Interviews – EP 19 – John Scott Tynes – Puppetland

 The Carpe GM Gamecast  Comments Off on Interviews – EP 19 – John Scott Tynes – Puppetland
Aug 302021
 

Puppetland RPG

Topic –    In one of my favorite interviews ever, I had the pleasure of sitting down with someone who changed the way I looked at story structure, character developement, and gaming as a whole.

John Scott Tynes wrote Puppetland more than 20 years ago, making him a pioneer in the “storytelling” game world.

The concept was a twisted mixture of the familiar and the macabre, where the innocence of childhood sensibilities rides the center line, crashing headlong into visceral and existential horror.

There is a new, (beautiful!) edition of Puppetland available now.  John tells us the story of how it came to be.

In one golden hour, you and your friends tell a story that may very well stick with you forever, for better or worse…

…at the very least, you’ll never look at puppets the same.

Enjoy the show!

 

Media – 

John’s website – http://www.JohnTynes.com

Purchase the Puppetland RPG –

On Amazon

On Indie Press Revolution

ArcDream Publishing – http://arcdream.com/home/

The New Delta Green RPG –  http://www.delta-green.com/

The new Unknown Armies 3rd Edition RPG – http://www.atlas-games.com/unknownarmies/

RPPR Actual Play podcast- http://actualplay.roleplayingpublicradio.com/

Holospark, the video game start-up where John works – http://www.holospark.net/

The Impossible Travel Agency (John’s first virtual-reality project with Holospark) – http://impossibletravelagency.com/

The original version of Puppetland – http://johntynes.com/revland2000/rl_puppetland.html

The (very “drippy”) cover art from the 1999 release from Hogshead Publishing:

Puppetland

 

John Supported:

The Siblings Trouble storytelling card game – http://www.pencilfirstgames.com/the-siblings-trouble/

Just for fun, here is the Santa Claus, Punch,and Judy video that I was talking about on the show:

 

Subscribe, rate, and review us on iTunes!Subscribe on Stitcher Internet Radio!Like us?...Then like us!Follow us!Send us an email at dan@carpegm.netOur HomepageReccomend us on RPG Podcast.com!

DM’s Log: Behind the Screens, Entry 4

 El Curto, Guest Authors  Comments Off on DM’s Log: Behind the Screens, Entry 4
Aug 082021
 

So here we are. Everyone has their mandatory one liter of Mountain Dew. Crown royal bags have all been relieved of the dice-hauling duties and you know everyone’s got their mechanical pencil. This can only mean one thing: It’s time for D and D.

Crown Royal Bag

Seriously, the CEO of Crown Royal MUST have played D and D.

Ah, yes, good ol’ D and D. For the DM, the days leading up to a session can be as excruciatingly long as the last days before Christmas are for kids. The anticipation is insufferable. The wait to see the fruits of your labor completely wracks your brain. Will they go into the cavern with the trolls? Will the even find the hidden passage? Did I really spend three days designing an elaborate system of traps that they by blind luck manage to completely bypass? These are my nightmares. These are the questions that keep me up at night. Okay, it’s probably the Mountain Dew that keeps me up at night.

I know its bad for ya but once it hits your lips its so good.

It is natural for the DM to fret over the details. However, it is important to not get too caught up in trying to micro-manage the campaign. No matter how much planning you do, your players will eventually and invariably totally derail your plot. Simply put, you can’t plan for everything. Through sheer brilliance or  simply dumb luck, at some point, your players will conjure something that you, the omnipotent DM, didn’t see coming. Before you let your ego get too bruised, just pick yourself up roll with the punches. live22

In previous articles I have advocated the importance in striking the right balance. This situation is no different. It is crucial to aspire to maintain the momentum that was established in the first few sessions of a campaign but not at the cost of character development.  The continual progression of a linear story arc is essential to keeping the group focused on the grander scheme, yet each player still needs a sense of freedom.

