Tiny Super Heroes!

June 12, 2013 in Announcements

Empowering kids one cape at a time! Indiegogo campaign ENDING 

Seattle, WA — (SBWIRE) — 06/13/2013 – TinySuperheroes, a small organization led by Robyn Rosenberger, seeks to empower children with special needs. “We donate capes to Extraordinary TinySuperheroes who exemplify strength and determination as they overcome great adversity,” Robyn says.  ”Our Indiegogo campaign is ending and we need your help”.  Donate today at http://www.indiegogo.com/projects/tinysuperheroes-empowering-extraordinary-kids-one-cape-at-a-time.

These Extraordinary TinySuperheroes are then featured on the TinySuperheroes blog  “in hopes of giving them a voice, their illness or disability a face, and the world the opportunity to stretch.”

In the summer of 2012, Robyn created something she never knew would be life-altering to children and families all over the world. She feels like TinySuperheroes just started out all by itself. “I dusted off my sewing machine and made a superhero cape for my nephew’s second birthday,” Robyn recalls. She then made another one for her son. At that time, she was following the blog of a girl named Brenna, who was born with a very rare and severe skin disease. Robyn soon realized that Brenna needed a cape too and that there are other kids out there who were indeed TinySuperheroes.

Robyn gave Brenna a cape in January 2013 and featured the child’s story on her blog to help raise awareness about Brenna and her condition. Immediately, her blog was flooded with other extraordinary kids with their own remarkable stories. She started giving out capes to a dozen of these children. Within four months, Robyn was able to empower over 500 new TinySuperheroes in 35 states and 5 countries.

In her TinySuperheroes website, Robyn says, “See, we give these TinySuperheroes capes, but they give us (all of us) SO much more than that. Everyday I am more and more convinced that it’s no joke—these kids really are TinySuperheroes.” Robyn also says that the capes are more than just fabric. These capes help change the lives of children who are fighting illness and disability.

Then, by sharing the stories of these children and their extraordinary families, these TinySuperheroes can help raise awareness. “Raising awareness brings funding, funding leads to more research, and research brings cures for these incredible kids,” Robyn believes.

In the next 12 months, Robyn hopes to empower 1,500 TinySuperheroes from all over the world by bringing them capes and a message of hope and strength. Robyn and the TinySuperheroes need funding in order to complete this mission. Her Indiegogo campaign aims to raise funds to help them buy fabric, sew, personalize, and ship each cape. The proceeds will also help them write and share the stories of these kids to the world.

Contact:
TinySuperheroes
3213 W. Wheeler St. #83
Seattle, WA 98199
Email: we-empower@tinysuperheroes.com
Facebook: http://www.facebook.com/tinysuperheroes
Twitter: http://www.twitter.com/tinysuperheroes

Episode 27 – Alignments and the Linenmancer

June 4, 2013 in The Carpe GM Gamecast

Hosts - Dan, Steve, Bryan, Mack, Tyler

Topic- In this episode, we discuss the usefulness (or lack thereof) of alignments in RPGs, their applications, and explore what our own alignments would be.

Help Support These Animals and Their New Album - Pages!

Notes - The music for this episode is “Souvenir” by ‘These Animals”

Many thanks to them for allowing us to share their music!

 

Find out more about this band:

On Reverb Nation –  http://www.reverbnation.com/theseanimals
Facebook - https://www.facebook.com/theseanimals?sk=app_2405167945
Twitter - https://twitter.com/TheseAnimals
or on their website - http://theseanimals.com/index.html

Episode 26 – Happy Birthday to Us!

May 17, 2013 in The Carpe GM Gamecast

Hosts - Dan, Mack, Bryan, Steve

Topic - Its our birthday!  In this, our one year anniversary episode, we walk down memory lane and wax nostalgic about the show, where we’ve been, how far we’ve come, and where we’d like to go from here.  All the while, swallowing our pride and making fun of ourselves mercilessly….Enjoy!

 

 

Notes from Dan: As mentioned at the top of the show, our friends from Happy Jacks RPG Podcast have had to move their feed.  If you are already a listener of the showand you need your fix, you can find more info here:

http://www.happyjacks.org/our-feed-has-changed/

If you’re not a listener….shame on you.

