- YouTube
- Audio Only
In this episode we talk about managing the social contract at the table, simulating horror in RPGs, and wild magic golems run amok. We all come into the game with different expectations of play, with game masters looking to execute their vision for how the campaign will play out, and players looking to fulfill whatever archetype they based their characters on. But rigid expectations like these can come into conflict with the “vibes” of the table, which arise naturally as play evolves.
In This Episode…
- Timestamps
- Links
- Dimension 20
- Gauntlet at the Garden (via Variety)
- The Unsleeping City
- Dropout Improv
- Bigger! with Brendan & Izzy
- The Sex Lives of College Girls
- A Game Most Changed
- WotC’s announcement RE: adventure options
- Tomb of Annihilation
- Worldbuild with Us podcast
- A Quest of Queens (OSR+)
- Dungeon Crawl Classics’ Dark Tower Remastered
- Glatisant, A Questing Beast Newsletter
- God Beyond the Portal (OSR+)
- Shadows of Archonia’s “Tales from the Backlog”
- The Substance (2024)
- Severance (Apple TV)
- Justin Alexander’s “Node-Based Scenario Design”
- Spirit Island (Board Game)
- Brooklyn 99 (Hulu)
- The Great (Hulu)
Dear GM:
So there’s one player in our campaign who goes way overboard with her roleplaying. How do I get her to chill the fuck out?
Adventure Hook!
A golem intended to serve as a protector has gone berserk and captured its creator.
- The creator has a sympathetic tie to the party—a relative, child, mentor.
- Golems are illegal in the setting.
- Wild magic is the norm.
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