RPG Review – 7th Sea Second Edition

 Dan Whorl, Game Reviews  Comments Off on RPG Review – 7th Sea Second Edition
Aug 052021
 

RPG Review – 7th Sea Second Edition

7th Sea Second Edition cover

 

At A Glance –

For those of you who don’t know, 7th Sea 2nd Edition is a tabletop RPG set in “Theah”, a world very similar to 17th century Europe.

Pirates, heroes, political intrigue and secret societies in a world peppered with legends and lore, a pinch of sorcery, and a punch of corruption set the backdrop for the fantastic tales of your swashbuckling, savoy heroes.  All told with cinematic flare in this beautiful little 300 page gem by John Wick.

As most of you know, I don’t usually like to compare games that I’m reviewing with other games. That said, this is the 2nd edition of a game that I enjoyed very much so I think the review needs a little comparison to be complete. I really liked the original edition of 7th Sea.  It was a fun and refreshing look at the genre presented in a way that hadn’t really been done before. pussy88

The second edition is trimmed down a bit.  Sleeker mechanics and speedier action make for slightly fewer choices for the players but add so much more to the collaborative storytelling aspect of the game.

In short, I LOVE this edition!

Now that we have that out of the way,

On with the review!

The Book –

The book itself is absolutely beautiful.  The pages are filled with gorgeous and immersive landscapes, believable character portraits, and inspiring scene captures by a team of fantastic artists.  The rules are concise, with examples of execution, well laid out, and easy to find.

The Setting –

As mentioned before, the setting is roughly 17th century Europe with the names changed to protect the innocent.  This allows the players and GM to draw on the shorthand knowledge that they have about the real world country and/or culture upon which it is based.  The first 130 pages or so are dedicated to fleshing out Theah.  This section breaks down the individual countries, some of their collective views and values, a brief overview of the customs, important people, social strata, military, religion, etiquette, etc.  I wanted to just breeze over this section but wound up reading every word.  The attention to detail exercised here really comes through in the final product.  There is even a beautifully rendered coat of arms displayed for each one.  An important detail for a pirate campaign, methinks.

Be sure to click the link below to see a map of Theah!

7thSea_Map_1

The System –

The conflict resolution system for this game really sings.  It utilizes a d10 dice pool.  The size of your pool is determined not only by your stats, but also the type of action that you choose to take, as well as how you plan to portray that action in game.  In short, the more cinematic the action and immersed in the character you are, the more opportunities for success you have.  You are rewarded for using different types of actions in a scene, promoting the use of any and all skills that your character possesses.  This helps to eliminate the hack and slash feel that you get with a lot of games.  Sometimes it may make more sense from a productivity standpoint to just slash with your sword again instead of punching the bad guy in the jaw, even though in a lot of cases the right hook would just feel better.  This game rewards that sentiment.

This game approaches scene setting in a manner very similar to the medium that inspired it…

You guessed it, swashbuckling movies!

The scenes are framed by the GM.  The individual players announce how their character would like to approach the problem.  Whether they decide to be talky, sneaky, fighty, flighty, sexy, etc., the GM decides what stats and skills apply. Then he tells the players what the consequences of their actions will be as well as any opportunities that will arise from them. The players roll their dice pool, collecting “raises” (sets of dice that add up to 10) and choose how to spend their raises in regards to completing their goal, overcoming consequences, taking advantage of opportunities, helping out their fellow heroes, etc.  They can also choose to simply fail.

I love this mechanic!

Sometimes the hero gets captured, drops the McGuffin, or slips over the edge.  This game rewards that decision to heighten the tension with something called Hero Points.  Hero Points can be spent later to accomplish truly awesome things when they most matter. (Just like the movies! Huh…imagine that.)

