2014 RPG Podcasters Peer Award Winners

This post was originally written for publication on the Nearly Enough Dice blog

In addition to the larger Diana Jones and ENnies award ceremonies this weekend (16th/17th August) saw the announcement of the 2014 RPG Podcasters Peer Awards, which was voted upon by the hosts and producers of the shows that make up the community. The awards announcement is quoted below:

Announcing the 2014 RPG Podcasters Peer Awards

The RPG Podcasters Community would like to recognize the following RPG podcasts for excellence in entertainment, content and production quality for the year 2014.

For Best New Podcast for 2014: Numenera: The Signal –  http://numenerathesignal.blogspot.com/

For Best Actual Play Podcast for 2014: RPPR Actual Play -http://actualplay.roleplayingpublicradio.com/

For Best Industry News Podcast for 2014: All Games Considered -http://www.agcpodcast.info/

For Best Podcast of 2014: Fear the Boot – http://www.feartheboot.com/ftb/

The RPG Podcasters Community on Google+ is open to all producers and hosts of podcasts covering the tabletop RPG hobby. This community established the RPG Podcasters Peer Awards this year to recognize the best shows, whether members of the community or not, based on the opinions of people who are familiar with the production process of such podcasts.

All nominations and awards were determined by vote among the members of this community. If you produce or host a tabletop RPG podcast, you may join this community by going to tinyurl.com/rpgpodcasters.

We would like to congratulate all of the winners for a job well-done. All award winners will not be eligible for awards in the same categories for the 2015 awards.

RIP Robin Williams

I’ve been trying to write a post for most of the evening about the tragic news of Robin Williams’ death but all I keep coming back to is ‘fuck depression’. So instead I’m just going to leave this here. RIP Robin Williams, thank you for all the happy thoughts.

QuicFic: Collapse

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I awoke to the taste of my own blood. Caught unaware and half out of my impact webbing the blast had thrown me awkwardly from my chair, my head ricocheting against the console to my left. Ship time indicated I had blacked out for only a handful of seconds, the pain made it feel like days. Sensory warnings already flickered at the edge of my vision, my arm was broken in multiple places and neural overrides had settled into place to prevent the onset of debilitating pain. I didn’t need my implants to know that my lip was split open, the taste of blood in my mouth ensured I was aware of that. The radiation exposure warning that demanded my attention explained the burning heat emanating from the side of my face, a worry given I was acutely aware of what was required to penetrate the considerable shielding that lined the hull of the Guardian class IGS Aari.

My crew, barely a segment into their first tour, were struggling to function, unsure of their priorities in light of the sudden battering we had taken. “Stat Op! Tactical, sound off,” my command cut through the bridge alerts on a priority channel, feeding directly into the ears of the crew. “Shields stabilising, laser batteries alpha through delta online. All squadrons initiating immediate combat launches.” Lieutenant Narra’s report summarised what my own screens had already confirmed but her verbalization of our readiness lifted a noticeable weight from the rest of the crew. I turned to my right, where Ensign Issa was cocooned within the navigation pod. “Helm, sensory replay.”

There was a slight delay in her response, no more than a second but enough to betray distraction. I knew from the initial medical reports that her clone twin in engineering had received a serious injury, likely bad enough to disrupt the neural link between them. The potential feedback from unexpectedly severing connections had, on occasion, been reported to render the active twin catatonic, so the quiet “Aye Captain” as she fully engaged the pod came as a relief. “Logs report the appearance of a gravitational sinkhole, duration 135 milliseconds, local increase approximately 15 thousand times Earth standard. Triangulation places likely origin point at 2.9 million kilometers ahead with an exponential strength increase at the epicentre.”