 

Stream the Gamecast on Stitcher Smart Radio!

Now streaming on Stitcher Smart Radio!

Please rate and review us on iTunes

Please rate and review us on iTunes!

Recommend us on RPGPodcasts.com

Recommend us on RPGPodcasts.com

Episode 25 – Live From Our FLGS!

April 30, 2013 in The Carpe GM Gamecast

Hosts - Dan, Bryan, Mack, Steve

~Special Guest~ Drew Rose of Heroic Adventures

Topic - In this episode, we sit down with Drew Rose, the manager of our friendly local game store, Heroic Adventures!  The conversation starts with Drew’s stories from the Gamma Trade Show.  Later we read some emails concerning the things that make a good game store, and what would be your dream game store…hilarity ensues.

Notes - Thanks to all of the listeners that contributed to the discussion, and a special thanks to the guys at

RPG Circus and Gamerstable!

 

Support Mindset Defect!
The music for this episode:

“Beautiful Murder” was provided with permission by Mindset Defect.

If you would like to lean more about this great band:

Check out their website at : http://mindsetdefect.com/

See their fan page at : http://www.reverbnation.com/mindsetdefect

Follow them on Facebook : https://www.facebook.com/MindsetDefect

Or buy their music : http://www.amazon.com/s/ref=nb_ss?url=search-alias%253Ddigital-music&field-keywords=mindset+defect

Stream the Gamecast on Stitcher Smart Radio!

Now streaming on Stitcher Smart Radio!

Please rate and review us on iTunes

Please rate and review us on iTunes!

Recommend us on RPGPodcasts.com

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Worlds Without End

April 25, 2013 in orrynemrys, The Prismatic Dragon

I recently finished reading the Wheel of Time.  To a few of you, that may mean absolutely nothing.  To a few more, it is an arcane concept you have heard rumors of, but never personally borne witness.  And to a general cross-section of geekdom, it represents a laughable exercise of exasperation and triviality.  We probably collectively know more people who have abandoned the series some time after book 3, book 5, or book 7, than we do people who felt compelled to persist.  But for a few of us, it represents a powerful source of joy and agony, hope and trepidation, and boundless inspiration that has been with us for 23 long years.

Eye of the World was released in 1990, but it was many years before I discovered it.  By the time I picked it up in ’96, there were already six books in the series with a seventh on the way.  Author Robert Jordan had already exceeded his original projections for the length of the story, and fans began to wonder just how far it would go.  As the torrent of releases slowed, readers became impatient.  The sheer content of each volume was overwhelming, with so many characters and developing plot threads that the inability to move fluidly from one book to the next inevitably meant that many would abandon the series in search of less complicated fare.  Added to this complication was Jordan’s undeniably flowery speech and addiction to descriptive text, coupled with characters who were often so young and immature that many readers found them unsympathetic.  For those of us who stayed, it often became necessary in succeeding years to reread the entire run in order to feel confident that we could pick up where we left off and keep drag of dangling story arcs.

Needless to say, loving the Wheel of Time hasn’t been particularly easy.  We took a serious blow in 2007 when Jordan died, leaving the final volume of the series unfinished.  In a remarkably unlikely turn of events, Jordan’s wife and widow selected an inheritor of the tale in fantasy writer Brandon Sanderson, who masterfully wove the passages Jordan had already penned with the copious notes he had left behind to craft the final section of the tale, which was ultimately released as three books.  Sanderson himself – an uber-fan of the series – volunteered to take a hit on the project to see it through, as he had only contracted for one novel but felt that he needed three to do it justice.  I sincerely hope that the decision paid off, since in my opinion he did an incredible job.

The fourteenth and final book, A Memory of Light, was released earlier this year.  Despite my obvious enjoyment of the book, and my deep appreciation for Sanderson’s laudable conclusion to a story I have doggedly absorbed numerous times over the past 14 years, I am not going to offer a review of the book at this time.  I’m too close to it, right now, having just experienced the ragged emotional squeegee and come out feeling both elated and exhausted.  What I can say is this:  if you have ever wondered about whether or not it was worth it, about whether the payoff is good enough to justify slogging through the rest of the books (or worse, starting over again so that you can remember what was what)… I’m not saying that the Wheel of Time is the greatest story ever told.  For me, it may very well be.  Time will tell.  But it is a journey worth taking, with people worth knowing, on adventures worth having.  And for good or ill, it will stay with you – a part of you – for the rest of your days.

