#RPGaDAY2015, Day 13: Favorite RPG Podcast

Readers, I need your help.

Today’s question is “What’s your favorite RPG podcast?” Thing is, I don’t listen to RPG podcasts. I stopped listening a while back—I’d usually queue them up for trips and listen as I drive—but we haven’t taken long drives with just me and the wife in the past few years. I would sometimes listen when commuting in to the PR agency or to the university, but now my work commute to work is “go down the stairs, ’round through the kitchen, and to the office.”

I’ve asked on my social media accounts (twitter and G+, really) a few times for podcast suggestions, but very few came in. Perhaps you have some suggestions?

cover170x170Here’s what I’ve got in my podcast app: Shut Up & Sit Down, The SnakesCast (From Snakes & Lattes), 99% Invisible, and RadioLab. Things I’ve liked in the past, all now over: Out of Character (Pulp Gamer/Seelie Studios), The Sons of Kryos, The Durham 3, and Hudson & Gaines. I’ve also given Welcome to Nightvale and Ken and Robin Talk About Stuff a whirl (even though I’m meh on the Cthulhu Mythos).

Commonalities in the things I like: Well-edited, directed/guided discussions with co-hosts or a main host and guests. Or, in the case of 99% Invisible, Serial, and RadioLab: hosts that tell stories. Check out the TEDx Talk with Roman Mars below that shows how he integrates his hosting with pre-recorded bits.

What I have now, gaming-wise, are podcasts that feature boardgames. No RPG stuff. ((I have a few episodes of The RPG Academy downloaded, but those are the Roll20 episodes to get a better understanding of that gaming platform.))

What do you recommend?

#RPGaDAY, Last Year: Day 13 – Most Memorable Character Death

A year ago, I wrote about the Most Memorable Character Death in one of the games I ran. Half the time I tell this story, it’s a “dumb player” story; the other half of the time, it’s my “worst GMing moment” story. From a game running standpoint, it’s one of those moments where I reevaluated how I run games and it actually made me a better GM. The Most Memorable Character Death hasn’t changed in the past year, nor do I think it’ll change in the future. ((I don’t normally kill player characters. That’s weak sauce.))

Let’s head back several years to just after Shadowrun 4th Edition came out, to Fort Worth/Dallas, the largest sprawl in North America, just as rush hour is about to start….

The mission is to find someone in protective custody and make sure they don’t testify in an upcoming trial. The time is late afternoon on a workday, about four: rush hour traffic is starting. While two members of the team are way over in Fort Worth and one is way up north in Denton, the fourth decides she’s going to break into the target’s house (in central Dallas) and snoop around. She does this without telling anyone on the team; when one of the runners calls her while she’s on the way to the target’s house – basically to give her a chance to let the team know what’s up – she says that she’s “got something to do” and will call her back later. So there we are, with a solo runner about to break into a house that is under police surveillance. No plan. No backup.

I should point out that there were several problems with this player leading up to this.

I really didn’t want to have infighting or inter-party conflicts, so I told everyone that I wanted to have a game session where we spent time creating characters together. She showed up with a fully created character, a cop that’s trying to redeem himself. There was a lot of stuff in that character to justify screwing over the other runners. And she played the character in a way that hosed the others: not sharing intel with others and other things like that. So this really wasn’t a surprise.

She gets to the neighborhood, walks around the block, and sees that the backyards in the neighborhood are all fenced in (brick walls, really). The target’s house is three houses in. She decides to scale the fences, and hop backyard to backyard until at the target house. Okay, climb check, I say. She rolls. Fail. Rolls again. Fails. Rolls again. Fails. Rolls and finally makes it into the first yard. After three of these fences, she’s in the back yard. Okay, there’s a sliding glass door that leads to the kitchen. You can see the wooden stick that is used to keep the thing shut. She decides to shoot through the glass to knock the bar off. Do you have a silencer on that pistol? No. Bang, miss. So she shoots again and the door shatters. ((When she finally got inside and started looking around, I asked what she was looking for. You know, like hidden matrix files, or perhaps information about a close relative or friend she could follow up on in case the target gets in touch with them, or maybe a surveillance camera watching the place whose feed the runners can follow back to whomever has the target. Something. Her response: “I don’t know.” Seriously. Absolutely no fucking plan whatsoever.))

