personality traits came up as gullible and humorless.

I’m actually looking forward to using her as a foil to the more straightforward antics of the boys. She may be capable in some ways, but her personality and situation look like drama waiting to happen. And, by purest coincidence of a bunch of d100 die rolls, some of it is pretty stereotypical female drama. I love it.

Wednesday, November 06, 2019

Depeche Mode Rankings Podcast Episode: 0 — Establishing Context

https://anchor.fm/joshua-dyal/episodes/Episode-0-Giving-the-Depeche-Mode-reviews-context-e8rj6g

An hour and a half of me talking into my phone while sitting in my car about Depeche Mode in preparation for the detailed, annotated album rankings.  This episode is all about establishing some context before I rank them, about me, about the band, about its history, about my musical tastes, etc.

If you have any interest at all in listening to the rankings (I've recorded two, and they are both over half an hour each.  Sigh.  I'll get those annotated review podcasts out soon, but first; the context...

I've also added the first two reviews; album 14 of 14 and 13 of 14, by my ranking.  I'm not going to continue to post on the blog everytime I add an episode of the podcast review, but I did put a page link to the Depeche Mode reviews over there along the top row, and I'll make sure and update there when new episodes are available.  This way, it'll keep my gaming blog from getting too gummed upw with talk about Depeche Mode (too late!) although that's where I'm working right now, so the blog posts will probably just happen a little less frequently until this project is complete.

Thursday, June 10, 2010

Special podcast bulletin

Tonight I'm going to be recording a "special" podcast with Scott about setting design. The reason I invited him specifically is because we once both designed a setting at about the same time around the exact same concept. We'll be talking in more general terms about setting design, but it's also my hope that some interesting compare and contrast about where our settings actually ended up will come out too.

Setting design is actually a topic very near and dear to my heart, because its one of the things that I love most about running games. I'd love to get another "special" podcast with Corey about the topic sometime, so he can talk about Barsoom and the DINO-PIRATES OF NINJA ISLAND setting.

Anyway, I doubt I'll have time to edit it and stuff, so I don't know for sure when it'll go live, but we're recording it tonight. I'm excited already. Podcasting has been fun!

Here's the rough outline/agenda I threw together and sent to Scott just so we can have a little bit of organization and make sure we don't devolve into "let me tell you about my setting!" which would probably entertain the two of us well enough, but which would probably be really boring for most of the folks at home.
For discussion purposes, I'm going to talk about the setting design process in terms that I'm borrowing from the Wizards of the Coast setting search guidelines. I don't actually design settings in any way that's this organized, but it's a nice framework for discussion, at least, and I can put what I do do into these terms by comparing how much work and material I've generated.

1) One pager on the setting: a simple quick and dirty summary of what makes this setting different from every other setting. (nickname: 1-pager) This one pager includes:
a. A quick summary that's only two or three sentences long that differentiates the setting from every other setting, and tells in almost bumper sticker level synopsis what it's all about. (nickname: bumper sticker)
2) A ten page expansion of the 1-pager. Gives more detail, but is still light on detail. (nickname: 10-pager.)
3) 100 page expansion of the 10-pager. Although not written in the same format, this is the "setting bible" and contains as much detail as the published campaign setting will. (nickname: setting bible)
4) Beyond the setting search guidelines, published settings get more detailed sourcebooks too after they go into print that further expand on the setting bible. This would include stuff like Races of…, Magic of… and regional sourcebooks, city sourcebooks, etc. Lots of detail, but narrow focus. (nickname: splats)

I gave all those items nicknames so we can refer to them quickly in discussion without having clunky descriptions of what we're talking about all the time.

Here's some stuff I think would be interesting to talk about. Let me know if you think of anything else.

1) Set out the labels above so we can talk about them for the rest of the podcast without having to reexplain all the time.
2) Design your own vs. borrow a setting (advantages or disadvantages, time and effort involved with each, etc.) That leads naturally to:
3) How much do you really need to design in order to run a game? Can to get started with just a bumper sticker? With just a 1-pager or 10-pager? Do you really need to have the equivalent of a setting bible in order to run a game, etc. How much did we have developed really when our two settings diverged (I'd say a bit more than a bumper sticker, but less than a 1-pager. How much did you have when you started actually running the game? Looking back after the fact, how much would you say you actually have now that you're done? Etc.
4) How important is a strong bumper sticker? How important is it that a campaign have a strong "hook?" Vanilla vs. strongly flavored campaign settings – benefits of each.
5) How important is it to keep some kind of play goals in mind as you develop a setting? Is it even important at all? E.g., you designed Mist World to be an iconic 4e setting, to give the players their first shot at using 4e, and therefore wanted to keep PHB stuff front and center. I almost wanted to create the "anti-D&D… but with D&D rules" by leaving out really iconic D&D elements like elves, dwarves, wizards, clerics, etc. How much did decisions like that impact the setting design process?
6) How much did the act of actually playing the game impact the setting as it evolved in play? By that I mean, did what you think of the setting change because of the players and what they did, or due to anything else that happened in-game?
7) How portable do you think this setting is? Could you use it with Savage Worlds, for instance, or some other ruleset, or would that be too much work? i.e., did the rules and mechanics have a significant impact on the setting design, or was it a flavor-first style of design?
8) I dunno; anything else?