Rest in peace, Mr. Jordan.  And thank you.

Orryn Emrys, the Prismatic Dragon, is the director of the Prismatic Tsunami web community and the host of the popular Metagamers Anonymous RPG podcast. Learn more at http://www.prismatictsunami.com.

Episode 24 ~ Listener Episode 1 ~ Johnny, the Last Blue Dragonborn From the East Side

April 12, 2013 in The Carpe GM Gamecast

Hosts - Dan, Bryan, Steve, Mack

Topic - In our first ever Listener Episode, we settle in for a fantastic, and sometimes heated, conversation about ways that character creation can change the canon of your game world.  The topic was provided by our listener, Matthew Parody, from the Probably Questionable Podcast.  Matthew wasthe winner of  his own episode during our rating and review raffle, and has the distinction of being the fist person that I let my co hosts talk to!  The conversation was lively, and there’s no doubt, we will do it again.  Enjoy!

Media - 

Men At Arms Hobbies Inc (Facebook)
Midtown Comics
Iron Kingdoms | Privateer Press
D&D Next Playtest – Wizards of the Coast
Robot Chicken Star Wars
Probably Questionable
IPA Comedy (YouTube)
The Burningmoore Incident (2010) – IMDb
Nerdist
Harmontown

 

 

Buy Maple Ridge by Swear and Shake

The music for this episode was provided by:

Swear and Shake

You can find more of their work at:
http://www.facebook.com/swearandshake
http://www.youtube.com/swearandshake
http://www.reverbnation.com/swearandshake

A City of Adventure

March 29, 2013 in orrynemrys, The Prismatic Dragon

If you’ve been following my recent elucidations on Facebook, Twitter, my own website, or the new Prismatic Tsunami VLOG, then you have probably heard me extol the virtues of Green Ronin’s Freeport setting.  Freeport is a pirate city with some Lovecraftian undertones and plenty of room for adventure, political intrigue, investigative play, and lots of piraty goodness.

It first appeared in the adventure module Death in Freeport, released the same day as the 3rd Edition D&D Players Handbook in August of 2000.  The adventure was soon expanded into a trilogy and the company started producing free downloadable content to help expand their city and provide a plethora of tools for the discerning DM  to wield responsibly and with great wisdom.

Or not.

Eventually they released the first actual setting book, and I was quick to snatch it up and launch a campaign.  It was a smaller group that I ran alongside our regular bunch on an alternate game night.  And since it was an investigative game set in a pirate town, all three of my players decided to explore character concepts that had nothing whatever to do with investigation.  Or pirates.  I was a little surprised, to say the least.  But I soon grew to love these characters as much as any who had ever graced my gaming table, and we enjoyed two or three years of on-again, off-again hilarity and profundity in Green Ronin’s ever-expanding City of Adventure.  There really is no way that I could convey the ridiculousness of this particular degree of success, so permit me show you precisely what I was dealing with…

The first character was Argamon the Red.  Argamon was a dwarven multi-classed fighter/sorcerer with a club-footed Dexterity of 5 and a serious propensity for coming up with the wrong answer for any situation.  Having developed sorcerous talents in a superstitious dwarven community, Argamon was effectively ostracized and elected to set out on his own.  Despite his relative inexperience as an adventurer, he routinely entertained his comrades and erstwhile drinking companions with largely fabricated and heavily exaggerated tales of heroic deeds designed to spread his fame and unnerve any would-be antagonists.  Additionally, though he spent considerable effort honing his mystical talents, he had an unusual habit of utilizing them in unexpected ways.  Ever he strove to prove his dwarfishness, and he even took up work in a local smithy to hone his natural skills with working metal.

