Episode 25 – Live From Our FLGS!

 The Carpe GM Gamecast  Comments Off on Episode 25 – Live From Our FLGS!
Apr 302013
 

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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

 

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DM’s Log: Behind the Screens, Entry 3

 El Curto, Guest Authors  Comments Off on DM’s Log: Behind the Screens, Entry 3
Mar 292013
 

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.Inflatable bouncers

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.

DM’s Log: Behind the Screens, Entry 2

 El Curto, Guest Authors  Comments Off on DM’s Log: Behind the Screens, Entry 2
Mar 012013
 

Wow, it even has an otyugh. Wait, what the hell is an otyugh?

After an extended break, rules and tables that were once etched in your mind are perhaps not so easily recalled. Cracking open the old books can be like rediscovering some lost knowledge from an ancient tome. After the dust settles what lingers is a nostalgia and invigoration from thumbing through page after page of the beloved core books. The Monster Manual has that sense of grandness once more.  A new creature and idea to test and torment your players lurks on every page.

Indeed, as with any DM worth their weight in copper pieces, it is important to spend time familiarizing yourself with the rules and creatures at your disposal. However, I think it to be of equal importance to spend time crafting a story and preparing a narrative. In my humble opinion, the biggest challenge of the DM is to be entertaining. If your players are not engaged, then everything you’re trying to build will crash down around you.Water bounce house

As mentioned in my first entry, I prefer to make an effort to create an extensive backstory for each character. I think that this is paramount in the successful immersion of the player into the character. If your players have a sense of depth, it becomes easier to imagine the character and perceive it as being the hero or villain they desire.  That is truly what players want to play. Players want to have a taste of grandeur. After all, this is fantasy.  No one wants to be average in a game. We all have plenty of time to do that in real life.

So as stated previously, when it came time to making characters for the impending adventure, the first thing I set about doing was shaping each character one on one with their respective players.  My friend Joe established early that he had wanted to play a rogue because that was something different than he had played before. In fact, most of the party was of limited playing experience and so the idea of them all trying something new was appealing. The point of a Role Playing Game is to act as your character, not as yourself. D and D shouldn’t just be about the hack and slash element of rolling dice. The creation of an interesting personality can be an equally if not more satisfying experience.

I don’t expect Shakespearean subtlety or the Oscar worthy intensity of Daniel Day Lewis, but my players actually have to play their role.

When each character was being rolled, I would store pieces of information about each character for ideas for the overall story. You never know what can spark a great wrinkle for the campaign. A magical item that the characters had, or a certain attribute being considerably low. For example, Ulderic, the ranger of the group has a very low charisma, and a long forgotten stat called comeliness (only used in forms of 1st and 2ndedition, yeah I’m old school) which we determined was because of a physical deformation. His face is horribly scarred from a harrowing encounter with a giant black bear. This same story became the idea behind the nickname of the character and his current garb. He is adorned in the beast’s pelts and is known as Ulderic the Blackbear.

This is the most ridiculous example of an extremely high comeliness.

This is the most unfortunate example of an extremely low comeliness. However, Tiny Tim is an 8th level bard and that’s not too shabby.

 

That is really only the tip of the iceberg. There is so much more to these stories. And that, my friends, is the point I’ve been working towards. The smallest aspect can spark a multitude of story ideas and that is the essence of creating an entertaining campaign that your players can’t wait to play. The more depth, the grander the narrative, the more your players want to see where the adventure takes them. And that’s the terrifyingly fun part of being the DM, it’s up to you to get them there.

Tsunami Quarterly Review

 Announcements, Dan Whorl  Comments Off on Tsunami Quarterly Review
Jan 302013
 

Hey all!

Our good friends at Prismatic Tsunami Publishing have released the first Tsunami Quarterly Review.

I managed to write an article, as well as some of my favorite hosts from other podcasts.  Please help support the community!

For only $1:

 
In the first issue of Tsunami Quarterly Review, you will find the following great features:

RPG Crucible: Told by the Victor: Advice on building backstory that leaves room for suprises!

Are Game Masters Playing Too?: A philosophical look at the GM’s role in the game.

Tsunami City Project: Fourteen fantastic city locations discussed on Metagamers Anonymous and the Tsunami forums, plus an additional location found only in this publication!

In the Commander’s Chair: One man’s journey into the world of his latest video game excursion.

A Few Words on Insanity: A retrospective look at the application of insanity in your RPG experience.

 

Help support the Prismatic Tsunami community and the popular Metagamers Anonymous RPG podcast!

 

 

 

DM’s Log: Behind the Screens, Entry 1

 El Curto, Guest Authors  Comments Off on DM’s Log: Behind the Screens, Entry 1
Jan 302013
 

Mmm, delicious face.

