Our Traveler’s venture into Shallamas looking for a place to sell their unneeded items, and to learn more about the Crime Lyulf’s Father is accused of. Awkwardness ensues. (WARNING: This episode contains a bit of suggestive banter and lots of innuendo. We kept it as clean as we could.)
The Ninth World Chronicles Episode 8: Of Brothels and Broken Things
Thursday, November 21, 2013
Tuesday, November 19, 2013
Poll Posted
Hello Travelers,
I am really considering doing every other week Episodes of the Chronicles for a variety of reasons.
The Episodes themselves are recorded two at a time and we take a 15 minute break in between. We recap in the middle and it does seem to break up the flow of the game a tad. If I did every other week Episodes the whole nights session would be one Episode. I think the quality of each episode would be better since I won't have 'downtime' episodes where it is all setup to the following episode like I feel we have had so in the past.
Editing wise this works better for me time wise. It also give me a chance to get work with Cat Head Eagle more in having music that fits the segments a lot better. Also I hope it would give me more time to provide you guys with written content. I plan on writing up the creatures my players have encountered as well I have a couple of great idea for "The Adventures of Jeseric" Short stories I want to write. However I spend a good deal of my free time editing. So I have little to spend on the written endeavors. I am working on a new website to house a better site with better content for all of you.
There are downsides however. I fear I will loose listeners. Episode 4 The First Discovery. The one with battle with the large beast, has less listeners then Episode 5. It is also the one Episode that had a one week hiatus before it. People like to ingest story content weekly. That is how Television works and they are used to it. An every other week schedule could totally alienate the majority of you listeners that download this podcast every week.
The story also stays fresh. Weekly I am having to start punching up my GMing a bit more. Making sure there is a new interesting encounter about every 30-45 minutes. I'm limiting down time and discussion as much as I can to get things moving forward. This I hope makes for a better listening experience. Slowing to a 3 hour Episode may slacken my resolve on this a bit. I hope it doesn't but you never know.
Myself I am conflicted. There are good reasons for both. I am leaning towards every other week just for polish and sanity reasons but if you guys don't like it I will power through with a weekly schedule.
So what do you guys think. I have posted a Poll on the top of the website. Please let me know your thoughts.
I am really considering doing every other week Episodes of the Chronicles for a variety of reasons.
The Episodes themselves are recorded two at a time and we take a 15 minute break in between. We recap in the middle and it does seem to break up the flow of the game a tad. If I did every other week Episodes the whole nights session would be one Episode. I think the quality of each episode would be better since I won't have 'downtime' episodes where it is all setup to the following episode like I feel we have had so in the past.
Editing wise this works better for me time wise. It also give me a chance to get work with Cat Head Eagle more in having music that fits the segments a lot better. Also I hope it would give me more time to provide you guys with written content. I plan on writing up the creatures my players have encountered as well I have a couple of great idea for "The Adventures of Jeseric" Short stories I want to write. However I spend a good deal of my free time editing. So I have little to spend on the written endeavors. I am working on a new website to house a better site with better content for all of you.
There are downsides however. I fear I will loose listeners. Episode 4 The First Discovery. The one with battle with the large beast, has less listeners then Episode 5. It is also the one Episode that had a one week hiatus before it. People like to ingest story content weekly. That is how Television works and they are used to it. An every other week schedule could totally alienate the majority of you listeners that download this podcast every week.
The story also stays fresh. Weekly I am having to start punching up my GMing a bit more. Making sure there is a new interesting encounter about every 30-45 minutes. I'm limiting down time and discussion as much as I can to get things moving forward. This I hope makes for a better listening experience. Slowing to a 3 hour Episode may slacken my resolve on this a bit. I hope it doesn't but you never know.
Myself I am conflicted. There are good reasons for both. I am leaning towards every other week just for polish and sanity reasons but if you guys don't like it I will power through with a weekly schedule.
So what do you guys think. I have posted a Poll on the top of the website. Please let me know your thoughts.
Monday, November 18, 2013
Episode 6&7 Retrospective: or OpenWorld Gaming
When I started this campaign for my players I told them that
even though they are on a long quest it is not one big rail. Look at it like Video games like Skyrim or
Fallout or even Grand Theft Auto. There
is a main plot that is sprinkled in here and there. But where they go what they do is totally up
to them.
I told them. “You do
not have to help every beggar with a sob story, or jump at every hook I present
you. Do what your characters would do.” Granted some of the hooks have been too hard
to ignore so far, but that won’t be the case much longer.
