- Spies of Lightelf: A Judge’s Guild supplement for The WIlderlands campaign setting. A kingdom of gnomes, infested with spies, and random plant encounter tables.
- Night of the Shark: An AD&D adventure about sharks and shark men and a monstrous entity called the Apodalypse, even though it’s shark based and that name makes no sense.
Initiative systems in miniatures war games: the most controversial topic in all of gaming or of all time? Aaron, Shaun, and I discuss the initiative systems of various war games, from Konflikt 47, to Warhammer 40k. I also got a few of the new Warhammer books, so we make fun of the naming system in Death Tome Flesh Eaters Court, which is already a pretty silly name.
Everyone is excited about the great crossover event happening in a major fictional universe. Of course, I’m talking about the Supernatural/Scooby Doo crossover. I heard something about some crossover movie but who cares about that?
Anyway, Shaun, Tom, and I got together to make our crossover RPG characters. We used random character creation tables from different games to generate our team – from Maid to Beyond the Supernatural.
I experienced several new means of transportation in my recent vacation, including tuk-tuks and catamarans. It made me wonder what vehicles in RPGs would work best in the real world? Aaron, Shaun, Tom, and I discuss some options. We also review:
- Time and Time Again: (again)
- Renegade Dreams: A module for Spacetime, a weird cyberpunk RPG.
- Sweet Wall of Death: A third party module for AD&D that involves giant bees.
In our first episode, Tom, Aaron, Shaun, and special guest Thad examine one of Steven Seagal’s more recent efforts: Force of Execution. It’s about, uh, crime? It’s on Netflix, if you dare want to watch it.
If you are missing Wod The Heck, I recently wrote a blog post about why we are switching shows.
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.
You asked for it, you wanted it, now behold the weirdness that is Rifts: Africa! The Four Horsemen of the Apocalypse are here to wreck shit and they have the rowboating skills to prove it. Shaun, Faust, and I dissect the strangeness of this book in far too excruciating detail. Enjoy and thanks for supporting the RPPR Patreon!
Shaun is back, just in time to help me guide Faust through the Wild Wild West of Rifts, complete with giant spider robots and racism. Yes, the New West has lots more character classes, guns, and poorly developed plot hooks. But there’s also new mechanics for rodeos! And a traveling medicine show! Plus cactus people and useless character classes!
Pictured above: A Wilk’s laser pistol, err a Sega Genesis Zapper.
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
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: