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Dec 20, 2024

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We talk about playing vs. writing, online stalkers, the quest for originality, Patrick’s relation to art and the double problems of commercialization & commodification in the DIY scene. Among that: several questions by the hosts (hasran & Settembrini) on Patrick’s previous published work (mostly Silent Titans, DCO and Maze of the Blue Medusa) and of course, the newest project: Broken Fire Regime and how its Para-Cosm relates to the wider Stuartverse.

You’ve brought this up in earlier episodes and you’re not totally off, but I think your theory needs to be tweaked slightly. The key to innovation and richer game play with regard to AD&D is, I think, effective world building, but the latter is (perhaps) best served in MANY regards by a study of historic warfare. Wargaming (at least the non-fantasy kind) does just this…it attempts to model real world operations, logistics, and strategic considerations with game-worthy systems and rules. My most recent foray into AD&D play has been accompanied by heavy doses of reading and research into both western history and ancient warfare (so often, sadly, intertwined) and the results have been spectacular as far as MY level of engagement and energy and endurance for real world building…and this has, quite naturally, spilled over to my players at the table.

Well done gentlemen, highly entertaining. And what stamina. The simplifications in B/X are sometimes unhelpful, and spells are a good example. As you both pointed out, there should be limits/costs on some of the most useful. Also in the descriptions, 1E seems a clear winner when you consider the progression of Phantasmal Force/Improved Phantasmal Force/Spectral Force as it moves from visual only, adding some auditory effects, and finally full noise plus thermal: now one has more tools to adjudicate how effective that illusionary fireball is. I like using these spells in combinations, e.g. fireball then spectral force, dig then phantasmal force (of no pit).

Heist adventures. Excellent ideas already mentioned in the podcast: read Kidnap the Archpriest; random generation tool for folk encountered. For the latter I would include a loyalty stat. Kidnap the Archpriest might be improved by a more graduated alarm response; see the Notoriety system in WGR6 The City of Skulls. Also some more thought about obstacles against resources, e.g. locked stout wooden doors against passwall, knock, wood warp. Other adventures worth looking at: A Little Bit of Thievery; Statues.

It is our honour to greet a King of the legendary GDW as our guest today: the inventor of Traveller, Marc Miller. We talked with him about the dawn and origins of the game and hobby (including Redmond A. Simonsen & SPI), many luminaries of legendary GDW (Wiseman, the Keiths, John Harshman, Gary Gygax, Frank Chadwick and others ), crypto-fascism in our hobbies and real life, and how small things can have big impact for the positive. Other subjects include the role of D&D in forming both Traveller as well as changing the wargaming scene, Swiss design, font choices, and information presentation. Hosts: hasran, blut_und_glas, settembrini

Somit ist der Einsatz von Fackelträgern o.Ä. einerseits vorgeschrieben (damit wir diese Bereicherung genießen können!) und anderseits einfach & strikt geregelt (damit wir nicht zwei Stunden darüber diskutieren, ob und wie viele Fackelträger wir mitnehmen und ausrechnen, wie viele wir uns überhaupt leisten können und ob es nicht sowieso viel besser ist, zwei Dutzend Arbeiter einen Weg zur Grabkammer buddeln zu lassen).

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