One of the ruddy-bearded, crimson-garbed dwarf’s hardened compatriots was a monkish fellow named Taermon.  A generally serious and fairly dour individual, Taermon’s player exhibited – through the course of the campaign – an unending series of pretty much the worst die rolls I have ever, EVER seen.  This quickly became a characteristic of the character, and Taermon was widely considered a well of bad luck best avoided at all costs.  He took employment as a bodyguard on more than one occasion, though his potential clientele soon diminished as he failed to keep one employer after another from meeting their doom.  A notable failure was the gentle gnomish bard with a troop of adopted teenage human girls with whom he frequently shared the stage.  The gnome had an unfortunate gambling problem that soon turned quite fatal, and Taermon’s sense of responsibility quickly turned the four teenage NPCs into wards who constantly needed saving from themselves… though the eldest of them quickly became a love interest.

The final member of the trio was a young gnomish woman known as Twinkle the Barbarian.  A diminutive canine-mounted rogue who had learned to tap her inner rage to lend her strength in times of need, Twinkle earned her keep with the development of a specialized courier service that delivered clandestine meeting arrangements, discreet payoffs, and questionable merchandise throughout the city’s underworld for a modest fee.  Though the quietest of the group, Twinkle had a self-satisfied manner and a lust for fun and games that made many of her associates finish their drinks quickly and depart lest they get caught up in another grand scheme.  And of course, you just didn’t want to piss her off.

A more unlikely group of investigators might have been hard to find.  They often stumbled into one situation or another and frequently fell for the red herrings.  But they had a blast doing it, and there was quite simply never a dull moment for any of us in Freeport: City of Adventure.

I recently interviewed Chris Pramas of Green Ronin on our podcast, and we talked about the latest development in this wondrous city’s noble heritage:  a 512-page full-color hardback for use with the Pathfinder game system.  I’m not even a Pathfinder guy, yet I can’t wait to get my hands on this tome.  If you’d like to check it out (and trust me, it’s more than worth it), I encourage you to support the Freeport Kickstarter campaign currently in progress.

And get yerself some booty!  Arr…!

 

Orryn Emrys, the Prismatic Dragon, is the director of the Prismatic Tsunami web community and the host of the popular Metagamers Anonymous RPG podcast. Learn more at http://www.prismatictsunami.com.

DM’s Log: Behind the Screens, Entry 3

March 29, 2013 in El Curto, Guest Authors

Finally, it’s all in place. You’ve done the bookwork. The characters are all rolled. And after much introspection and contemplation you’ve sewn the first strands of a web-like plot in your head. Now, every great adventure needs a grand beginning.  So how do you bring this all together? You want to get your hooks in early and keep them on the line, but how? Too many campaigns commence in a tavern.  A group of adventurers just deciding randomly to throw their lots together just doesn’t offer that explosive start you’re seeking. Wait a minute, that’s it! Start with a bang, literally.

Nothing will get your players attention quite like a fight. In fact, I think a good skirmish can be exactly what is needed to really kick things off right. It sets an exciting tone for the rest of the campaign. Immediately, and without remorse, the characters are put to the test and are instantaneously inundated with a sense of fear and anticipation of what awaits them beyond each turn. That sense of anxiety and curiosity works fantastically to a DM’s advantage in a number of ways. Similarly, the scuffle itself can be used to several ends.

Characters and players experience will vary. Some players may be seasoned vets, or as with my party, most are quite inexperienced and green. A good scrap right from the start is great because it provides an immediate opportunity to explain the rules and mechanics of the game itself. It’s a lot easier to teach someone how THACO (old school D and D battle mechanic) and Armor class work when it’s in game and they’re rolling dice as opposed to in a conversation. The fight can be a clever way to give your players a tutorial without them realizing because it can simultaneously kick off a grander story arc. It doesn’t have to be a semi- random onslaught of kobolds upon a quiet farming community. However, there is no shame ever in a random kobold offensive.

Many good lads were lost to the Great Kobold Incursion of 987 DR.

For my group I had arranged a delightful little ambush by thugs. Though it should be said, this was not just a lame attempt at extortion. The opening sequence of the campaign came together as something of a theatrical production.  I had given each player a few specific lines or actions there were to take to get things started and then they take over with their role-playing and off we go.

So it was, the paladin of the group is a young nobleman named Dhagan who had recently been promoted to captain of the guard of Copperkeep, the city in which this is all set.  He and his trusted counselor, the wizard Vaerzaal, were at the barracks awaiting the arrival of a bounty hunter, a ranger of some renown by the name of Ulderic the Blackbear. The ranger was bringing to justice a young and naïve halfling rogue known as Longbelly who was involved in the robbery of a powerful and influential mining guild. As the gruff ranger pushed the bound Longbelly into the captain’s chamber he declared with a wry smirk on his weathered face, “It’s not so hard to track a Halfling.”  So there they were, the four would-be companions. The first interaction wasn’t particularly amicable as you might imagine.

