エピソード

  • 015 Randomness
    2024/08/18

    This episode’s topic is randomness. Chance is a core part of nearly all roleplaying games, but why is it fun? Can you have a valuable RPG without it? Does randomness increase or decrease the quality of stories at the table? Join us as we find out on RPGXray.

    HOSTS:

    Ethan Schoonover Jason Beaumont Erik Saltwell

    APPENDIX X:

    Co-Intelligence (Book, Erik) Solium Infernum (, Erik) 1491 (Book, Ethan) Hiking (Activity, Ethan)

    GAMES MENTIONED:

    Powered By The Apocalypse Red Markets Delta Green Eat The Reich Dark Sun Marvel Universe Memoir 44 Command and Colors Pendragon Blades in the Dark Isle of Dread (5e)

    SUMMARY:

    The main topic of this episode is randomness. Topics include:

    • Randomness as uncertainty and authority: Randomness is an authority that gets to say what happens at the table. The role of randomness is to create uncertainty and choose outcomes that no one at the table would choose.
    • Input vs. output randomness: Most forms of randomness dictate the outcome of an action, but some forms of randomness specify the inputs of an action: they determine what choices a player can choose between.
    • Tension and memorable moments from randomness: One of the main roles of randomness is to create tension. The uncertainty of randomness can create defining moments of celebration and commiseration, as with critical hits and fumbles..
    • Randomness and setting: The odds of success speak about power and tone in your game world. For example, in Pendragon, the power of an armored knight in a lance charge speaks to how economic power translates into military power in feudal England.
    • Dice fudging: The group discusses three principles around dice fudging. Dice fudging can make the world feel less real, less designed, and less challenging. Dice fudging should not be used if it takes your players out of the willful suspension of disbelief. ** If a roll is unacceptable to you as the GM, don’t put the outcome in the hands of randomness.
    • Sources of randomness outside of dice are more than just aesthetically different.. Tools like cards and Jenga towers create an interdependence between rolls that create substantive differences in your game. Randomness in character creation: * Random character generation encourages adaptability and diverse party compositions, increasing replayability and character depth. It challenges players to embrace unexpected roles, fostering creativity and organic character development.
    • Randomness in the game world, like wandering monster tables. These traditional tools exemplify early RPG design philosophy, balancing structure with unpredictability in exploration and encounter design. Over time, a focus on narrative continuity and consequences have de-emphasized this style of play.
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    1 時間 2 分
  • 014 Classes
    2024/07/09

    This episode’s topic is classes. Wizard, thief, fighter, rogue! We all know the tropes of classic fantasy RPGs but how have these evolved over time? What is the benefit of a class and how do classless RPG systems compare to a more traditional approach? What happens when you unbundle skills and abilities from the bounds of a class model?

    HOSTS:

    • Erik Saltwell
    • Brendan Power
    • Ethan Schoonover

    APPENDIX X:

    • Alan Wake 2 (Video Game, Brendan)
    • Solium Infernum (, Erik)
    • Dark (TV, Ethan)
    • Alan Wake 1 (Video Game, Ethan)
    • Archive 81 (TV, Ethan)
    • Brooklyn Nine-Nine (TV, Erik)

    GAMES MENTIONED:

    • Night Floors
    • Warren
    • Pendragon
    • The One Ring RPG
    • Delta Green
    • Impossible Landscapes
    • Blades in the Dark
    • Dungeons & Dragons
    • Call of Cthulhu
    • Alien RPG

    SUMMARY:

    The main topic of the episode, classes in RPGs, is explored from various angles. The hosts discuss the origins of classes, which stem from wargaming and Tolkien-inspired narratives, and how they provide structure and implied play styles for characters. They also delve into the downsides of classes, such as the potential for creating ""generic optimum"" actions that can lead to repetitive and less interesting gameplay.

    Ethan and Erik talk about the appeal of low-level play in Dungeons & Dragons (D&D), which often feels more classless and encourages creative problem-solving. They also touch on the concept of niche protection and how it can both spotlight individual characters and constrain them within certain roles.