The heroes don’t have “hit points”, they take wounds as a result of bad rolls or choices they made while spending their raises. These wounds are tracked by a portion of the character sheet ominously called “the death spiral.” This is a spiral of circles and stars that get colored in as heroes get injured.  Every fifth wound taken by a hero is a “dramatic wound”. Wounds themselves are no big deal but dramatic wounds serve to heighten the tension of the scene.  And once again, the further down the death spiral the hero falls, the more awesome stuff he can do…

Just like…well, you get it.

The game handles conflict resolution in social situations, action scenes, and large scale battles in pretty much the same manner, what changes is the time that elapses in game and the scale of the conflict.  This, as well, is beautifully executed as it breeds familiarity with the system allowing it to take a back seat to the story sooner regardless of what size or type of pickle the heroes have found themselves in.  Also, because of both the intuitive nature of the system and the speed with which the players and GM achieve familiarity with it, most conflicts are resolved very quickly regardless of size.  There are so many more subtleties to this system that I can’t touch on them all here without just rewriting the rules for you.

As a special note, the naval rules in this game are some of the best that I’ve ever seen.  They come complete with descriptions of the types of ships available, as well as list of the positions and personnel needed to man them. As with a lot of naval legends and lore, ships in this game are characters unto themselves. In this chapter you’ll find superstitions, adventure seeds designed for the advancement of ships, and even rules for bringing them back from the dead.  I’m understating this on purpose.  The naval rules alone are worth the price of the book.

I want to steal them…

…incorporate them into every game I play…

…lie to my players and tell them that they’re mine…

…be revered as the greatest GM of all time…

*rubbing hands together “MUHAHAHAHA!”

Character Creation – 

The character creation process is, for lack of a better word, deep.  In a lot of RPGs you create a framework of a character and hang personality on it like a mannequin.  In 7th Sea Second Edition, this process is front loaded so that when you sit down at the table for your first session you have a fully realized hero complete with an identity, a personality, an outlook, a past, and their own story to tell.  The character creation process begins with a concept and then you are asked to consider 20 questions about your hero.  Most, but not all of these will be answered from your hero’s perspective.

Rest assured this isn’t a hippy-dippy-story-sticky type of game, however.  There are more than 20 pages with lists of traits, backgrounds, advantages, skills, and other things to keep the min-maxers and number jugglers in your group happy.  This doesn’t even count the sorcery section of the book which we’ll get to shortly.

I suggest having a character creation session with your group.  Watching all of the heroes take shape together will both help you as the GM become familiar with the character concepts and you’ll see that the players begin feeding off of the creative energy in the room.

Magic – 

Magic in this game is as varied as the cultures of Theah. Meaning that there is no specific system that governs the use of all magics.

It’s more of a sorcery flavor selection, like a fountain at a large gas station that dispenses magic instead of soda.

Each of the cultures has their own brand of the supernatural and they are all represented very well in the book, beautifully capturing the essence of their superstitions and mysticism.  The chapter on sorcery is worth reading just for the flavor and immersive way that it’s presented.

The GM – 

A lot of the work for a campaign is, like character creation, front loaded because as the GM is building the framework of the story that will be told by the group he must also consider the stories of the individual characters in the group.  At first glance, this game looks like it brings back the “Workhorse GM” concept of running a game but, trust me you get very adept very quickly at leading players through the story once you actually begin playing.  Improvisational GMing is definitely possible with 7th Sea 2nd Edition but that’s no excuse for poor preparation.  The last chapter in the book is extremely informative for both new GMs and those that are just new to the game.  Even old guys like me will probably learn a thing or two.

Read it.

Price Point – $24.99 (PDF) – $59.99 (Hardcover)

For this price, you get the entire game.  No other books are needed to play.  Considering the quality of the book, art, and mechanics, this is a fine price.

