Tag Archives: Dungeon World

IPMM 90: Short Attention Span Potpurri

“A half-pixie riding a duck.”

In this episode, we meander. A lot. Please forgive the editing.

Stuff we talk about:

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IPMM 71: LongCon, Faith and Religion in Games

“Quick – poop and flee!”

Dave talks about going to the inaugural Chicago LongCon and playing in Jen‘s great three-session Monsterhearts game.  Then the cast discusses religion, faith, and inscrutable power in general in games.  Is faith something that can be explored in games?  How can you bring a sense of the mysterious/numinous into your game?

Links:

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IPMM 69: The Social Justice Episode

“… but that implies your average male gamer thinks of women as people.”

This episode is mostly bitching.  Forgive us.

Stuff you might want links to:

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IPMM 64: The Evolution of the Role-Playing Gamer

“All Drums Go to Hell”

We discuss how gamers grow and change over time, including what motivates them.  We cover our own experiences, and how coming from traditional versus indie role-playing games changes the course of players’ evolution (but often not where they end up, given enough time).

Other topics mentioned include:

Note: regardless of how it may sound we did not record this episode in a submarine.  Sorry for the over-compression.

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IPMM 54: Death and Stupid

“Note to self: revise life goals”

We bring Blake back in for a discussion of character death in (more traditional) role-playing games.  What does it add?  What design considerations have to be given?  What GM/player considerations have to be given?

We also talk about playing characters who are much dumber (or smarter) than you.

Topics covered include:

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IPMM 51 – Bonus Episode: Skill and Magic Systems

“Submachine Gun: The Submachine-Gunning”

As Dave and Yanni prepare to go off to Indy for GenCon, we’re tossing out a relatively short round-table with three of our hosts.  In this episode, we talk about D&D Next, then about skill and magic systems in role-playing games in general.  We come to the following conclusions:

  • We like skill systems that let heroic characters do stuff
  • We like magic systems that are open-ended, not ones that make you pick from pre-generated lists of spells

Also, at one point, Dave refers to “Old School Revolution” – it’s actually “Old School Renaissance” [Sorry. –Ed].

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