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  • TOMB OF HORRORS Pt 2 (Remastered) - The Funhouse that Hates You
    Before narrative arcs, there was Acererak." Dive into Tomb of Horrors Part II and uncover how D&D’s most infamous deathtrap shaped the game we love (and sometimes fear). In Part II of the RPGBOT.Podcast’s deep dive into Tomb of Horrors, the hosts examine the legendary module not just as a harrowing dungeon crawl, but as a historical artifact that reflects the design philosophies, challenges, and mindset of early Dungeons & Dragons. The discussion unpacks how Tomb of Horrors shaped player expectations, influenced dungeon design, and helped define the adversarial relationship between dungeon masters and players in early editions. The episode also explores how Gary Gygax’s approach to game balance, storytelling, and player mortality in Tomb of Horrors laid the groundwork for decades of D&D design choices—both embraced and rejected by later generations. RPGBOT.Podcast Episodes RPGBOT.podcast Episode 1 – DnD 5e’s Investigation Skill RPGBOT.Podcast S2E11 – Puzzles Mörk Borg Cult: Heretic – RPGBOT.News S2E32 Part I Tomb of Horrors as a Window in DnD History – RPGBOT.Podcast S3E24 Other Stuff Dungeons of Dread (1e) (affiliate link) Return to the Tomb of Horrors (2e) (affiliate link) Tales from the Yawning Portal (5e) (affiliate link) Tomb of Horrors (3.5) (affiliate link) Tomb of Horrors (4e) (affiliate link) Topics Covered The origins of Tomb of Horrors and its role at early Gen Con tournaments Gary Gygax's design intent: weeding out overconfident high-level players How the module embodied the "DM vs. players" ethos of early D&D The difference between puzzle dungeons and modern story-driven design The use of traps as the main antagonist: Acererak’s lair as a death machine Early D&D's emphasis on player skill over character skill The legacy of lethal design and its influence on modules and game systems How later editions of D&D tried to update or reinterpret Tomb of Horrors The cultural importance of Tomb of Horrors as a shared experience What this module tells us about the evolution of D&D’s mechanics and tone Key Takeaways Gygax’s Intentions Were Clear: Tomb of Horrors wasn’t meant to be fair—it was a test. Gygax wanted to challenge players who thought their high-level characters made them invincible. The Real Villain is the Dungeon: Unlike other adventures with monsters and villains, Tomb of Horrors uses the environment itself—full of traps and tricks—as the main antagonist. Acererak is more of a concept than a boss fight. Old-School D&D Prioritized Player Ingenuity: Surviving the module required lateral thinking, note-taking, and paranoia. Modern players used to forgiving mechanics or narrative safety nets can find the module jarringly punishing. The Adversarial DM Was Once the Norm: Tomb of Horrors epitomizes an era where the Dungeon Master was a challenge to be overcome, not a collaborative storyteller. Player Death Was Expected—Even Celebrated: Mortality wasn’t a failure, it was part of the game’s drama. Character death drove table stories and became a badge of honor for those who survived. Modern Reimaginings Have Softened the Edges: Later versions (3e, 4e, 5e) of the module add story hooks and balanced mechanics but often struggle to retain the tension of the original. There’s a tradeoff between accessibility and authenticity. It’s a Snapshot of D&D’s Origins: Tomb of Horrors is more than a dungeon—it’s a reflection of how the earliest games were played, judged, and shared. Studying it offers insight into the roots of the entire hobby. Not for the Faint of Heart—Then or Now: The module remains infamous for a reason. While it can be fun, running or playing it still requires buy-in from everyone at the table that pain and death are part of the experience. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati  
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  • INTO THE WEST MARCHES - Player Driven Chaos and the Sandbox Frontier
    When your world’s on fire, the schedule’s in chaos, and the goblins are unionizing—welcome to West Marches. In this episode, the hosts venture deep into the untamed wilds of West Marches–style tabletop roleplaying games. With no regular party, no fixed storyline, and no safety net, they explore how this classic format redefines player agency and opens the door to truly dynamic storytelling. The hosts explain how to build a vibrant, reactive world filled with tension, consequence, and creative freedom. They also share tips for managing the behind-the-scenes chaos: prepping seasonal events, tracking a living timeline, and handling player-driven schedules without losing your mind. Along the way, they touch on the mechanical differences between Pathfinder 2 and D&D 5e in supporting exploration-based gameplay and share some clever ideas for managing treasure, experience gaps, and inevitable player death. Links Hexploration on Archives of Nethys Mork Borg (affiliate link) Outdoor Survival PF2 GM Core (affiliate link) Shadowdark RPGBOT.Podcast Episodes Random Encounters If you want to get into a West Marches Campaign and join his personal Discord Server, contact Ash Ely at BlueSky: @GravenAshes  Key Takeaways West Marches Gameplay Design West Marches games emphasize flexible scheduling and nonlinear, player-driven adventures. The world is sandbox-style—no set party or plot—and players choose when and where to explore. Hex