Versatility – 

Tabletop RPG experiences are as varied as conversations among friends.  Because of this, the game itself must be versatile in order to stand up to years of playing.  The framework has to be flexible in order to tell a myriad of stories.  While I haven’t had it for years, you can tell when a game is a one trick pony and this one is not.  As well as the swashbuckling stories that were the inspiration for the game, John Wick and company have put together a beautiful toolbox with which to tell tales of dark fantasy, political intrigue, or “lone wolf’ stories ranging from grim-dark street level campaigns to high profile kingdom-shakers.

The choice is yours, it will not disappoint.

Rating – 10 out of 10

I rarely hand out a 10 in regards to an RPG.  My reasoning for this is that any given session of a tabletop RPG exists in a vacuum and the experience is subject to the moods and whims of those around the table. This can make it very difficult to give a game a fair shake upon reviewing if somebody in your game group had a rough day at work.  The way I rate an RPG is by assessing how well it does the job that it sets out to do.

This one performs beautifully.

If you want to tell stories like “The Three Musketeers”, “The Man in the Iron Mask”, “The Mask of Zorro”, “Robin Hood”, etc., this is the game you want.

Final Thoughts – 

 By changing the way that wealth and equipment work to a more abstract system, as well as lossening some of the restrictions on skills and such, the second edition of 7th Sea does trim out some of the bulk of the original edition, this is sure to ruffle some feathers.  That said, I beleive that it was done in good spirit with the motivation being to streamline scene setting and resolution with a focus on getting the players into the action.

To me, this game is a truly romantic exploration of the of swashbuckling genre through the lens of a contemporary tabletop role playing game.

But then again, this is just my humble opinion.

-Dan Whorl

(CarpeGM.net Game Reviews)


 

Full Disclosure – 

A review copy of 7th Sea Second Edition was given to me by the game developer for an honest review of their product.  No money or further compensation changed hands or has been promised for a good review.  They earned it!

Syrinscape Now Integrated with D20Pro

 Announcements  Comments Off on Syrinscape Now Integrated with D20Pro
Feb 232016
 

With the growing popularity of RPG’s utilizing a virtual table top, This is BIG news!  I received this press release yesterday and pass it on to you now…

For additional information, contact Jenny Bendel.
 
FOR IMMEDIATE RELEASE

SYRINSCAPE AND D20PRO ANNOUNCE NEW INTEGRATION FOR PLAYING ROLEPLAYING GAMES FASTER, BIGGER, AND ANYWHERE,NOW WITH SOUND

Award-Winning Syrinscape Sound App Now Compatible with D20PRO Virtual Tabletop

SYDNEY, AUSTRALIA (February 22, 2016) – Syrinscape, creator of the award-winning apps that put the power of custom, movie-like sound effects, soundscapes, music, and audio solutions at the fingertips of the gamer, and D20PRO, the Virtual Tabletop that takes roleplaying games from around the table to gamers around the world, are thrilled to announce today the two products are now compatible, creating a dynamic gaming experience for roleplaying gamers everywhere.*

D20PRO comes with the complete rules set for OGL 3.54E and thePathfinder Roleplaying Game systems. However, the powerful tools ofD20PRO work for any game system that utilizes maps, combat on or off a grid, and even games that rely on “theater of the mind.”

“Syrinscape has been one of our most requested integrations, and we are so pleased to make that a reality,” says Tobias Drewry, CEO of Mesa Mundi. “Now game masters running a campaign with D20PRO can easily incorporate Syrinscape’s incredible library of music and sound effects to set the perfect mood for their games.”

With this integration, D20PRO Game Masters will be able to control Syrinscape remotely on the systems of their players. Game Masters will be able to embed objects within D20PRO that can be used to ‘click’ buttons inside Syrinscape, without needing to bring Syrinscape into focus, or having to navigate through any of its menus.

“Now every spell, every location, and every hideous monster roar is right at the finger tips of D20PRO Game Masters,” says Syrinscape creator Benjamin Loomes. “And yes… most importantly, that includes the Wilhelm Scream!”.