Getting back on the imaginary saddle shouldn’t be difficult, right? What exactly do I mean, you say? Well, it’s not as weird as it sounds, I assure you. Look, I am a life-long nerd. Yeah, a pretty big one. There are many facets to my nerdiness. Perhaps the biggest of all being that I play the archetype of all nerdy games: Dungeons and Dragons. I just recently started a new campaign with a group of friends where I am to be the Dungeon Master. Despite the fact that I have been playing for over 17 years, I haven’t actively played in a few years and I am still somewhat nervous to be taking the reins once again. You might think that it would be just like riding a bike, Inflatable water slides Canadabut it’s a bit more like getting back on an imaginary horse and there’s a terrifying dragon swooping down to EAT YOUR FACE.

Apprehension aside, it is exciting to be at it once more. As mentioned previously, I have spent over a decade and a half playing this game now, which seems wild, because that is the VAST majority of my life. (I’m 26 if you were curious.) I’ve been playing long enough that I actually remember a time before a sultry-eyed Elijah Wood made Frodo Baggins and all things fantasy accepted parts of pop culture. I still remember a time when wizards were not scarf-toting, hipster British children and you got stuffed in a locker if you owned anything other than six sided dice. Despite that lingering threat of confinement and anguish, I had an interest in the middle ages and tales of sword and sorcery from an early age. It was only a matter of time before I picked up the dice.

Those are some serious peepers.

Even in those early days of playing with my friends it became clear that I was going to DM. I loved every aspect of the role. When you are the DM, you control everything. Every morsel of flavor, every nuance is shaped and crafted in the mind of the DM. You must weave an elaborate web of personalities, places, and perils. It is the DM’s job to make an imaginary world as colorful and vivid as possible. The ideal is that your players are able to completely immerse themselves in a world that is conjured from nothing but a collaboration of imagination. However, making the imaginary seem tangible is a colossal undertaking. So, for the sake of posterity and science, this and the following articles will be a discussion and dissection of the trials and travails I may face through the inception and commencement of the new adventure.

For this new escapade, I decided to run the campaign in a world that was very familiar. Having previously DMed and played in the Forgotten Realms it was an easy fit. For those who aren’t familiar with the Realms, it’s a very popular fantasy campaign setting created by Ed Greenwood and popularized by many video games and novels including the Baldur’s Gate games, and R.A. Salvatore’s Dark Elf series. The Realms are extensive and filled with vast intriguing lands each with their own histories and legends. By comparison, any of the incredible open-world video games that are so popular, the Realms dwarfs them all. That is the beauty of D & D compared to video games; there are no limits, and there is no set finale. The game is truly what you will it to be.

Salvatore’s Drizzt Do’Urden battles nemesis Artemis Entreri

After having decided upon a setting my next course was to determine with my players what kind of party and characters they had in mind. D & D characters can come together in many fashions, but I prefer to let my players have a great hand in the creation process. In traditional forms of the game you roll your stats and choose a class based on your rolls and the rest essentially is to fall into place. For me, I want my players to enjoy playing their character. Therefore I got together with each of my friends individually to create their characters. This allowed me to focus on each player and the character they wanted to develop. Also, when it comes time to start the adventure there is a sense of mystery about what role everyone is going to be taking, consequently, the party coming together must actually be played and experienced by the group.

In the end, we wound up with a fairly well balanced group. There is a gallant and noble young paladin named Dhagan. The spellcaster of the group is a brooding and cunning wizard by the name of Vaerzaal. Also, there’s a mischievous and inquisitive halfling rogue they call Longbelly, but his kinfolk would know him as Hugo Humblepot. Rounding things out is the reclusive and tormented ranger Ulderic the Blackbear. Each character has a distinct and extensive back story that was shaped together with my players. For me, this is an essential element of the game. Making the characters layered and giving them as much depth as possible is a fantastic tool. Not just for making your players feel more absorbed in their character, but also for later in the campaign. There is always something to go back to and build upon. You can only rescue the princess from a tower so many times, right?

And now here we stand, metaphorically of course, on the cusp of a great journey, poised for the task at hand. So stay tuned, my new friends, for there will be many adventures and headaches to be had. Though the glory of the quest and the fruits of my labor may be completely imaginary, the good times shared by a group of friends are fortunately real and often quite memorable. Suddenly I’m reminded how much I love this game. It’s good to be back on the imaginary saddle.

Interviews – Episode 7 – Mark Hoge

 The Carpe GM Gamecast  Comments Off on Interviews – Episode 7 – Mark Hoge
Jan 232013
 

CarpeGM Interviews – Episode 7 – Mark Hoge

I had the opportunity to sit down with Mark Hoge, Founder, and Director of Renaissance Adventures, and creator of Adventure Quest: Fantasy RPG for table top and LARP.

 

 

Since 1995, Mark has been doing fantastic work in Boulder, Colorado, introducing hundreds, if not  thousands of kids to the gaming hobby, while nurturing creativity, encouraging imagination, and bolstering self esteem.

Mark is now transferring his tried and true LARP system to a table top format and has a Kickstarter campaign to support the effort.

Take a look.

Media – 

Adventure Quest Kickstarter
RenaissanceAdventures.com
Game Knight Reviews
Ruthless Diastema Blog and Podcast

Mark Supported –Nerolarp.com
and – International Fantasy Gaming Society

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Episode 20 – We’re Back… And We Brought Toys!