crawling and random encounters enhance exploration and inject unpredictability. A successful West Marches world is reactive, with consequences shaped by player choices. GM prep includes world timelines, seasons, and milestone-based time management. NPCs may be unreliable, adding narrative tension and misdirection. The format suits drop-in/drop-out play, allowing varied player participation. Players must prepare before sessions, as they drive the story. Storytelling and Worldbuilding The world should feel lived-in, with visible effects from past player actions. Incorporating pacing shifts and seasonal changes creates depth and realism. Building a sense of urgency can help motivate player decisions. Character death and level gaps must be handled carefully to maintain balance and satisfaction. Creative treasure systems can engage players more than traditional loot drops. System Considerations Pathfinder 2 excels at structured exploration, making it a strong choice for West Marches. D&D 5e is viable but may require tweaks for sandbox structure and time management. Community and Culture The hosts provide updates on upcoming Pathfinder 2 spell list guides. Audiobooks offer a practical way to enjoy fiction while multitasking. They tease an upcoming audiobook version of Randall’s novella. Supporting local game stores is emphasized as critical to the health of the hobby. Listener engagement through reviews and shares helps sustain and grow the show. Ash and Tyler discuss personal struggles with reading and time, connecting with listeners on a relatable level. As always, the show mixes insightful advice with humor and camaraderie, the secret ingredients that keep listeners coming back. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati  
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  • FROM EMERALD CITY TO ELSEWHERE - The Wizards Walk Away
    This episode is sponsored by DungeonFlow.app. When the gods demand adventure, Dungeon Flow answers—summon your map now at DungeonFlow.app. In this wide-ranging and emotionally resonant episode, the RPGBOT.Podcast takes a sharp turn into the shifting foundations of the tabletop RPG industry, particularly the significant changes at Wizards of the Coast. With the recent retirements of longtime Dungeons & Dragons luminaries Chris Perkins and Jeremy Crawford, the hosts take a thoughtful look at the history of these figures, their legacy, and what their departure means for the game’s future. The episode explores the consequences of Hasbro’s increasing influence on creative decisions, the fallout from the OGL crisis, and the failure of initiatives like the Sigil VTT. Throughout, the hosts consider what lies ahead for D&D—whether the game will weather the storm of corporate missteps or if third-party publishers will seize the moment to redefine the RPG landscape. Amid uncertainty, one thing is clear: the future of the game will be shaped by both the community’s response and the creative forces willing to strike out on their own. Key Takeaways The State of Dungeons & Dragons Chris Perkins and Jeremy Crawford, two of D&D’s most influential figures, have stepped down. Perkins has worked on D&D since 1988, while Crawford helped shape 5e’s identity. Their exit signals the end of a creative era and raises questions about who will lead next. Hasbro’s increased focus on profitability has compromised creative freedom. The OGL crisis alienated fans and damaged trust in Wizards of the Coast. Sales of the 2024 Player’s Handbook were record-breaking but still missed expectations. Shortages of physical books suggest logistical and planning issues. Industry and Community Impacts The Sigil VTT project, led by video game designers, failed to meet community needs. Layoffs and leadership changes have made the future of D&D increasingly uncertain. Many believe D&D is leaving its "golden age" and entering a phase of instability. Hasbro’s corporate oversight has placed immense pressure on remaining design staff. Amanda (noted designer) is recognized as talented but remains controversial. The rise of third-party developers may usher in a more decentralized RPG scene. Players are growing more divided over recent content, pricing, and delivery models. The shift toward digital may alienate some fans and raise the cost of entry. Despite frustrations, many still wish D&D and its former designers well. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
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  • TOMB OF HORRORS Pt 1 (Remastered) - Welcome to the meat grinder
    In this episode, the RPGBOT.Podcast crew bravely (and foolishly) opens the first rusted gate into Tomb of Horrors, one of the deadliest and most legendary modules in tabletop RPG history. Originally written by Gary Gygax to humble overconfident players and their min-maxed murderhobos, the Tomb has become a rite of passage for generations of adventurers who thought they were smart. They weren’t. The hosts dive into the legacy, design philosophy, and gameplay experience of Tomb of Horrors, from its origins in early tournament play to the sadistic joy it brings DMs and the crushing despair it brings players. They analyze why this deathtrap dungeon still matters today, how to survive it (hint: you won’t), and what modern lessons GMs can learn from its brutal design. Spoiler alert: There are puzzles. There are traps. There is no mercy. The Origins of the Tomb Written by Gary Gygax in 1975 