D20PRO has created real-time video with an introduction demo on how to incorporate Syrinscape into D20PRO games, using Syrinscape in 3rd-party mode, how to add sound triggers inside D20PRO, and how to configure virtual audio settings.

D20PRO Virtual Tabletop is available to try free with a 30-day Trial License to build campaigns, adventures, and encounters in no time. To start a free 30-day trial, visit, www.d20pro.com/getd20pro/.

The award-winning Syrinscape apps bring fantastic, realistic sound to tabletop gaming. Each is available to try for free, can be completely unlocked for free for 30 days at Syrinscape.com/freetrial, and includes 2 free SoundSets to keep after the trial. To download the free Board Game Player, Sci-Fi Player, or Syrinscape Fantasy Player, visit Syrinscape.com.

*At this time, Syrinscape integration is Windows only, with Mac OS and Linux integration coming soon.

About D20PRO
D20PRO is a Virtual Tabletop (VTT) that takes roleplaying games from around the table to gamers around the world. Experience all the elements of roleplaying while optimizing your play with the powerful D20PRO rules engine–speed up combat, roll a natural 20 on integrated dice, explore vast maps, and bring character sheets to life. No matter what kind of game you’re running,D20PRO is the VTT desktop solution your gaming group needs. Campaign with players throughout the world, and you’ll never miss game night again. Run smooth, accurate combat with D20PRO’s suite of built-in tools ensuring that every bonus, feat, and twist of the rules is accounted for. D20PRO ©2016 Mesa Mundi, Inc. (www.mesamundi.com)

About Syrinscape
Using a powerful audio engine and complex algorithms to produce ever-changing soundscapes and rich encounter-specific music, Syrinscape conjures every aural landscape imaginable, from ethereal forests and stony shorelines, to dank, vermin-filled dungeons, to the spooky depths of the underdark. Designed by accomplished composer and tabletop gamer Benjamin Loomes, along with the developers at the Interaction Consortium, Syrinscape builds on more than 8 years of prototyping and community feedback. Syrinscape is based in Australia. Syrinscape is available for a wide range of devices, including PC, Mac, Android Tablets and phone, iPhones and iPads, and the players can be downloaded via syrinscape for free.

* * *

Conan RPG Kickstarter

 Announcements  Comments Off on Conan RPG Kickstarter
Feb 172016
 

Our good friend Chris Birch is at it again. This time he’s bringing the big guns…a Conan RPG!

You’ll want to get in on this as I’m sure that it’s going to be HUGE!

Robert E. Howard’s Conan: Adventures In An Age Undreamed Of  Kickstarter has LAUNCHED!!!
 
 
We are almost HALFWAY through the first goal and counting!
We have one of the biggest line ups of major artists ever for a roleplaying game. Each book is a beautiful high quality hard cover book featuring a major commissioned cover art by one of the legendary names we have assembled along with truly authentic and evocative content by industry veterans and newcomers. Please check it out!
…all under the watchful eye of world-renowned Conan experts and scholars including  Jeffrey ShanksPatrice Louinet and Mark Finn, working together to bring you the most authentic Conan roleplaying experience yet, focusing exclusively on Robert E. Howard’s original stories.
Thanks so much for your support and patient as we prepared this incredible project!
 
Chris, Modiphius

What!? Weird War One – Savage Worlds!!

 Announcements  Comments Off on What!? Weird War One – Savage Worlds!!
Feb 172016
 

Ok, Those of you who follow me know how much I absolutely love Savage Worlds.  Those of you who are new to the site…

I absolutely love Savage Worlds!

This Kickstarter looks fantastic!

Make sure you look at the contribution levels because, as usual, Savage Worlds has positively nailed the price point!

This one’s only going for two weeks!  Don’t waste time.

Press release follows:

Pinnacle Entertainment Group, award-winning makers of Savage Worlds, Deadlands, and many other games, launched a two-week-long Kickstarter for the historical horror setting for World War I, Weird War IIt has already funded and passed the first stretch goal.
 