 The Carpe GM Gamecast  Comments Off on Episode 20 – We’re Back… And We Brought Toys!
Jan 172013
 

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Hosts – Dan, Bryan, Tyler, Mack, Steve

 

 

 

Topic – In this, the first episode of 2013, we respond to a couple of emails, announce the winners of our Rating and Review Raffle, and finally, play another round of 2 True.  Enjoy!

 

 

 

Media – 

Our Podcast Reviews
Monkey in the Cage
2 GMs, 1 Mic
Happy Jacks RPG Podcast
Planet Arbitrary
RPG Circus Season 4 Episode 24
Gamerstable
Metagamers Anonymous (Prismatic Tsunami)
The Hobbit: An Unexpected Journey (2012) – IMDb
Pandemic
Troll in the Corner
DC Comics Deck-Building Game (Cryptozoic Entertainment)
Munchkin Quest
The Rivals for Catan
Pathfinder MMORPG (Goblinworks)
Fear the Boot
Star Wars: Edge of the Empire (Fantasy Flight Games)
JNCO Jeans

Bryan Supported Guardians of Middle-earth

Notes:

The music for this episode is a cover of “I Knew You Were Trouble” by Taylor Swift
Performed by Walk Off the Earth, Featuring KRNFX
Find more of their music at:
http://www.walkofftheearth.com/home
http://krnfx.com/

 

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Episode 18 – Tearing up Wreck it Ralph

 The Carpe GM Gamecast  Comments Off on Episode 18 – Tearing up Wreck it Ralph
Dec 182012
 

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Our Rating and Review Raffle is still on!  Act fast, it ends 1/1/2013.  

See https://carpegm.net/contest/ for more details!

!!!Spoiler Alert!!! This episode contains major spoilers for Wreck It Ralph!!!!

Hosts – Dan, Mack, Tyler, Steve, Bryan

Topic – In this episode, we answer(?) yet another listener email.  Then we tear into Wreck It Ralph with a GM’s eye.  We loved the movie and discuss ways to emulate video games in your table top RPGs.

(3:50 ) On Our Horizon

(16:36) Listener email

(32:15) Wreck It Ralph

(107:01) Our Favorite Video Game Movie

Media – 

 

Lincoln (2012) – IMDb
Batman: The Brave and the Bold (TV Series 2008–2011) – IMDb
Workaholics (TV Series 2011– ) – IMDb
The Totally Rad Show – YouTube
Amazon Prime
Fringe (TV Series 2008– ) – IMDb
Revolution | NBC
Do the Right Thing (1989) – IMDb
Metagamers Anonymous “Today is a Good Day To Die
Wreck-It Ralph (2012) – IMDb
Snakes on a Train (Video 2006) – IMDb
Transmorphers (Video 2007) – IMDb
Abraham Lincoln vs. Zombies (Video 2012) – IMDb
ReBoot (TV Series 1994–2002) – IMDb
The Wizard (1989) – IMDb
QAGS Second Edition (HEX Games)
Car Wars (SJ Games)
Street Fighter (1994) – IMDb
Mortal Kombat (1995) – IMDb
Silent Hill (2006) – IMDb
Resident Evil (2002) – IMDb
Final Fantasy: The Spirits Within (2001) – IMDb

Tyler supported The 4 day work week

The music for this episode is “Conan” by Mercury Descends
Find them on Facebook at http://www.facebook.com/MercuryDescends,
on Reverb Nation at http://www.reverbnation.com/mercurydescends,
or on Youtube at http://www.youtube.com/user/MercuryDescends

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Interviews – Episode 4 – Contest Contributor, Kayt Jackson

 The Carpe GM Gamecast  Comments Off on Interviews – Episode 4 – Contest Contributor, Kayt Jackson
Dec 182012
 

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Hey all!

As you may know, we have a little contest going on.

For more information on our Rating And Review Raffle,

visit https://carpegm.net/contest/

I recently had the opportunity to chat with one of the contest contributors, Kayt Jackson.

 

Kayt is donating a hand made figurine.  He is a bearded old codger who holds a D10 for you, you may notice a little bird keeping watch over a D20 in the background as well!

To learn more about Kayt’s shop, you can find it at:
http://www.etsy.com/shop/ChzburgerEnthusiast/about?ref=announce

If you want to see more of Kayt’s one-of-a-kind pieces, Please visit her at:
http://www.etsy.com/shop/ChzburgerEnthusiast?ref=si_shop

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Interview Series – Episode 5 – Contest Contributor, Emily Barnes

 The Carpe GM Gamecast  Comments Off on Interview Series – Episode 5 – Contest Contributor, Emily Barnes
Dec 182012
 

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Hello again!

This is another very short interview with one of the wonderful people donating to our Rating and Review Raffle!  Her name is Emily Barnes, and she has made for us, a 3 chambered dice bag!

 

 

Courtesy of Emily Barnes!!

 

 

For more info on our Raffle, please visit:

https://carpegm.net/contest/

 

 

 

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!