So many times in pen and paper roleplaying games you are
obligated to bite at the hook. You have to.
That is the adventure your GM planned.
If you don’t do it, you will probably just end up wandering most of the night
while your GM rolls on a random encounter table or something (I’ve played in
those sessions). There is nothing wrong
with this kind of design. It’s a bit railroady
but you came into the game wanting to have fun so will probably have the most
fun with the adventure the GM prepares even if it goes against your idea of
your character.
That is not the fault of your GM, in most cases it is the
fault of the system. Usually the GM has
already spent hours preparing the session ( where you the player are only
spending the hours playing it) because the system requires hours to prepare to
get things right.
Unless of course you fudge.
I have always been a seat of my pants GM where I hide behind my GM
screen making up rolls, usually it’s because I really didn’t spend the time to
Stat out the NPC or I didn’t have time to look in 4 books to find out what their
abilities actually do, or I am just trying to make the game interesting. Recent systems have made the life of a GM a
lot easier. The 4E monster statblocks
were a godsend(though I won’t talk about the rest of the system) Numenera makes
it even easier in some regards. I give
it a level I am done. I can make up
whatever I want just assign it a level and away we go. Usually though I have been giving things different
levels. As in the monster attacks at
level 2 but defends at level 3. That
kind of thing. I add other elements like
Special attacks, or other ideas, just fun to throw in. Like when the Synthspinner Juggernaut
(thanks Scott B for the name, that write up is still coming I promise) attacked
all the characters in front of it at once.
Just because I thought it was interesting. With Numenera you can fudge that kind of
thing.
What I can’t fudge however is Dice rolls. Uggg.
Dice rolls. We use Roll20’s dice
for this podcast. I have to say I have
been unimpressed with its randomness. We
get more 1’sand 20’s than anything else.
Not sure why. But with the
players rolling all the dice the outcome is out of my hands. That scares me as a GM. I believe I have been WAY too lenient on my
players so far in combat. The actual
fights have been a breeze. Well except
for that Synthspinner I tried hard to make that one atleast challenging. I’ve
been easy on them because I have no control of their fate. A couple bad rolls and they can go down
early.
Even in social situations the dice are fickle. Which have led to interesting results.
But anyway back to my original topic. I have tried my best to make this an open
world game. There is a story there is character
hooks, but the players are free to do what they want.
We’ve seen it already.
The murder plot on the caravan the characters weren’t particularly
interested in. They tried a couple
things, those didn’t pan out well but they didn’t press the issue. That’s their prerogative. It doesn’t harm my game at all. Obidark’s lair was another example. They never even went past the first room of
the place before they left. They got
what they wanted and they left. Was it
poor design on my part? Maybe. I could
have had Cali buried deep inside the facility but I did not. I didn’t feel it matched the nature of what
Obidark was doing and the purpose of the silo.
That and I really didn’t have much more planned. There would have been a power source, some weird
control room type thing that may hint to other facilities of Obidark’s race,
and probably a living space. I had a
few small ninth world details scribbled down but nothing major. But if I thought of something better while
playing I would have had it. Maybe ‘transporter’
type room that makes Obidark substantial or the players ‘trans-dimensional’
that would have been cool (might have to use that later)
Back to the main topic.
Creating open world games is daunting but not very hard. There is one thing I heard on a podcast once
that changed my whole philosophy of GMing. It was an Old Episode of the Order
66 Podcast where they talk about something they dub the GM’s Holocron. They have since done an episode with it for
Edge of the Empire, but you probably should go and listen to the original in
the Archives if you’re interested. What
they came up with was the idea of a GM’s notebook. Where you are not stating out each encounter and
taking meticulous notes on what goes where and who everyone is, but instead you
design encounters as set pieces. You
just list scenarios with brief descriptions of layout and enemy types. You do a ton of these, the most interesting things
you can think of. Nothing too
detailed. A Fight at a waterfall, an
ambush at a market, an attack while scaling a cliff. Then when the story leads you to a place
where you can throw one of them in you quickly fill in the blanks. Who’s attacking them in the market? What do they want? What is their goal? And bam
you have an encounter. This type of GM
styling makes it so I don’t sweat the fights, and I can spend most of my GM
prep time in designing interesting stories that would lead to one set piece or
the other. Most set piece are
system/setting agnostic too which means you can use them over and over in different
games. It really makes open world
gaming a lot easier.
