In this episode we discuss how to add a sense of wonder to your game. Tabletop RPGs are only limited by your imagination yet too many games are dull dungeon crawl affairs of 10 foot wide corridors and orcs guarding pies, forever. So how do you get that overwhelming awe in your game? We both talk about a few ways to introduce it using examples from earlier games. As Tom was too busy playing video games to write a letter (again), I read a story from Ichor Falls called Candle Cove.
Synopsis: Running a mystery based game is far different than an action based game. Tom has realized this after running several Call of Cthulhu games so we decided that talking about the differences in structure from an action to an investigative game would be a good topic for the show. We go over how to prepare a mystery game, what you should read to learn more about them and how to run them. If you want to see how I run a mystery that I created myself, check out the AP I just posted, The Arcadia Signal. Instead of a letter from Tom (since he is too busy playing Mass Effect 2 to write one), I read an excerpt from the utterly hilarious novel, How I became a Famous Novelist by Steve Hely.
If you are a fan of our Actual Play episodes, head over to the brand new RPPR Actual Play Podcast. It will feature a new AP episode every single week! We’ve already got over 11 hours of Call of Cthulhu ready for download. Don’t forget to comment on the episodes or post about them in our forums if you enjoy them.
As you might have realized, it’s been a while since we’ve done an episode. I’ve had to move, get the Goblin Hulk PDF out and set up the new podcast feed. Fortunately, the Goblin Hulk has already gotten some good reviews, so if you haven’t, be sure to check it out. But all is now well so we can go back to the basics: gaming advice, shout outs and Tom bitching about the announcer voice. In this episode, we focus on improving a game by talking about NPCs who aren’t enemies or quest-givers. Many GMs forget to include this type of NPC, thinking of only the bare essentials in their game, but a great game needs NPCs who just do their own thing. I also go over some game design advice as described by Jordan Mechner which relates to the discussion. We also have several anecdotes, a rant about the POS movie 2012 and more!