Episode 18: “Monster Fight!” (D&D 5e Session 6)

 

This is the second episode from our sixth game session, recorded 10 March 2018 (a long time ago!). This episode is doubly late, as Harold (who does the bulk of the editing) was out of town at a conference all last week.

This episode is noteworthy in that we see much more teamwork between the PCs than we have seen much in the past. At the same time, we also see a fairly cavalier attitude about abandoning one’s companions to look at something interesting, or to get away from a threat.

Seeing as how it’s October as we post this (more than seven months after recording!), a number of the players have been producing artwork as part of their Inktober challenges they’ve set themselves. Hopefully we will be posting some more of their artwork soon; you can always check the gallery for posted artwork.

Light continues to play an important part in the campaign, as only two of the characters can see even short distances (30′) in the dark. How do you handle light in your campaign(s)? Do torches burn out, or do they stay lit indefinitely?

Episode 17: “When is a door not a door?” (D&D 5e Session 6)

This is the first episode taken from our sixth session, recorded on 10 March 2018.  So it’d been about four weeks since we’d all been together, and in the intervening time our only interaction was when Korben, Kaleb, Lucia, Blake, and Harold all met up at the 42nd annual DunDraCon convention (to paint minis and play D&D, mostly, though Harold ran two other games for convention attendees – one of The Taint RPG and one of Firefly RPG). So the group was a little more rambunctious than usual as we got started.

 

As we’ve explored the tunnels under Indir, we’ve been using a battlemat with markers for Harold to draw in the dungeon as the group explored. Or rather, Harold the DM drew the map first, then covered it completely with opaque squares of material that he would remove and replace as the party moved from one part of the dungeon to the next. So the party could only ever see a small part of the dungeon. As they weren’t bothering to map for themselves, they got a bit confused as to which way to go, which led to some hilarious disputes about choosing directions for travel.

 

When exploring a dungeon, how do you make sure that you don’t get lost or accidentally backtrack on yourself?

Episode 16: “We need to mug two elves” (D&D 5e Session 5)

 

Here’s episode 16, in which the Guardians follow Balasar and find a mysterious and very valuable puzzle in the dark. It’s the third and final segment taken from our fifth recording session for this D&D 5e campaign, from February 2018.

 

February was a short month for the podcast, as the DM and nearly all of the players attended DunDraCon 42 instead of recording a second session that month as would be customary. We aim to record two sessions a month, but that’s been more of a guideline than a rule, particularly as in the Winter and Spring school schedules were tight. At least one of the players was in the midst of their final semester of high school and preparing to receive a diploma, figuring out college logistics for the Fall, and so on.

 

Dealing with puzzles is always an interesting challenge in RPGs, both for the players and the GM. Puzzles serve as an interesting challenge for the players, rather than for the characters, as characters pretty much accomplish everything else through role-playing or in-game mechanics. But a puzzle that is solved with a die roll isn’t really a puzzle, it’s a skill check or an attribute test. And that gambling element of rolling dice that’s so fun with combat is disappointing if used to solve a riddle, say. Players want to use their brains!

 

Or more want to use their brains, anyway. Some players don’t like puzzles or riddles, because they break character. A hugely wise monk should have no difficulty solving a riddle, but the monk’s player might. The PCs shouldn’t be stopped because their players are having a bad day or are just tired. So what do you do as a GM to entertain the players with puzzles without blocking the PCs from advancing the plot? You can make the puzzles optional, of course. The PCs don’t HAVE to open that chest, for example; the treasure inside would be helpful, but it isn’t required to complete the adventure. As an alternative, GMs can present players with a puzzle, let them stew over it for a while, and then – only IF they are unable to figure out the puzzle on their own – the DM can ask for a relevant roll to try to get a clue, a partial solution, or even the full solution to the puzzle/answer to the riddle. That way, the players get a chance to solve it, but the puzzle didn’t stop the game cold.

 

All that assumes, of course, that the PCs have all the pieces necessary for the puzzle…

Episode 15: “I’m impatient!” (D&D 5e Session 5)

This is the second episode from the fifth session of All Ages RPG, recorded back in February 2018. It’s interesting to me to see how the Guardians’ personalities are developing: Vhisuna’s acerbic responses, Squeak’s droll wit interrupted periodically by the dark influence of an alien amphibian, Kantu’s gruff but persistent joking, Klyde’s avarice, and how all of them are struggling to put some brakes on Balasar’s impulsiveness.

 

Longtime listeners will have noticed by now that our treatment of the changelings’ powers differ rather significantly from the Wizards of the Coast Unearthed Arcana version. Changelings in this campaign assume the physical characteristics of the creature being copied, with reasonable accuracy. So for example, when Squeak copies Kantu, the changeling is able to fly, albeit with a great amount of effort (I like to envision Woodstock from the Peanuts cartoon). But Squeak cannot gain more than movement abilities; he could not imitate Balasar and then get a breath weapon, for instance, no more than he would get pack tactics when copying Klyde.

Episode 14: “My shield is my lantern!” (D&D 5e Session 5)

Your friendly neighborhood DM here. For this episode, which is the second episode taken from our fifth session of the Guardians of Indir D&D 5e game (played back in February 2018), I wanted to include the kids a bit more. So I invited my children, Lucia and Blake, to record the introduction and epilogue bits for the episode. The result is…well, you decide. We noticed that there were a lot of crickets chirping outside yesterday, so I suggested Lucia would record her intro outside, to see if the mic would pick up the ambient sounds. Later, I made the same suggestion to Blake, but by the time he got outside, the neighbors had turned on their fan, and so it was mostly white noise. He came up with an…interesting alternative.