for tournament play at Origins I. Designed specifically to kill off characters run by smug powergamers. Later published in 1978 as S1: Tomb of Horrors, and updated across editions including 3E, 4E, 5E (Tales from the Yawning Portal), and even in Ready Player One. The Philosophy of Pain Tomb of Horrors isn't about combat—it's about punishing overconfidence. Encourages player skill over character sheet. You can’t punch your way through this dungeon. A brutal mix of riddles, false doors, lethal traps, and one very smug demilich. Theater of Brutality Gygax’s use of boxed text and riddles set a template for narrative traps. The party isn’t just punished physically, but psychologically. “Congratulations, you poked the wrong wall and died instantly.” Puzzle Madness The module requires deep logic puzzles and metagame thinking. Hosts discuss how this creates a blend of escape room and psychological horror more than traditional dungeon crawling. Modern Takeaways How GMs can use elements of the Tomb to design clever traps and tests without just steamrolling players. Emphasizing consequence and caution in modern storytelling. How to prep your players for a game that isn't fair—and was never meant to be. Warning for Players If you're playing in a Tomb of Horrors game and haven’t read it: TURN BACK NOW. The spoilers are real, the traps are real, and the deaths are personal. Spoiler Warning: This episode contains full spoilers for Tomb of Horrors. Listener discretion is advised unless you're the kind of player who thinks 10-foot poles are optional. They're not. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
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  • YSGARD: Send us demons so we can kill them!
    In this riotously entertaining episode, the RPGBOT.Podcast crew embarks on a wild ride from the expressive chaos of Nicolas Cage's acting to the mythic battlegrounds of Ysgard, the Viking heaven of Norse mythology. Along the way, the hosts take pit stops in Glorium's rowdy streets, wander the dwarven stronghold of Nidavellir, and contemplate the celestial politics of Seluna and Shar. Whether you came for cinematic hot takes, planar travel lore, or tactical GM advice, this episode has something for everyone who enjoys myth-heavy mayhem and tactical improvisation. The crew dives into the layers of Ysgard’s lore—from eternal battles and sentient giants to magical gate towns and celestial intrigue—blending serious worldbuilding with their signature humor. They also tackle the practical side of RPG combat, offering advice on reskinning monsters, navigating Challenge Ratings, and surviving those “oh no” moments behind the DM screen. So strap in for an episode that’s part mythic deep-dive, part Cage-fueled comedy roast, and 100% tabletop chaos. Key Topics Covered: Character Creation & Acting Tangents The artistry of Nicolas Cage: method actor or chaos incarnate? Mark Wahlberg’s variable performance range. Why bad movies sometimes make for great inspiration. RPG character creation as a narrative tool and personal expression. Deep Dive: Ysgard, the Plane of Eternal Battle Ysgard is Viking heaven: eternal war, mighty mead, and storytelling mayhem. The confusing yet compelling structure of Norse myth and its impact on D&D lore. Differences between Ysgard and Akaron: glory vs. order. Portals, planar access points, and the metaphysical bus schedules to Ysgard. The Rumelais: unique native creatures with mysterious motivations. Giants in Ysgard: smart, social, and surprisingly civilized. Gate Town Glorium: culture-rich, fire-giant-threatened, and narrative gold. Nidavellir: a dwarven and gnomish city-state with its own unique governance. Celestials and cosmology: the Lilin, transformed by Seluna, and the tension with Shar. Mythical Bits & Narrative Hooks Rattatosker the squirrel: more than a meme, he’s a lore-bearing rodent of mischief. How players can plug their own stories into the mythic framework of Ysgard. Tirza of Glorium: adding drama, danger, or comic relief to planar campaigns. The Gates of the Moon: not just a poetic name, but a powerful location. GM Tools: Combat on the Fly Strategies for improvising combat encounters. Why reskinning monsters keeps players on their toes. Action economy: what it is and how it defines encounter flow. The truth about Challenge Ratings: more suggestion than science. Tools of the trade: stat blocks, encounter tables, and “The Monsters Know What They’re Doing.” Practice makes prepared: why experience is the best GM teacher. Key Takeaways: Ysgard is ideal for chaotic good storytelling, player-driven plots, and epic themes. Norse myth is vague, fragmented, and rich with room for creative adaptation. Glorium offers fertile ground for exploration, politics, and conflict. DMs can elevate encounters by preparing loose frameworks and embracing improvisation. Even the most over-the-top topics (Nick Cage included) can lead to real storytelling gold. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
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O RPGBOT.Podcast

The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot. You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs. Support us at the following links: Patreon: https://www.patreon.com/rpgbot BlueSky: https://bsky.app/profile/rpgbot.net TikTok: https://www.tiktok.com/@rpgbotdotnet The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.
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