Pinnacle Entertainment Group is the creator of Savage Worlds, an award-winning tabletop roleplaying game system.

Pinnacle Entertainment Group Announces Weird War I Kickstarter for Savage Worlds

 

FOR IMMEDIATE RELEASE

 

Chandler, AZ February 16, 2016 – Pinnacle Entertainment Group, award-winning makers of Savage Worlds, Deadlands, and many other games, launched a two-week-long Kickstarter for the historical horror setting for World War I, Weird War IIt has already funded and passed the first stretch goal.

 

Kickstarter link here: https://www.kickstarter.com/projects/545820095/weird-war-i-savage-worlds/description

 

Weird War I is the latest entry in Pinnacle Entertainment Group’s Weird Wars series. The Twilight Legion has so far marched across the battlefields of Rome, Vietnam, and World War II. Now our intrepid soldiers, sailors, airmen, and even civilians must endure the mud and trenches of what would become known as World War I.

 

The Kickstarter for Weird War I includes PDF and print options for a Player’s Guide, War Master’s Handbook, War Master’s Screen with Raid on Fort Douaumontadventure, and two map sets. Also available are specialtydiceBennies (poker chips), and a vintage-style canvasmessenger bag. Backers also have the opportunity toadd Weird War I to the entire Weird War line forSavage Worlds in the top tier Twilight Legionnaire reward level.

 

Supporters recently unlocked a stretch goal giving all backers the complete map sets in digital format. Other stretch goals within easy reach include pregenerated archetype characters with paper miniature figure flatsfor civilians and the French, and a second Plot Point Campaign, In Vino Veritas, giving the players a chance to play the German side of events and deals with an ancient power aroused by the carnage of the Great War.

 

The Kickstarter ends on Thursday, March 3rd at 8 pm Eastern. Reward levels begin at $15 for players and $35 for game masters. Don’t miss out—back it today!

 

About Pinnacle Entertainment Group

 

The award-winning Deadlands and Savage Worldstabletop RPGs were created by Shane Lacy Hensley, owner of Pinnacle Entertainment Group. For more information, visit www.peginc.com or contact Jodi Black, COO and Managing Editor for Pinnacle, at PEGJodi@gmail.com.

 

#  #  #

Copyright © 2016 Pinnacle Entertainment Group, All rights reserved.

Gen Con Pre-Registration In One Week!

 Announcements  Comments Off on Gen Con Pre-Registration In One Week!
Jan 152016
 

Ladies and gentlemen, it’s that time again… Gen Con 2016!

Once again, we at CarpeGM.net are planning to attend the biggest four days in gaming August 4th,through 7th.

Below, I bequeath unto you the press release with all pertinent information.

Gen Con 2014: Level Up!
Reminder: Badge and Housing Registration Opens in One Week
It’s almost here! Badge Pre-Registration begins one week from today, starting on January 22 with Housing Registration opening at noon (Eastern) on Sunday, January 24. Gen Con will be here before you know it!Please note: a valid 2016 badge is required to take part in housing registration.The Gen Con team would like to stress again that it is important to note that demand for downtown hotel rooms vastly outstrips the available supply. Not everyone interested in downtown housing will have access to these rooms. Suburban housing inventory typically is available throughout the convention, however. As mentioned last week, Gen Con again will randomize each customer’s access to the Gen Con Housing Portal to book lodging. If you have questions about housing, you can get them answered at the Housing Q&A forum page or by emailing customerservice@gencon.com. Please don’t wait until the last minute to get your registration questions answered, as customer service will become very busy during the opening of Badge Pre-Registration and Housing Registration.When you participate in Housing Registration, you will need to go the “My Housing” page located on gencon.com under your username after you sign-in. When housing registration opens at noon (Eastern), you will be assigned a random access time, if you have purchased a 2016 badge. When your countdown time expires, your page will refresh and provide you with a button to “Make Reservations.” Housing registration countdown times may last up to three hours. Once you are granted randomized access, you can book your housing from the remaining choices.Have more questions about housing? You can check out the newsletter from earlier this week that covers some specific badge and housing questions at this link. There is also a web page atgencon.com covering Housing & Travel, as well as a web page with information on getting your badgefor 2016.