    The conversation shifts to classless systems like Call of Cthulhu and skill-based RPGs, discussing how these systems allow for more flexible character creation but can still lead to optimized play styles. They also mention games like Blades in the Dark, which offer mechanics like setup actions to encourage lateral thinking and creative solutions.

    Erik suggests that classes might be more useful for younger or less experienced players, providing structure and helping them learn to share space and collaborate. As players mature, they may find classless or more flexible systems more appealing.

    The hosts conclude by considering the potential benefits and drawbacks of both class-based and classless systems.

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    1 時間 7 分
  • 013 Railroading
    2024/06/05

    In this episode of RPG Ex-Ray, hosts Brendan Power, Jason Beaumont, and Erik Saltwell dive deep into the art and science of railroading in tabletop role-playing games.

    Our main discussion in the episode is railroading—when and how it's appropriate, the balance between player agency and narrative structure, and how to avoid the pitfalls that can make players feel their choices are meaningless.

    Key Ideas Discussed include:

    • Railroading vs. Player Agency: How to balance structured narratives with allowing players freedom of choice
    • Emergent Gameplay: The benefits and challenges of letting the story unfold organically based on player decisions
    • Jaquaying the Dungeon: Designing dungeons and scenarios that maximize player options and avoid linear paths
    • Consequences of Choices: Ensuring player decisions have meaningful impacts on the game world,
    • Player Expectations: Managing and setting player expectations to avoid feelings of being railroaded
    • GM Techniques: Tips for GMs on how to subtly guide players without overtly restricting their actions
    • Published Adventures: The advantages and pitfalls of using pre-made modules and how to adapt them for your group
    • Session Preparation: Strategies for effective game prep that allows for flexibility and player-driven narratives
    • Narrative Control: Understanding the balance of control between GM and players in creating a compelling story.

    HOSTS:

    • Erik Saltwell) * Brendan Power
    • Jason Beaumont

    APPENDIX X:

    • Monarch: Legacy of Monsters (TV, Brendan)
    • U-Boot (Board Game, Erik)
    • Detective Board Game (Board Game, Erik)
    • Dreadnought (Film, Erik)

    GAMES MENTIONED:

    • Pendragon)
    • Feng Shui)
    • Alien RPG)
    • Trail of Cthulhu - The Big Hoodoo)
    • Dungeons & Dragons)
    • Masks of Nyarlathotep)

    Quotes

    • "Railroading is what happens when there is a violation of expectations at the table about authority." - Erik
    • "I am okay with GMs putting their fingers on the scale in order to ensure that things are a good time." - Brendan
    • "If you can't see that you're being railroaded, you're probably okay with it. It's inartful GMs who are like, actually, that critical hit you just, you fired, it turns out you were shooting at a mirror, you know, or whatever. That's where it rings hollow." - Brendan
    • "I think experiencing the consequences of your decisions will long term better heighten play at the table." - Jason
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    50 分
  • 012 Props
    2024/05/16

    This episode’s topic is props. From maps to sound effects, miniatures to background music, props evoke tone, immerse players, and clarify what is going on in your game’s fiction. Join us as we discuss what makes props work, and when they fail.

    HOSTS:

    Erik Saltwell Ethan Schoonover Jason Beaumont

    APPENDIX X:

    Godzilla Movies (Film, Jason) Alan Wake 2 (Video Game, Brendan) The Expanse (TV, Ethan)

    GAMES MENTIONED:

    Blade Runner RPG Thousand Year Old Vampire Apollo 47 Technical Manual Red Markets Call of Cthulhu Monsters and Other Childish Things Dread Dungeons & Dragons Delta Green Pendragon

    SUMMARY:

    In this episode, we look at how props effect gameplay in tabletop RPGs. Topic points include:

    • Categories of Props: sensory aids that help people imagine the setting, functional tools that clarify the situation, and emotional enhancers.
    • Maps: Maps are necessary for tactical grid play, but even napkin sketches help players understand what is happening. Maps are great at evoking tone, but as technology enables us to build higher fidelity maps, we can end up over investing. A prime example of this is the use of maps in VTTs.
    • Failure is always an option: We discussed times when we had elevated hopes for props that didn’t work out.
    • Props and the magic circle: One of the most effective uses of props is to help people prepare to enter and leave game space often referred to as the 'magic circle.'
    • Props as adventure navigation aids: How infographics like timelines and relationship maps can help players navigate complex adventure structures.
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    1 時間
  • 011 Agendas
    2024/05/01

    This episode’s topic is Creative Agendas. Whether we aspire to overcome challenges, embody characters, or simply socialize with friends, our high-level goals determine many of our choices and define what we are proud about in our roleplaying sessions.


    HOSTS:

    Erik Saltwell

    Brendan Power

    Ethan Schoonover


    APPENDIX X:

    Marvel's What If (TV, Erik)

    The Guns of August (Book, Ethan)

    Routledge Atlas of the First World War (Book, Ethan)

    Slow Horses (TV, Brendan)


    GAMES MENTIONED:

    Sorcerer

    Apocalypse World

    My Life with Master

    Microscope


    SUMMARY:

    In episode 11 of RPG Xray we dig into the concept of creative agendas in RPGs. We workshop the definition of agendas as the underlying motivations and goals that players and game masters bring to a role-playing game session. We explore different types of creative agendas, including gamism (focus on challenge and strategy), narrativism (emphasis on storytelling and thematic exploration), and simulationism (desire for realism and consistency in the game world). The discussion also touches on the history of RPG theory, particularly the contributions of Ron Edwards and The Forge, an online forum where many ideas about game design and player motivation were developed.

    We debate the usefulness and limitations of categorizing player motivations into distinct creative agendas and discuss players with multiple simultaneous as well as how these motivations can lead to more satisfying gaming experiences. We also explore the dangers of pigeonholing players or assuming that one type of agenda is superior to others.

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    51 分
  • 010 Rulings
    2024/04/15

    This episode’s topic is Rulings. The use of at-the-table decision making is one of the defining features of tabletop roleplaying games that allows for unlimited player creativity. Relying on other humans, though, can leave your table open to bad behavior and interpersonal conflict. Join us as we discuss the differences between rules and rulings in RPG

    HOSTS:

    • Erik Saltwell
    • Ethan Schoonover
    • Jason Beaumont


    APPENDIX X:

    • Loki Season 2 (TV, Erik)
    • Ham Radio (Activity, Ethan)
    • Funk and Wagnall's Standard Dictionary of Folklore, Mythology, and Legend (Book, Ethan)
    • Home Theater Remodel (Activity, Jason)


    GAMES MENTIONED:

    • Dread
    • Dungeons & Dragons
    • Apocalypse World
    • Nights Black Agents
    • Curse of Strahd


    SUMMARY:

    In this episode we tackled “Rules and Rulings" in RPGs. We differentiate between "rules," which are the mechanical aspects defined by the game system, and "rulings," which rely on human judgment to adapt or create new rules on the fly to accommodate unique situations in the game. We explore the concept of "tactical infinity," the idea that anything is possible in tabletop RPGs, a feature that distinguishes them from computer RPGs and we cover how rulings can enhance gameplay by allowing for more creativity and flexibility while looking at the challenges of balancing rules and rulings to maintain fairness and player engagement.

    We talk about the importance of trust between game masters and players, and how a shared understanding of the game's rules and the willingness to adapt can lead to more rewarding gaming experiences. We conclude by discussing the “what if” scenario of a game system based entirely on rulings and the implications for game design and player dynamics.

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    55 分
  • 009 Licensed IP
    2024/04/01

    This episode’s topic is Licensed IP, which provides RPG gamers the promise of being a hero in stories they already love, while utilizing their knowledge of a property’s setting and tropes to improve the tabletop role playing experience. Join us, to learn how licensed IP can enhance, or break, your gameplay.

