Folgen
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What's that game? Where you throw the orbs at the other orbs? I'm sure we all know what I'm talking about.
In the adventure, will our party make it to their gate on time and escape the isle of storms?
In the intermission room, we talk about some of the challenges that befall us in our creative careers and how to get through the low points to hit the highs.
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In the adventure, the party venture deeper into the heart of the Isle of Storms, into the lair of a sleeping god! A trap god no less!
In the intermission, we take care of some recent pod business.
We hope you enjoy our new music brought to you by Soundstripe. This episode marks a change in how we record and editing so I hope you enjoy it! -
Fehlende Folgen?
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In the adventure the party journeys underground to the heart of the Isle of Storms in the first dungeon of this D&D campaign. It only took 11 episodes to get here. Nailed it.
In the intermission, we share some recommendations of content in the RPG space from Black creators, who are very underrepresented in this hobby. -
In the adventure, the party reaches new heights and receives a very classic "modest proposal".
In the intermission we talk totems, ritual, blood sacrifices... oh no delete! delete!
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In the adventure, our party searches the Isle of Storms for their lost crewmembers, and find more questions than answers.
In the intermission, we get into how systems can make us more or less creative. It's a deep one.
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In our adventure, it's all hands on deck as the party must abandon ship and strike out for the Isle of Storms. With a name like that chill island vibes certainly await our weary party.
In the intermission, we compare making and playing a character in RPGs with designing for a brand. What alignment is a Disney anyway?
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In the adventure, the battle rages on. It's all hands on deck as our party tries to repel their unwanted guests. Could this finally be the episode where we kill one of the main characters? Wouldn't that be a wild twist? We get you really attached to these 3 characters and bump a few off before they're even out of the tutorial level. Nah, we don't do it like that... or do we?
In the intermission, we finally get to talk about what people really want... animal crossing. We get into creativity as play, and what even is the appeal of these games anyway?
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In the adventure, our crew meet some new friends? Or enemies? Or frenemies? How do you even meet new people on the open water? I guess we didn't talk enough about that #boatlife where everyone just honks and waves non stop out on the lake. I can assure you, this is NOT that.
In the intermission room, we have a brief chat about the challenge of personal projects and generating original IP with Caitlin and Emily.
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In our adventure, the struggle with skeletons continues! Why are these monsters so keen to get below decks? The one part of the ship everyone is so interested in, but won't say anything about? What will our party discover when the bone meal settles?
In the intermission, Evan draws some parallels between how he prepares for campaigns, with how he generates concepts for client projects.
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It's our first combat of the campaign... and for some characters, maybe their last! What secrets will be revealed in the heat of battle? Tune in to find out!
In the intermission, Evan has a nice succinct rant.
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In the adventure tensions are high, but we're holding on. It's a confrontational episode. Kirby confronts the captain. Nivan Confronts his morality. Mercer confronts his destiny. I just hope the players don't come after me next.
In the intermission, Evan sits down with Emily who shares her RPG past before making a dangerous choice.
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An easy sea voyage has changed course into attempted murder. It's all hands on deck as our players try to save one of their own. Some passengers are proving to be as dark, murky and dangerous as the open ocean. Will our players sink or swim this week!
In the intermission, Evan and Kyle talk about what RPGs have meant to them, and where Kyle draws the line between PC and NPC. The answer may surprise you.
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Three strangers set sail on a routine sea voyage, that quickly turns dangerous. Bad weather. Workplace "accidents". Crew unrest. Are these simple slip-ups? Or Sabotage? Only time and tide will tell on this three-hour tour. What would you do with a drunken sailor?
In the intermission, Evan and Caitlin talk about being a Gamer like her father, and his father before him.