Official 2016 Charity Partner

Earlier this week, Gen Con announced its selection of The PourHouse as its Charity Partner for 2016. Each year, Gen Con partners with one charity, local to Indianapolis, hosting events intended to create donations for the partner organization. Opened in 2004, The PourHouse provides street outreach and peer advocacy for individuals experiencing homelessness in Indianapolis. You can read more about this partnership through Gen Con’s Charity Page or via the official press release.“Gen Con gamers have found a way to extend their creative reach into the streets of their host city, and The PourHouse is honored to have been chosen as the Official Charity Partner of Gen Con 2016”, said Andrea De Mink, Executive Director of The PourHouse. “Your generosity will provide opportunities for housing, healthcare, and restoration of lives.”Last year, Gen Con’s programming generated more than $40,000 for the convention’s 2015 Charity Partner, The Julian Center. Since moving its convention to Indianapolis, Gen Con has raised more than $200,000 for local charities.Want to learn more about The PourHouse? You can LIKE their Facebook page or FOLLOW their account on Twitter. Interested in learning more about their mission? You can check out the following video from The PourHouse.
Gen Con’s mailing address is:

Gen Con LLC

120 Lakeside Ave #100

Seattle, WA 98122


Copyright © 2016 Gen Con LLC, All rights reserved.

Extra Lives – Ep. 7: Victory Fanfare

 Extra Lives Show  Comments Off on Extra Lives – Ep. 7: Victory Fanfare
Nov 012014
 

XLS Logo

The clown show is back folks and it’s a Final Fantasy bonanza tonight! HA! Just kidding… It’s a JRPG extravaganza!!! Plus maybe some talk on Jamestown, Luftrausers, Risk of Rain, and Paranautical Activity.

Theme Music:
“RetroFuture Dirty” by Kevin MacLeod

Additional Music:
“Swing De Chocobo” by Nobuo Uematsu
from “Distant Worlds: music from Final Fantasy”

Extra Lives – Ep. 6: Temp Service

 Extra Lives Show  Comments Off on Extra Lives – Ep. 6: Temp Service
Oct 162014
 

XLS Logo

 

Come hear the story of Admiral Dickhead and how his brother got him that job at the factory downtown. Plus Gauntlet, LUFTRAUSERS, FF9, and more!

Theme Music:
“RetroFuture Dirty” by Kevin MacLeod

Additional Music:
“Luftrauser” by KOZILEK
from the “LUFTRAUSERS” Original Soundtrack

Sep 172014
 

Hands down the BEST interview from GenCon!

I had the pleasure of once again catching up with Sean Fannon of Evil Beagle games.  We cover a lot of ground in this one, so hold on tight! Enjoy!

Host – Dan Whorl

Special Guest – Sean Fannon (Evil Beagle Games)

 

 

 

Media – 

 

Sean’s Pick of the Day (dot)com
Shaintar (dot)com
Evil Beagle Games (dot)com

You can purchase Shaintar and other Evil Beagle products at:
Evil Beagle Products on DriveThru RPG

Follow Sean!
-on Google+
-on Facebook
-on Twitter

Sean Supported:
SpringGiving and ThanksGmaing
and also:
Doctors Without Borders

This episode was made possible by the beautiful folks at GenCon 2014. Be sure to check them out – http://www.gencon.com/

 

 

 

Subscribe, rate, and review us on iTunes!Subscribe on Stitcher Internet Radio!Like us?...Then like us!Follow us!Send us an email at dan@carpegm.netOur HomepageReccomend us on RPG Podcast.com!