Harold here. So I was posting episodes more often – trying to make some progress and “catch up” to where I think we should be in the podcast (at this point, we should be well past episode 52), but then there was this huge work conference that took up two weeks of my time. So, now that that’s over, here’s the next episode.
This episode contains the last part of our eighth recording session, which was recorded over a year ago, in May 2018. In it, the players continue to create details, riffing off of each other, as they finish training their characters to level 3. This is the first session that we recorded AFTER I had been edited and started releasing episodes of the podcast – we had a full six months’ of game sessions before we released our first episode – but at this point I’m still learning how bad the sound is of all the nervous habits that the players have. It’s all normal stuff that players – and just people in general – normally do in a conversation at a table, but at this point it is finally starting to get curtailed in our podcast. I am painfully aware of the noise of people playing with handfuls of dice (jiggling and rolling them) and players talking over each other which have been up to this point pretty omnipresent in our podcast. To some extent, this is OK, as it accurately presents how people playing a real game sound. But at the same time I realize it is pretty distracting. I do get better at reducing these behaviors: hopefully you’ll hear the change in the next few episodes.
Another note: a few sessions earlier, Blake had started referring to his PC as “Squeaks” instead of its real name, Squeak. Over the course of a few months, we all joined in, and it became painful to edit and listen to in the future (this past year of posting episodes) as we got the character name wrong AGAIN and AGAIN. As I said earlier, this session (number 8) was our first session post-releasing podcast episodes. So at the beginning of the session (Episode 31), I apologized for getting Squeak’s name wrong. During that session, the players all talked about paying a nickel every time anybody said the name wrong again. You’ll hear references to that several times in this episode.
Overall, I’m delighted with this episode and our eighth session in general, because it marks a departure from our “normal” mode of dangerous adventuring, and returns to what we were doing at the beginning of the game (and podcast): world-building and role-playing. The players throw themselves into that creativity and I couldn’t be more pleased. Decades ago, I played in a long-running “Skyrealms of Jorune” campaign run by Joe Adams (nee Coleman), and I was fascinated by how he constructed each session. From his example, I extrapolated a lot of my philosophy of how to run a game. Combat was not the core of the game, even though in SoJ as in Dungeons & Dragons it is the most extensive and largest part of the rules. Combat is an element of the drama that you are telling together. But the character interplay, world-creation, and exploration creates the context that makes the combat interesting, and often necessary. I may have mentioned “Joe’s Golden Ratio” before: it’s what I call the idea that each session of an RPG should consist of only one combat encounter bracketed by investigation, exploration, and interaction…anything and everything that’s in the game that isn’t fighting. Maybe shopping and eating, for example.
Take a listen, and let us know what you think.