The halfling revealed that he was the “patsy” in a grander scheme. He offered up anything he had on the local thieves’ guild, and was even willing to help in the capture and disposal of the rest of the bandits in exchange for his own neck. (A truly typical amount of loyalty shown by a thief) However, no sooner than he had struck his bargain, they were all ambushed by a group of thugs hired to assassinate the halfling should he be bold enough to show his face or portly belly. To the little round one’s credit, he did immediately endear himself to the group by saving Sir Dhagan’s life in the onset of the ambush. The halfling, gifted with great dexterity and freshly unbound, unsheathed his sword in a flash and deftly batted away an arrow bound straight for the knight’s head.

Fear not though, after some tense moments the group did successfully overcome the thugs. It is important to remember not to overwhelm your party right away. You want to challenge them, but you don’t want to set a climate of defeat within the group. Certainly not in the beginning anyway, sometimes you will need to crush them just to remind them they’re not the biggest kids on the block. But, a nice clean victory over some brutish assassins to get things started, that sounds about right.

They’re getting a little cocky, it’s time for them to learn what a beholder is.

And that was our first session. They came together, they fought together, and they learned together. After all, anyone who plays or played old school knows THACO takes some getting used to. All in all, it went really well.  It’s all about finding the right blend, my friends. You have to have a good mix of story-telling and the hack and slash. Once your players get the hang of what dice they need to roll when, and the web really starts to unwind, it becomes like your new favorite show and you can’t wait for the next episode.

Episode 23 – Character Death

March 29, 2013 in The Carpe GM Gamecast

Stream the Gamecast on Stitcher Smart Radio!

Now streaming on Stitcher Smart Radio!

Please rate and review us on iTunes

Please rate and review us on iTunes!

Recommend us on RPGPodcasts.com

Recommend us on RPGPodcasts.com

Hosts - Dan, Mack, Steve, Bryan, Tyler

Topic - In this episode, the hosts explore the idea of character death, whether or not if it matters, and how it factors into our games, our game design, and what we do when it occurs.

 

 

Media - 

RPG Circus | The Greatest Show In Gaming(Podcast)
NPC CAST | Your place for face to face games(Podcast)
Blizzard Entertainment:StarCraft II: Heart of the Swarm
New 52 Batman – Batman News
RPPR Actual Play | Role Playing Public Radio
The Death and Return of Superman – YouTube (NSFW)

Notes - I’ve checked them out, and NPC Cast not only exists, they’ve got a really good podcast!  Make sure to check them out!

The music for this episode is provided by:
Captain Carl’s Tuesday Nite Blues Band
Find more from these wonderful musicians….
On Facebook
On ReverbNation

GM’s Toolkit: “Yes, And…”

March 14, 2013 in orrynemrys, The Prismatic Dragon

In the past year or so, a new sort of wisdom has emerged amidst the community of modern game masters.  Drawn from the root philosophy of improvisational entertainment and arguably a life-altering perspective that could forever change your relationship with your friends, your environment, and ultimately your gag reflex, the “yes, and…” mechanic is an inspiring idealogy comprised of “can-do” conventions and clever altruisms, coated in a mild veneer of sly wit and much winking of the eye.  Whether it can improve your knitting, your sex life, or your dry cleaning bill is a matter best left to wiser men than I… but it can certainly improve your game.  Dangerously so, in fact.

Let’s posit an appropriately fictional scenario.  Your brave and oh-so-clever party of intrepid adventurers are making their way through an old dwarven stronghold that has now been overrun by filthy goblinses.  Putting aside the ridiculous presumption that a small army of goblins could infiltrate a well-defended stronghold of heavily inebriated dwarven regulars, you watch as your heroes gracefully stumble upon a nest of feasting humanoids in what was once the banquet hall.  As the two groups manage to both reel in stupefied alarm at the suddenness of the encounter, your players start casting about for ideas that can restore the balance of power to their effectively outnumbered adventuring party.