The Ensign didn’t need to add that directly ahead lay the lifeless planet of IK3576-D, host of staging post three and home of the 3rd, 5th and 11th fleets. Of far greater concern was the shockwave that had hit us, only gravitational collapse munitions, crushers in naval slang, produced such an effect. I knew instinctively that the scale of the sinkhole meant the unremarkable planet, and the crews stationed in orbit, were gone. Their mass compressed in a near instant, held together by an artificial gravity field just long enough for nuclear fusion to occur. Tens of thousands of lives extinguished by a single warhead, an entire planet gone. The devastation was why gravitational weapons were banned across known space, no spacefaring civilisation was willing to risk their complete and utter annihilation in such a manner.

My shock was interrupted, if only briefly, by Lieutenant Sar. His voice, normally so full of warmth and energy, was quiet, flat. Scared. “Captain, telemetry coming in from the jump gate. The relays… The relays are reporting total communication failure with staging posts four through seven. They’re just gone…” His report hung in the air, silence descending over the bridge. With a single strike action the rebels had taken out almost a third of the loyalist forces, hundreds of thousands of souls dispatched to the judgement halls of their ancestors. The war for control of the Gerandas Empire had begun.

It was also, I was sure, already lost.

Go Big or Go Achievable

When it comes to running campaigns I have to admit that for a long time I’ve had a problem when it comes to scale. Simply put as a GM I tend to think big and long term, with multi-part story arcs that will take dozens of sessions to complete. Part of that stems from my introduction to tabletop gaming, brand new to RPGs I joined a new Torg campaign run by an awesome GM. The campaign followed the official storyline that was published when the game first came out and while I only played in it for the first year it ran for over four years right up until the final confrontation with the Gaunt Man himself. When I left the game I did so to start GMing for the first time, with my first campaign returning to what I knew, the very Torg adventures I’d played in the year before. While that campaign did reach a conclusion it wasn’t the one I’d hoped for, though it was epic in nature.

Since then I can think of only a handful of campaigns which have wrapped up satisfactorily and of those that haven’t most have fallen apart after 6-10 sessions due to players conflicts. Almost every time those campaigns have fallen apart with little of the world and larger campaign revealed to the players. The most recent example of this is the Legends of the Five Rings campaign I was running, while the game had completed a short self contained adventure (the first part of which is detailed here) the adventure ended with the party learning only that the events had been orchestrated by an outside faction. They never learnt who or why and more importantly they never got the chance to stop them.

So with my current Dresden Files campaign I’m taking a different approach, that of Go Achievable and running it as a series of discrete adventures each for around 3 sessions in length. Most importantly I’m aiming to make each adventure almost entirely self contained, so should it fall apart there shouldn’t be dozens of hanging plot threads left. The most difficult bit though is trying to be concious of the pace of the game, knowing that I need to reach a conclusion within a short time period.

It’s a bit of a challenge at the moment but hopefully it’ll work out in the long run.

D&D 5th Edition Basic Released

So after their protracted open playtesting WOTC have begun their release of D&D 5th Edition, or D&D Next as it’s been known until late. The Basic rules, which include the main system and a core set of options for the classic class / race options are available for download, for free, from the WOTC website. Doing so is a bold move and one that’s probably required in order to push interest in the release, especially given the rise of Pathfinder since it appeared on the scene.

Now I’ll be the first to admit that I’m not really a D&D fan but having skimmed through the rules the first thing that struck me was simply… this is just D&D. Sure there’s been some streamlining but really the only thing that strikes me as new is the advantage / disadvantage mechanic. Everything else is just the same old same old, which I guess is fine for the target market but I think I was just hoping for something a bit more of a radical departure from the d20 formula. Something that brought in more of the ideas and approaches that have developed in gaming over the last decade, let alone the last couple of years.

All in all the release of the new D&D can only be a good thing, especially given this initial release makes it look like they’ve learnt from the mistakes surrounding 4th Edition. In the end though this first release just reinforces one thing for me, that D&D isn’t the game for me and probably never will be. Yes I’ll probably play it, but it’ll never be my go to system or even on my top list of games.

I just hope somebody does, D&D started this hobby and it would be a shame if 5th Edition was its final iteration.