Let’s just cut to when she’s running away on foot from the police in a residential neighborhood, coated in neon green marker paint courtesy of a police drone. ((Her amazing plan of escaping once the police were entering the house: Exit through a ground floor window to the street, walk up the block, cross over, and come back down the block on the other side of the street so she just appeared like a curious onlooker instead of actually getting away. Anyway, that’s when the police drone tagged her.))

Now, coated in glowing green paint, running up the middle of a residential street from police officers that are chasing her, is when she calls the runners for back up. The nearest runner, up in Denton, would have been 45 minutes away if it wasn’t rush hour. But it was. From the time of the initial phone call to the attempt to run away from the police on foot, about two hours of real time had passed. Everyone at the table was just watching in stunned silence at the slow-crawling train wreck, unable to do anything.

So, after she was captured, the player was gleeful – she reminds everyone that her character had photographic memory and knows a lot about the other runners. She’s looking forward to the next session where the runners will have a daring rescue on a police station to spring her character before the cops get her to spill the goods on the crew.

Instead: the runners hack into a garbage truck, ramming it into the police car she’s being transported in, killing everyone inside.

BFI-Garbage-Truck-Crashes-On-Boulder-Turnpike-9564663_270619_ver1.0_640_480

#RPGaDAY2015, Day 12: Favorite RPG Illustrator

This one is a bit odd. In the past two days of #RPGaDAY, we’ve had favorite writer and favorite publisher, so we’re pointing at specific people (or entities comprised of people), but today we’re looking at Favorite RPG Illustration instead of illustrator.

I’m going to pretend that’s a mistake.

FFG Star Wars Ace Pilot
FFG Star Wars’ Age of Rebellion’s Ace Pilot. Man, even the background frame element is fantastic.
Age of Rebellion Core Rulebook, page 49
Just look at that page. It’s amazing!

For art direction, I don’t think anyone is doing it better than Zoë Robinson of Fantasy Flight Games. The only games I’m currently getting from FFG are things in the Star Wars Age of Rebellion line (probably I’ll pick up Force and Destiny) ((Must check my store credit at Bullmoose… Oh, they don’t have it yet. Yet.)) and the Android: Netrunner card game. Both have a lot of representation of women and people of color ((that last one is a bit easier to accommodate in the Star Wars universe, but you’d be amazed at how many SF properties have a whole bunch of white humans running around with their laser swords)), yet it doesn’t seem to be overt that FFG titles are specifically using women and POC and eschewing white males in their artwork. Instead, they’re just there, and they’re just regular people in the setting. Go ahead, do an image search for star wars age of rebellion. Lots of logos, and there’s a shot of Leia in a shooting stance, protecting Luke. ((Which is on the cover of AoR’s core rulebook, no less!)) And you scroll down and there’s female characters pretty much mixed in with male characters on an equal basis.

It’s not just having a diverse set of figures in the artwork, either. It’s the artwork itself. Take a look to the right. That’s page 49 of Age of Rebellion. When I came across that, I was thinking that it was a nice way to do a full art page and integrate typography with the X-Wing pilot ((Who just happens to be female.)) trying to pull her R2 unit from her downed craft. But then I look up and there, above the atmosphere, through the atmospheric perspective, the battle rages on. Wow. ((This might just be my favorite RPG illustration. Huh.))

All the artwork is like that in Age of Rebellion (and the other FFG Star Wars products I’ve seen). All this art is original. No mining the publicity photos or movie stills for this product. No, everything — including the images that look like they’re taken from the movie series — everything is created just for the series.

There are few other illustrators that come to mind: Juan Ochoa has been doing some amazing things on the Magpie Games titles I’ve worked on — The Fate Codex and Urban Shadows. I’ve been on The Fate Codex for over a year and a half. Over that time, I’ve seen his work improve. It’s pretty darn near fantastic.

Ochoa's linework from The Fate Codex
Ochoa’s linework from The Fate Codex. Look at the faces on the zombies on the right! Just look at ’em!

Over on the Firefly RPG, Levon Jihanian has been providing excellent work for the headers to the adventures. This piece of Levon’s is from the “Bucking the Tiger” adventure.

Jihanian's work from Firefly
Jihanian’s work from Firefly. One of my favorite pieces from that line.

Oh, I just found something on Levon’s site about how that above image was created!