However it does lead to some awkwardness from time to
time. Where you have an idea you set it
up and the players back out at the last minute.
The lynch mob was kind of
that. I wanted to have a confrontation,
but then couldn’t justify it. Asura wasn’t
being insulting. They HAD just come back
with the kid. It just didn’t work out.
I will say I am having a hard time judging my characters. Things in town didn’t go as I thought they
would. The GM intrusion with the White
pyramid. I knew Asura would go look at
it. He’s at least reliable for that kind
of thing. I didn’t expect the players to
be superstitious about touching him though.
That was how Lyulf was going to first suspect something was up with his
father. A little foreshadowing I had
planned that didn’t pan out. However
Thank you Theron! Your next Judgment
will be wrong. I can see that paying dividends
later on. Do I even know what his next judgment
will be? Nope. I have no idea how things are going to play
out. I won’t give away what Annalee
would have heard. I’ll keep that one for
later. Asura’s prophecy sounds a bit
lame. People paying attention probably
have figured out some of the meta-plot going on in the background. Asura’s did tie to that, but it may also tie
a bit closer into Asura’s story in the future.
I have wheels turning. I have
idea coalescing.
That brings me to another point of open world GMing. Plan what you can. Weave some through plots when you can, when
they make sense and don’t be afraid to have them too obvious to your characters. You will be surprised how much they DON’T
pick up on. However you also should leave
a lot of loose ends. Things that don’t
get wrapped up tightly. And when you do
NOTE THEM. That way sessions down the line
when you are working on another plot and look through your notes you might have
the chance to pick up one of those loose ends and pull. And
when your players realize that odd strip clear synth actually can see a hidden
messages scrawled on the wall of some underground compound it’s going to blow
their minds. Not that you thought about
it in advance when you made the oddity.
But they won’t care, they will congratulate themselves with even
thinking to look through the plastic and how cool they are and in that moment
they will be having a blast which as a GM is my Number 1 goal.
Thursday, November 14, 2013
The Ninth World Chronicles Episode 7: A Walk into White
Our Travelers are almost to Shallamas. But will they all make it thier in one piece. As they Leave Obidark's Lair not everyone on the Caravan our happpy with what has transpired.
Enjoy!
The Ninth World Chronicles Episode 7: A Walk into White
Enjoy!
The Ninth World Chronicles Episode 7: A Walk into White
Thursday, November 7, 2013
The Ninth World Chronicles Episode 6: Obidark's Lair
Our Travelers are trying to find a way inside Obidark's Lair to rescue Cali, the child from the Caravan who's gone missing. What foul things will they find inside.
The Ninth World Chronicles Episode 6: Obidark's Lair
The Ninth World Chronicles Episode 6: Obidark's Lair
Wednesday, November 6, 2013
iTunes Fixed
Ohh iTunes! tisk tisk. Well that and Archive.org. Aprently archive.org changed the default urls that they give you for things you upload there, from http's to https'. iTunes does not like https so any url that starts with that does not work. Fun fun. This change aparently happened between me posting episode 3 and 4 of the podcast. So I had to go in and fix it. Once I figured out what the problem was.
Well all this means for you dear listener is you can now get the last two Episode of the Ninth World Chronicles on Itunes once again.
I am so sorry for the delay. Lets hope we have no more hiccups in the futre.
Well all this means for you dear listener is you can now get the last two Episode of the Ninth World Chronicles on Itunes once again.
I am so sorry for the delay. Lets hope we have no more hiccups in the futre.
Tuesday, November 5, 2013
Episode 5 Retrospective
So the big battle happened.
Sorry no real retrospective on that one.
Been pressed for time and it being a big battle against a Creature there
really isn’t much to say. I hope you liked the idea of the Creature, and the
fact that the Trees were actually part of a large underground web in case you
didn’t quite get that. My editing of
that episode was piss poor though. I
started it, had it half way edited, but closed the file without saving it. Fun fun.
Then I had my headphone shatter (a cat helped) so I was editing the
whole thing with one headphone speaker held to my head. That is my excuse for the repeated battle
music. It just goes on WAY too long. But
alas I ran out of time and patience with it.
I bought new Headphones for editing episode 4. Turtle Beach’s Earforce X12’s if you’re
curious. They fit great and are super
comfortable. But suck for editing. They are analog in sound. My last headphones
were straight USB and while they had a volume control it actually adjusted the
volume the computer was outputting.
These amplify the computer’s output.