Monday, June 07, 2010

The Hobocaust, Episode #1

First episode of the podcast is now available!

Hosted by me, and co-hosted this time around by Matt and Christy, and the discussion topic for this episode is "Play by post gaming."

I'm thinking up a lot of topics for future podcast episodes, but if there's anything you'd like us to talk about, let me know.

At least for the time being, I'm going to try and keep this going once a week, even if nobody else is available and I have to talk to myself. But, with four potential co-hosts, and the possibility of getting guest co-hosts when necessary, I probably won't have that happen much.


I've set up a separate blog for the podcast links, and added to my blogroll, but I'll also post an update here when new episodes are available.

Wednesday, May 26, 2010

Hobocaust

Well, I have an exciting announcement to make. This weekend I'll be Skyping in with some folks and creating the first Hobocaust---a podcast dedicated to me, The Hobo.

No, actually, it'll be dedicated to gaming. But I'm the organizer and mixer of it, and the folks I've conned into c0-hosting it with me are really A-list material. I think you'll like what they have to say. I've actually known them for some time, but we are widely separated by geography, and are mostly "online" friends.

I've also been involved in a number of "play-by-post" roleplaying games with these guys, and that'll actually be our first topic: Pbp games vs. "regular" face to face games, and then any other evolutions in gaming that could potentially bring together widely separated gamers.

After that, we'll talk about our settings, our games, our characters, and maybe even some in-character interviews, just for fun. I have no idea (yet) how regular this will be, or how long we'll keep it up before we lose interest, but in the meantime, we hope to enjoy the ride.

Let me introduce you to the co-hosts (and of course encourage them to expound further on their resumes in the comments section!)

Corey has been kicking around online RPG hangouts for some time, even winning a contest for setting design on RPG.net a really long time ago (seriously. Like in 2001 or something like that.) More recently, his claim to fame has been the development of DINO PIRATES OF NINJA ISLAND, which I fully expect to discuss at length over time. He's also done some other game design here and there, is really freakin' tall, and is from the completely foreign and bizarre land of Canadia.

Christy is a relative newcomer to gaming, not having been one of us old grognards who picked the game up in the seventies or early 80s during the "Olde Days of Ye Dungeons & Dragons" but she hasn't missed a beat since. Her gaming claim to fame is the highly regarded "Halfling Musketeers" saga, a game that has become so popular that Ticketmaster reports that is sells out within a few seconds of tickets going on sale. Seriously, like DINO PIRATES OF NINJA ISLAND (which must ALWAYS be written in all capital letters), it's become so popular that it's almost an invitation only event at GenCon and various gamedays where it features.

Brian has absolutely no RPG claims to fame that I know of. However, he's been in two (yes, count them: two) Pbps of mine now, and I can certainly vouch for his ability to play some of the most entertaining characters I've ever seen. In fact, an in-character interview with his character was one of the first suggested topics when I first kicked off the idea of doing a podcast with these folks.

With any luck, we'll also occasionally be able to get my fourth player, Matt, involved, although the logistical difficulties of having him participate regularly are rough, being that he calls in from THE FUTURE (i.e., New Zealand.) Although I'd love to have him, I doubt I can talk him into regular participation based on said logistical difficulties. He brings a lot to the table, though, having an encyclopedia-like knowledge of the rules, a flair for the dramatic and swashbucklerish, his own Musketeer outfit, and a personal connection to Lucy Lawless that I intend to shamelessly exploit.

I've also been in face to face games with Christy, Corey and Matt, and can say without a doubt that they are totally fun people, great gamers, and run some great freakin' games. And some of that magic, I hope, I'll funnel into this podcast which will blow market indicators out of the water.

Sorry, little in-joke there. No, I won't explain it. Trust me; it's funny.