Friday, June 29, 2012

Ep.32 Sess.8 "Walkers and Wreckage" Necessary Evil




In this episode the slightly waterlogged villains find a new ally in the most unlikely of visages, in our eighth session of Necessary Evil.


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Saturday, June 23, 2012

Ep.31 Destiny Beginner Review



In this episode I review Destiny Beginner by Alexander Schiebel.

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Transcript:

Destiny Beginner is sleek volume at around 54 pages, but is packed with content without feeling too rushed or inaccessible. It is rather remarkable in that it aims to and largely succeeds in being a game for newcomers to role-playing. I have some personal quibbles with some of the presentation and mechanics choices, but take these with a grain of salt. This is an excellent product that tries to make the hobby accessible to new folks, in the

Saturday, June 16, 2012

Ep.30 13th Age Thoughts and Feedback


What the Miami Gaming Authority thought about playing 13th Age and what we liked and didn't like about the system. Take with a grain of salt, as the game is only in playtest form. 13th Age is written by Rob Heinsoo, Jonathan Tweet, and the folks at Fire Opal Entertainment and Pelgrane Press.
Our thoughts and feedback to follow shortly.

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Join in the discussion on our forum!

Friday, June 15, 2012

Ep.29 13th Age Actual Play Part 4


The conclusion of our adventure taken on by the Miami Gaming Authority, in play-testing 13th Age by Rob Heinsoo, Jonathan Tweet, and the folks at Pelgrane Press.
Our thoughts and feedback to follow shortly.

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Thursday, June 14, 2012

Ep.28 13th Age Actual Play Part 3


The third installment of audio from our gaming group, the Miami Gaming Authority, play-testing 13th Age by Rob Heinsoo, Jonathan Tweet, and the folks at Pelgrane Press. Our Wizard Fifthicus is called off on urgent business, but a mysterious new ranger aides the adventurers.

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Sunday, June 10, 2012

Ep.27 13th Age Actual Play Part 2


The next installment of audio from our gaming group, the Miami Gaming Authority, play-testing 13th Age by Rob Heinsoo, Jonathan Tweet, and the folks at Pelgrane Press.

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Friday, June 8, 2012

Ep.26 13th Age Actual Play Part 1

Check out audio from our gaming group, the Miami Gaming Authority, play-testing 13th Age by Rob Heinsoo, Jonathan Tweet, and the folks at Pelgrane Press. We had a great time trying 13th Age out, and this will be my new go-to game for D&D style play. Expect four more parts over the next few days, which will finish up our adventure and share our thoughts.
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Check out Part 2

Tuesday, June 5, 2012

Ep.25 Marvel Heroic Roleplaying Basic Game Review



In this episode I review the Marvel Heroic Roleplaying Basic Game by Margaret Weis Productions. This is an audio version of the original review, but it has been updated to reflect our Actual Play experiences, and the new and exciting resources that have been made available.

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Original Review

Monday, June 4, 2012

Ep.24 Shikishima Heroes Review

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Transcript: In this episode I review Shikishima Heroes by Felbrigg Herriot.

PocketMod is a Luddite's answer to pocket PDAs, using origami paper-folding to make a great note-taking system. But who knew they would make such a great format for single-page short format RPGs. Following in this interesting new trend, Shikishima Heroes condenses an entire indie rpg into a single fold-able booklet.


Shikishima Heroes is set in an alternate 1900 in which the pride of the Japanese fleet disappears, only to appear again a year later, with the crew transformed into super heroes. I haven't heard of anything like this idea, so kudos for an original concept. I don't want to spoil too much of the game, since its a brief format. To summarize, the combat, character creation, and vibe reflect strongly the design objectives of the author's other RPG Lovecraftian Shorts and Gregor Hutton's 3:16. We've reviewed both so if you want to get a flavor, check those reviews out. It's quick and has no fat rules bloat whatsoever. It doesn't just copy these previous systems though, this is a brand new set of rules.

The format requires a lot of concessions to space as opposed to most RPGs, but this presents a unique design challenge. However, it requires a purity of concept that is a bit revolutionary. I think Shikishima succeeds at this quite well. In this little sheet you have background, chargen, a universal resolution system, a system for setting up opposition and an introductory adventure. That's a ton for one 8.5 by 11 sheet. The gripes I have seem a bit minor, and are likely due to the format length rather than any real objections. Also its a dollar people, I spend that much on itunes for things I never use.

Heroes of the Navy
  • A new and original idea, with a complete system for beer-and-pretzels style play.
  • A lot of bells and whistles for this format, I'm suitably impressed that an intro adventure is in there.
  • You can buy, print copies from the pdf, roll 2 dice each and be playing. That is an incredible statement.
Disgruntled Giant Sea Turtles
  • The bad thing about this format is also its brevity, with just what's here there can't be very much staying power without the GM creating material past the first session or two. Weigh this heavily against the price point, however.
  • The combat system has a quick death spiral, scenes are meant to be a round or two, if this is OK with you, you'll have a ball.
  • The system is fairly narrativist, so balancing is done via social contract, which is fairly standard for a lot of indie games these days.

Friday, June 1, 2012

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