So it really makes it really hard to tell actual volume of background
sounds and even if you are over modulated. So if
things are too loud with Episode 4 that is why.
Sorry still tweeking and adjusting.
Now on to Episode 5.
Call backs, is what I should have called the episode. With a little bit a poor planning on my
part. When I came up with the encounter
in Episode 2 where the women died from the Caravan. It was off the top of my head. I was making
up the encounter as I was describing it.
Like I said back in my Episode 2 Retrospective. I never expected the
party to get that far. I didn’t plan for
it. However I never meant for her death
to be tied to the attack. However I
described her as injured. She fell off
her annen during the fighting I said.
However my players skipped over that detail, and I was fine with it. It could have been a buy product of the
attack and I could leave it at that. It
wasn’t until they started caring for the guy whose arm was injured did I get
the idea that this was in fact Murder.
Now I had a vessel to tell a story with that I can shelve until I need
it. The guy was unconscious after all. Injured quite badly.
The poor planning number 1 however came during Episode 4. I knew then that Boslin was going to be my
villain. He’s a spoiled rich man who
despises the people he is with even though he chose to be with them. They are all beneath him and he cares little
for their wellbeing. Once I knew he was
going to survive Episode 4, I should have planted evidence on his dead annen. Have the players find the used injector then
and not know what it was or for. Hind
sight is 20/20.
Instead the players were fumbling around wondering if they should
believe this story or not. Frankly it
didn’t make for an interesting plot as it panned out. I was expecting them to at least question
Boslin. Confront him even. I knew the evidence was flimsy. I could of I guess provided more but then I was
thinking why would Boslin have evidence on this other Annen. If there was still evidence he would have it
on him, and the players never searched him.
I’m not quite sure that Boslin would have even denied he’d done it if
asked. Since these caravan goers aren’t really people to him they are classes apart. OK he would have lied but been really
horrible at it. However no one even
asked. Instead we get a GREAT botched
roll that leads to Asura Tao being believe to be a murderer. FUN!
However Lyulf then goes and undermines the man’s ranting with a great
roll much to my dismay J.
Poor planning #2 in my part was not having Cali in these
scenes. I meant for her to show up early
in this episode. Ask a ton of questions
about the beast and other annoying things.
Try to endure herself to the party a bit more. However I forgot. I had it in my notes and I
forgot. I got tied up with trying to
salvage this murder investigation and I dropped the ball. So her going missing later in the Episode
has less of an impact. As listeners though
as soon as I started talking about a boogie man who steals children. I bet most of you knew what was coming. Telegraphed
a mile away that one was. Having her
show up this episode would have made it even more so. But she did need to show up twice before
she became a plot focus. It’s usually
better that way. Makes them feel like
less of a redshirt. That’s where Star Trek Failed with the red shirt. The one guy who’s only shows up right before
they die. If you had them in minor
scenes for 2 or 3 episodes prior then their death has more impact but alas TV
budgets and tight time constraints don’t allow for that. I however don’t have time constraints (or a
budget to speak of) so I should do better.
Kadiv also made second appearance. He likes Asura Tao so he has to play the nice
guy in the caravan. He also has a kick
as staff bow thingy. He probably won’t
become a plot though. You can’t have
every NPC an adventure hook.
Obidark’s lair. There
is an inherent problem with anything of significant note in a game like this; a
monolith, a mysterious cave, a large column shooting out of the ground, and that
is; why hasn’t anyone else been there before the players? Why are the players the first to find the opening?
Suspension of disbelief has to occur in
games like this for this reason. I can
make up what absurd happenstance makes it this way all I want. But after the 4
or so newly discovered cave entrances or crash sites or what have you, it will
get pretty transparent pretty quickly. At
least in this part of the Steadfast.
Once I get into the beyond anything goes. I guess I can say that ‘no one that has ever
entered has exited alive’ but then I would be forced to kill these tier 1 pc,
because seriously if no one else has even left this place than it has to be super-duper
hard inside. Right. J
In the next Episode I tried to make things weird. We’ve been sticking with some fantasy tropes for
a bit I wanted to make sure this felt like Numenera and not some high fantasy
world.
How’d you like my Obidark poem/song? Didn’t turn out quite
as I wanted. I wanted little children
singing the chorus. But alas my son is only
22 months so he’s out, and I had no other kids at my disposal. So I left off the chorus.
Hope you guys are still enjoying the podcast. Look for the next Episode Thursday.
Subscribe to:
Posts (Atom)