We’re continuing on our epic tour of the Wilderlands! Dan, David, and Tom discuss their ideas for a vacation. Pirates, dwarven festivals, and islands filled with frogs are only some of the attractions we’ll experience.
The Wilderlands of High Fantasy is billed as the most detailed fantasy setting ever written. I own the boxed set, which contains 2 books (over 500 pages altogether) and 9 double-sided maps, depicting 18 regions. Each map has a hex grid and each hex is numbered. The books largely consists of descriptions of various hexes in each region.
Wouldn’t it be amazing to have a vacation in the Wilderlands? There’s so much here I couldn’t do it in one episode. This month, we will have THREE FULL episodes of After Hours to cover this boxed set. In part 1, Aaron, Jason, and Shaun describe potential vacations in chapter 11, 3, and 5 respectively.
A comic series about evil Next Generation Star Trek has come to my attention so we spend most of this episode dissecting it and how this can be applied to RPGs. Sleeveless swole Picard steals the Enterprise so he can go murder Klingons. In other words, he’s a murderhobo.
Shaun also reviews an adventure from Dungeon Nov/Dec 2000 about a unicorn missing its horn.
Did you know some people try to hypnotize themselves into believing they are ponies from My Little Pony? Well, I’m not going to link it. But it’s terrible and real. Aaron, Tom, Shaun, and I discuss better things those people should try to hypnotize themselves into being. We also review the following books:
- Secrets of Shadowaloo
- Time After Time (Part 2 of Aaron’s ongoing review)
- Amazing Engine and For Fairy, Queen, and Country
- Citadel of Fire
Song: Guile Theme
The Razing of Redshore, an adventure in Dungeon #92
Time and Time Again
Street Fighter: Contenders
Song: Dungeons and Flagons by Magma Action
Most RPGs are terrible at information design. Sections are split up for no discernible reason, key elements are hidden away in blocks of text, and indexes are non-existent or terrible. We went over 3 books to analyze why they are so bad and why game designers would do this:
Desert Sun is an adventure for the Delta Force RPG, a mid 80s military-focused game. When I went to Seattle last week, I consulted with Adam Scott Glancy about the book’s accuracy. It turns out that some things about the scenario don’t make a whole lot of sense.
If you liked this episode, consider pre-ordering Delta Green (if you haven’t already).
Last week I went down to Florida to consult on an upcoming Kickstarter project, Superhero 2044. Fellow RPG podcaster and fan of RPPR, Richard, lived nearby, so on my downtime, we hung out and recorded a podcast. Richard runs a Shadowrun podcast, A Fistful of Misanthropes, so who better to ask about Shadowrun than an expert GM like him?
Two RPPR fans and fellow podcasters, Noah and Jeb visited us a few weeks back and they brought gifts. Namely, a stack of old RPGs and Dragon magazines. Aaron, Shaun, I, and our two guests sampled a bit from these new additions to the After Hours library. It’s an eclectic mixture, to say the least.
Be sure to check out Maple Syrup, Blood Money , Noah’s podcast on Riverdale!
After watching the first episode of American Gods, I wondered what other gods could be lurking in America. Caleb, Tom, and I discuss that and I review a very complex 3E module from Necromancer Games called Chaos Rising. It’s about a quest to retrieve an amulet that houses the soul of the Faceless Lord. In order to get it, the heroes must find and carry a 500 pound platinum anvil that radiates anti-magic through 2 nested demi planes. Then it gets weird. Tom also reviews After The Bomb: England.