“Filthy goblinses!” John says, in his best Dwarvish brogue. “GM, sir… could I slide under the table and surprise them all by lifting it up and throwing it?”

“Of course,” you reply blandly, “if you want to be stomped by six of the fiends on the way there.”

“GM, sir,” Sarah says.  (Isn’t is nice how they call you sir?)  “Are there any torches I could grab off the wall?”

“Goblinses need no torches,” you respond, offering Sarah a look of quiet sympathy.  “They appear to have ripped all the sconces right off the wall.”

“GM, sir!” Richard exclaims.  “I’d like to step forward and loudly proclaim, ‘You insolent fools! Do you realize what the Goblin King will say when he hears that you’ve been lounging about, drinking all the mead?!  Stand up straight!  Eyes forward!  His Majesty approaches!”

You quirk an eyebrow.  “Seriously…?” you exhale, reaching for your dice…

You may be thinking to yourself, “that’s it, GM sir… teach those presumptious know-it-alls a lesson in humility.”  In which case, I’d like to kindly invite you to let each of your own brood take a turn GMing for you for a session or two and see how much you enjoy it.  You might be surprised to learn that they’ve picked up a few of your more stingy and unforgiving traits.  Not to say that the game can’t be fun… but let consider an alternative approach.

“Filthy goblinses!” John says, in his best Dwarvish brogue. “GM, sir… could I slide under the table and surprise them all by lifting it up and throwing it?”

“Of course!” you smile, “You slide past the lead goblinses before they even have a chance to pull up their wastebands and lock yourself into position for a mighty heave.  You’ll need to avoid the teeth of a snarling goblindog, then make a strength check to heave the oaken table.”

“GM!” Sarah says, (forgetting the sir, but that’s alright)  “I grab a torch off the wall and light in the fireplace!”  You nod assertively, pointing over to Richard.

Richard ponders a moment.  “I got it!” he says, striking a defiant pose and setting his features in a visage of terrible wrath.  ‘You insolent fools! Do you realize what the Goblin King will say when he hears that you’ve been lounging about, drinking all the mead?!  Stand up straight!  Eyes forward!  His Majesty approaches!”

You find yourself smiling along.  “Make a bluff check,” you say, watching as Richard rolls an 8 out onto the ricketty card table; not really much of a success, even against goblinses.  You offer them a level look.  “They are so befuddled by the sudden torchlight and your exclamation that they are caught completey off guard as the dining room table explodes into the air, iron trenchers and goblets of fine mead flying in every direction.  They reach for their weapons, but they are obviously unclear how many opponents there are which way to leap…”

In the second scenario, you’ll notice, you provided an empowering reaction to each of your players attempts at cleverness and heroism, without mitigating the challenges involved.  Instead of feeling stumped at every turn and unable to do anything cool or interesting, the players felt energized and heroic, even in the face of poor die rolls.  This is the “Yes, and…” philosophy at work.  Rewarding your players for their engagement invests them in the scenario and makes it more fun to play.  Believe it or not, a “Yes, and…” motif can even make tragic failures a powerful and engaging struggle for your players, and they will even accept character death or dishonor with a sense of dramatic panache.  The key is to listen to what the players want and find a way to give it to them, adding a twist, condition, or challenge to the process.  It’s easier than it sounds.

There is a precipice, however, that much be watched carefully.  Permissive GMs can create a sense of entitlement in their players over time.  And too much entitlement can create an expectancy in the players that will have dramatic and unpleasant results when you don’t give them what they want.  It isn’t necessary (or even a good idea) to “Yes, and…” every challenge the heroes encounter.  The story may wrap itself around the main protagonists, but the world doesn’t.  Sometimes, there really are no torches on the walls.  Or the goblinses just beheaded their king and offer only wicked smiles to Richard’s proclamation.  As long as that sense of empowerment is there enough of the time to make the players excited about each new challenge, they are easily resilient enough to accept that sometimes life just doesn’t play by their rules.

You wanna walk along the precipice, not run over it to get away from murderous gamers.

 

Orryn Emrys, the Prismatic Dragon, is the director of the Prismatic Tsunami web community and the host of the popular Metagamers Anonymous RPG podcast. Learn more at http://www.prismatictsunami.com.

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