    HOSTS:

    • Erik Saltwell
    • Ethan Schoonover
    • Brendan Power

    APPENDIX X:

    • A Murder at the End of the World (TV, Brendan)
    • Warlock (Book, Ethan)
    • Blood Meridian (Book, Ethan)

    GAMES MENTIONED:

    • Ghostbusters
    • Star Trek Adventures
    • Blade Runner RPG
    • Terminator RPG
    • Dune RPG
    • Alien RPG

    SUMMARY:

    In Episode 9 we delve into the topic of licensed intellectual properties (IPs) in role-playing games.

    We discuss the advantages and challenges of using licensed IPs in RPGs including how licensed IPs can facilitate play by providing familiar settings and narratives, lowering the barrier to entry for new players. We also consider how these IPs can constrain creativity due to their predefined worlds and stories. Our conversation touches on various examples, including "Alien," "Blade Runner," and "Terminator," exploring how these IPs have been adapted into RPGs and their impact on game design and player experience.

    We compare licensed IPs with original content, discussing the impact of world-building versus story-building in games and the mechanics used by different games to capture the essence of their respective IPs. We reflect on our experiences playing RPGs based on licensed IPs and original content, sharing insights on what makes these games compelling and challenging.

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    54 分
  • 008 Authorities
    2024/03/23

    This episode’s topic is Authorities. Who can say what, and when can they say it, in an RPG? Authorities determine this, and have, since the foundation of tabletop role playing.

    Small changes to the authorities in your game can have huge, sometimes unexpected impact on the gameplay experience.

    HOSTS:

    • Erik Saltwell
    • Ethan Schoonover
    • Jason Beaumont


    APPENDIX X:

    • City of Darkness: Life in Kowloon Walled City (Book, Ethan)
    • Old Army Firearm Training Films (Video, Erik)
    • SCP (Website, Erik)
    • Alan Wake 2 (Video Game, Jason)
    • The Night House (Film, Ethan)


    GAMES MENTIONED:

    • Psi*Run
    • Inspectres
    • Dungeons & Dragons
    • Call of Cthulhu
    • Spelljammer
    • Masks of Nyarlathotep
    • The Pool


    SUMMARY:

    Episode 8 of the “RPG XRAY” podcast, titled ""Authorities,"" dives into the concept of authorities in role-playing games (RPGs), a topic discussed by hosts Jason Beaumont, Ethan Schoonover, and Eric Saltwell, along with their experiences and insights on how authority distribution affects gameplay.
    The episode begins with the hosts sharing their recent media consumption and its relevance to gaming. Ethan discusses the book ""City of Darkness: Life in Kowloon Walled City,"" reflecting on its implications for world-building in RPGs, particularly in creating dense, lawless environments. Eric shares his exploration of World War II training videos and SCP (Secure, Contain, Protect) Foundation content, highlighting their potential for storytelling in games. Jason talks about playing ""Alan Wake 2,"" emphasizing the game's use of sensory experiences and subjective reality to enhance horror elements.
    The main discussion centers on the concept of authorities in RPGs, referring to the rules that dictate who can say what within a game's narrative and mechanics. The hosts outline three primary roles with potential authority in RPGs: the player, the game master (GM), and the rule system. Traditional games typically grant players authority over their characters, the GM authority over the game world and narrative, and the rule system authority over the outcomes of actions.
    The conversation explores various distributions of authority and their impact on gameplay. Examples include traditional games, where the GM has significant control, and non-traditional or story games, where players may have more narrative authority. The hosts discuss how shifting authority can create different play experiences, from collaborative world-building to games where players have significant control over the story's direction.
    The episode concludes with the hosts reflecting on their personal preferences and the potential for experimenting with authority distribution in their games. They express interest in exploring how changing who has authority in specific situations can lead to innovative and engaging gameplay experiences.

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    55 分