The resulting introduction and epilogue are fun, and Lucia provides an overview of what happened in the previous episode – a list of the high points she remembers – rather than a “this is exactly where we left off.” How does that work for you?

 

Finally, we’d love to get some feedback from you, related to how undead have been portrayed in the podcast. My take has always been that dead creatures are dead creatures, and you can’t tell that “this one is a skeleton/zombie/wight/ghoul/whatever” just from looking at it. They all look very much the same: corpses that move, so it”s the behavior that tells them apart. But then, I’ve always been reluctant to name monsters for the players, as I’m sure you’ve heard if you’ve listened to just about any episode of our podcast. I feel it limits the imagination. But what portrayals of undead have you liked in your games? Can dead things see and thus have blind spots? Can they thus be surprised by a character that hid in the shadows?

Episode 13: “Don’t Beat the Dead Elf!” (D&D 5e Session 5)

This episode is the first episode from our fifth recording session, from January 2018. We return to the “present day:” with the party of Klyde, Vhisuna, Squeak, and Kantu looking at the entrance to a stairway leading underground that has mysteriously appeared just in time for the elves to escape. Meanwhile, Balasar is struggling to catch up from his adventure in monster surgery, following the trail of dead elves.

 

As usual, I had plenty of alternative titles for this episode:

“Celebratory Arrows”

“Is there anything I could steal?”

“Stop Dying So We Can Figure This Out”

 

Our next episode should be released next Tuesday.

 

 

Episode 12b: “Falling for Humans” (Session 4 debrief)

 

This is a teeny, tiny, mini-episode, taken from the last part of our fourth recording session (the “human flashback”). The action has ended and we decompress a bit, calculating falling damage, talking about how we feel about humans in the world, and also evaluating what we’ve learned about the world from this flashback.

 

How have you used flashbacks in your games? Remember that I’d originally planned this flashback as a way to pause the action but develop the game world when one of the players was going to be absent for the session. I think the group had fun with it, which is the main point. In addition, I feel like this flashback really established the personality and place of humans in the lore of the world. What did you think?

Episode 12: “Falling, Dragons, and Cheese Pizza” (D&D 5e Session 4)

 

OK, so we’re trying to post a new episode every six days. We’ll see how that intention goes. While the episode was posted yesterday, this blog post actually is happening 7 days after the last one…so we’ll see.

 

This episode ends the game we played in session four of our podcast recordings. We will soon post an appendix episode, which contains the debriefing of session four that followed the game session. We had an amazing number of interruptions in this episode: smoke alarms, cooking noise, package deliveries, surprise visitors. What has been the most outrageous interruption in your games?

 

We hope that you enjoy this one, and the human flashback in general. Our next episode should post next Wednesday.

Episode 11: “Respect Your Elders” (D&D 5e Session 4)

Wow, this episode was a long time coming. The end of summer and the beginning of the school year was a pretty tough adjustment this year, but the long and short of it is that I (Harold) got behind on my editing. I hope it proves worth the wait, and I intend to release the next few episodes more than one a week to catch up. Eventually? Eventually I may actually commit to a particular day of the week to upload new episodes.

 

I find this a fun episode for a number of reasons. The players really begin to experiment with the humans’ abilities, really establishing what awful, entitled jerks the humans of the past were as they get into character with these new PCs. As usual, the recording also contains a number of mistakes I made (listen to how the elves’ weapons keep changing!); DM gaffes are always fun to identify. Finally, I find the episode particularly entertaining because we were so INTO IT when we were playing and recording it, that we never noticed how my wife entered the room and started doing chores in the background…all of which adds an interesting sound bed of clangs, beeps, whirs, and clatters. None of us noticed it at the time…except for three times that the smoke alarm went off. Yes, that’s right: the smoke alarm went off and interrupted our session THREE times. Don’t worry – none of that made it into the recording. But it does lend an interesting rhythm to the session.

 

As always, we hope you enjoy it. Let us know what you think! Thanks for reading this blog, and listening to our game.

Episode 10: “Human League” (D&D 5e Session 4)

DM Harold here. This episode begins our fourth recording session. I was mistaken before, when I said that the third session was the first session in 2018 – I was going by the time stamp on the audio files, which were updated when I opened the recording software again at the beginning of the fourth session! A rookie mistake.

 

Anyway, this actually marks the beginning of the fourth recording session and the first session in 2018…you can tell by our icebreaker question at the start, and the table’s nervous energy because it’s been weeks since we’ve all seen each other.

 

On that note, going into this session, I believed that we were going to be at least one player short due to schedule conflicts. I knew weeks in advance that we were going to be less than the full group, so I thought about how to play an interesting game that kept the players engaged but didn’t leave out the absent players. I could have prepared a one-off of a different system (and I do such things, later on in the year), but I felt like there was some fun opportunity to use the time to present some “interactive exposition:” that is, instead of just telling the players about some world background, I would have them LIVE it.

 

Well, schedules opened up at the last minute, and we ended up having our full complement of regular players. So, rather than discarding the idea, I offered the players a choice once we got started. You can hear what they chose in this episode.

 

For your entertainment, I will also be posting the players’ character sheets soon. I’ll update this post and the top page of the site when they’re available.

Rakhari-the-Kazarim

Geranda-the-Infractor