Episode 08 — “Show Notes”

The last time we were here, we were talking about Dragon Quest. But this time, we’re talking about lessons learned FROM Dragon Quest, which is totally different. But that is just the start. There’s selling your GM soul, generic RPG systems, questions about things written and said and more. So much more.

Brian: https://twitter.com/Fiddleback
Scott: https://twitter.com/TheAngryGM

Website: http://www.DigressionsAndDragons.com
Email: DigressionsandDragons@gmail.com

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Fiddleback

The voice and producer of GM Word of the Week, he is also a Freelance Tabletop Game Editor and Writer as well as a long time podcaster. He has written and edited for Fantasy Flight Games' Star Wars RPGs, Modiphius Entertainment's Mutant Chronicles and Infinity RPGs and several others. He is currently working on his own Transit RPG.

17 thoughts on “Episode 08 — “Show Notes”

  1. The whole bit about text-only being the best way to have the most immersive character roleplay experience definitely rings true to me as someone who spent a lot of time focused on the roleplay aspect of MMORPGs. Our guild in Shadowbane was very focused on staying true to the lore of the game and all our public facing chat was in character, and it was some of the best roleplaying experiences I’ve ever had. The particularly sandbox nature of a game like Shadowbane helped make that possible though. This was also before voice chat apps for games had become widespread so it was literal years before we heard each other’s voices, after so much time of just in-game chat and forums.

    1. Sounds pretty cool. I know a number of MMO guilds try to be RP guilds. I’ve never been in one where that was a thing, but I’m glad your experience proved positive.

  2. You and you insidious Dragon Quest talk!!! Replayed DQ 1 one afternoon and am going back and hoping to actually finish 3 this time. I’ve played 1 through 8 and have only finished 1 and 4.

    The magic system about magic doing things that are normally possible reminds me of how magic was described in the Death’s Gate novels by Margaret Weiss and Tracy Hickman. Basically magic was just altering a probability wave causing events that were not likely to happen. The less likely it is to happen the more magical power it takes. However there’s a major consequence of this system as the flow of natural events will eventually push back and try to right itself in proportion to the altered events. https://goo.gl/hXMG6A

    If you still want to have mechanics and more visual elements involved with the flexibility of text chat RPG’s you can try running Neverwinter Nights or Neverwinter Nights 2 games. It takes a bit of work to get things up and running and definitely more technically demanding but both games come with DM modes that allow the DM to control NPC’s as well as a host of other tools. The game will take care of the combat rules as it does combat in “real time”. Obviously there are limitations to the system (as the game uses 3rd edition rules for the first one and uses 3.5 for the second game) but the toolset is incredibly flexible. One of the neat things that has come about from these two games are the abundance of Persistent Worlds which act as customized mini-mmo’s. Both games can be found pretty cheap on http://gog.com.

    1. I was thinking of NWN/2 as well, need to pull them back out, if for nothing else than I’ve never finished either one (and all the extra scenarios). Wasn’t there other, more recent computer RPGs that allowed a GM/player setup like NWN did?

      1. There’s Sword Coast Legends, which has a more restrictive DM/Player mode compared to NWN. It’s fine for a fun dungeon crawl but don’t expect too much from it. Basically it feels more like a board game. It’s kind of comparable to Hero Quest.

    2. Don’t worry, you’re not along. At least 3 other people have blamed me for them replaying Dragon Quest games.

      It seems to me as if I have heard the Dragon’s Gate sort of magic used elsewhere as well, but I can not now recall where that was. Might have to research that a bit.

      And let us not forget poor Sword Coast Legends. Which managed not to work well in a variety of ways, including adventure building.

  3. About the diferentiation between Wizards and Clerics: I dont like systems where all the classes have similar powers and mechanics (with is why 4e felt somewhat dull to me). I like it way more when every class have a distinct, unique mechanic, like in the Dungeon Crawl Classic system. Have any of you played it? What do you think about the way it diferentiates clerics from wizards? Do you guys know another systems that do that?

    Thanks for the awesome podcast. Also, its nice to see Scott, and not Angry, on the show!

  4. The more I think about Mr Colville’s AdventureLookUp.com, the more I remember he was building it to give DM/GMs the resource to find pre-published adventures so they could tear out the pieces they need (say, a ruined fortress filled with ogres and gnolls, with a vorpal blade as one of the treasure items), less so they could run said adventures as written. Still like the idea and am watching the database grow and mature. Will check out RPGgeek.com, see how they stack up.

    The discussion about folks looking for ways to make money off their hobbies reminded me of what my wife and I were setting up about a decade ago before we left the Society for Creative Anachronism – we were trying to get into merchanting for the SCA (selling rattan and garb and whatever else we figured our fellow SCAdians would fork over cash for), mostly to pay for our hobby in the SCA. Never did make it happen and then left the hobby. It’s gotten even more expensive since we left, to the point where if I were to buy a copy of the three core 5e books each week for a year, it’d still be cheaper than going to events on a regular basis. No matter how much time and money I spend on the hobby, though, I’m still never going to top this gent – https://www.youtube.com/watch?v=UdAwX8JB66E A campaign that’s been going for 35 years, with 20,000+ minis and enough terrain to fill a basement?! Count me impressed. (more info in the official D&D podcast – http://dnd.wizards.com/articles/features/longest-dd-campaign-ever)

    A while back I was searching through GURPS and other generic RPG systems to create a “Emberverse” RPG (series of books by SM Stirling where most high level technology ceases to work and magic starts to trickle back into our world), as I’d stumbled across a podcast where a group was trying to run it in vanilla 5e. Issue I had was the PCs had way too much magic, and it wasn’t “real” (harsh? brutal?) enough to really do the books justice. And yes, someone has made an Emberverse RPG (http://www.finalswordproductions.com/thechange.html), but it was so universally panned I can’t find a copy for sale anywhere. I made some headway on my own, but realized it would be interesting to diehard fans of the series and not many other players, as it’d be either a survival game (something I really didn’t want to create a bunch of charts for), court intrigue, or adventure after adventure to fight more humans who are either bandits or cannibals, or wildlife escaped from zoos who now breed like crazy on a continent with no native predators. Need some better storylines to make it more interesting. In the meantime, might have to give Genesys a look, might spark some revival on the project (GURPS is realistic, but way too intense a system for my taste; like the realism, but that’s too much).

      1. I’m enjoying the conversations you gents have, thanks for sharing them.

        And sorry for running away at the fingers. Again.

  5. You guys continue to entertain. Keep up the good work!

    I’ve just started my first Arlo video, and I must say, I am grateful to you two!

  6. Were you aware that there is an out-of-print DragonQuest tabletop RPG? I haven’t played it, but I’m trying to track down a copy. Either of you played it by chance?

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