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Talking Combat 115: The Paralyzer Express

Jason recaps the events from Roll For Combat, Episode 115: I Bite My Thumb At You!

Ah, the holidays. The time of year to reconnect with friends and family, rest and recharge, recite lines along Die Hard like it was The Rocky Horror Picture Show, and answer eternal questions such as “where does it say in the Bible that you CAN’T wear sweatpants to Christmas dinner?” and “which video game can I buy my son which would be the least obvious I’m really buying for myself?”. Hey, we all celebrate differently.

In all seriousness, I hope you’re all having some good times with friends and family, and I’m weirdly honored you’d spend a little morsel of that time with us. That said, this is going to be kind of a short post: both because it IS the holidays and – more “rubber meets the road” — because combat episodes without resolution tend to be some of the toughest to write. To quote Messrs. Itchy And Scratchy… we fight and fight and fight. Boss fights become a little more interesting because the boss usually has nasty powers we haven’t seen before. Grunts? Not quite so much.

I did want to lay out the battlefield a little bit, just in case it was confusing. Start with the general concept of a train station. On the north side, it’s bounded by the train tracks. Then you have an open area with what look like benches/seating area on the east and west sides, and a central kiosk in the middle of that. Our door opened pretty much into the eastern benches. Below that to the south is a little bit more of an open area, and some additional doors leaving the area. (But we don’t care about those – we want to get on the train.) There’s also a raised catwalk around the perimeter of the room with a few ladders that serve as access points to those without alternate transport (flying, teleport, etc.). As the fight starts, there were either one or two guys out front, one sniper up top (we didn’t see him at the start of the fight, but he became apparent), and then additional grunts in the information booth.

Hey, remember when I just said grunts don’t have new mechanics? Guess I lied about that, as we get our first introduction to paralysis… and let me tell you, it sucks. Now, a lot of status effects in Starfinder have been harsher than their Pathfinder First Edition counterparts (and don’t even get me started about Second Edition), but most of them have still been in the realm of tolerable. Minus two to this? 50% miss chance? Ehhhh… rub some dirt in it and walk it off. Paralysis is an ass-kicker – can’t move at all, and open to coup de grace attacks. For the moment, we’re saved by the fact that CdG is done at melee range, and almost all the bad guys were halfway across the room, but still. That has the potential to be a SERIOUS problem.

The other problem is that as the fight develops, with us pinned against the east wall, they’re starting to catch us in a pincer move. We lose Hirogi to his Enemy At The Gates re-enactment: he’s off hunting the enemy sniper up on the catwalk. The baykok is holding most of the party in place up by the train tracks to the north; the ones who aren’t paralyzed outright still have to stay put to avoid attacks of opportunity. But that leaves grunts rolling up along the southern edge of the benches where there’s nothing but… well… me to hold the line, 20th Maine style. I had backed off to the south to spread out the AoE damage, but I’d left CHDRR behind to help out with the baykok, since he can’t be paralyzed. Unfortunately, that leaves me on a bit of an island with enemies headed my way. Eek! If there’s a silver lining to the position, it’s that the “benches” should provide some partial cover, at least for a few rounds.

My meta-feeling on this battle is it’s manageable IF we can make the paralysis saves. The baykok is tough, but the grunts are just grunts. And even with the baykok, the base damage doesn’t seem so horrible, unless the status effects make it worse (and the occasional crit, of course).

I have to close with something I found amusing, maybe you will too. I went and looked up “I bite my thumb at you” with the full intention of roasting Steve some more, and I actually think I owe him a partial apology. Not that Romeo And Juliet itself is “obscure” – anyone who’s had a junior-high English class in the United States has been exposed (figuratively and literally, since let’s be honest, most high school boys remember that the Zefferelli movie had naked breasts in it for like two seconds). But the actual line and the character that says it probably ARE a little more obscure. It’s from the first scene before ANY of the main characters enter – anonymous Montague and Capulet guardsmen are shit-taking each other and “Sampson” bites his thumb in the general direction of “Abraham”. Unless you actually PLAYED one of those parts in your high school production, I’m willing to allow that those are “obscure”. I’m not sure anything that happens pre-Benvolio even counts.

So anyway, I apologize that we’re a little light this week. Welcome to the holidays! Hopefully next week will be a little more eventful. In the meantime, instead of encouraging you to visit our Discord channel, I’ll just wish you a Merry Christmas, a Happy Hanukkah, or whatever else you might celebrate. Thanks for listening, and we’ll see you next week.

Talking Plaguestone 21: Potency Crystals Are A Gnome’s Best Friend

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 21: Crystal Crushers.

It’s a fun week for me outside the game world. Work is slowing down (I work in academia, so when I slide off the brontosaurus on Friday I’m done for the year), there’s a new Star Wars movie coming (early review headlines are a little worrisome, but I’m still all in), I even got to say hi to Vanessa in person because she happened to be in town for business. It was all going so well.

And then our forums got a hold of this week’s episode and one of our listeners pointed out that apparently I’ve been doing Lay On Hands wrong. And sure enough, they’re right. Yes, Lay On Hands is six points per level… of the spell… but the spell is heightened to half the character level rounded up. So at Level 2, it should still be 6 points, not 12, and (since we let the cat out of the bag at the end of the episode) it should be 12 rather than 18 at 3rd level (1.5 rounds up to 2).

Now, I don’t want to get overly defensive… I screwed up. It’s on me to know my character better. And I do take that seriously – I HATE feeling like I got something I didn’t deserve. However, a few comments in my defense and/or mitigating factors.

First, I will say that I don’t think it impacts the action TOO much, just because I’m pretty cautious in my use of Lay On Hands to begin with. Some fights go quicker than expected and I don’t use it at all. And for downtime heals when we’re topping up, we can just hand-wave a few additional casts at 10 minutes a pop. I’m not going to promise there’s NEVER a fight where the mistake would have mattered – 50% “I’m not going to spoil anything”; 50% “I genuinely can’t remember the flow of things THAT well”. But as Steve points out, I also completely forgot it comes with a +2 AC bonus for a round. Good luck figuring out if any hits should’ve been misses because of that.

Here’s the other point in my defense. This is one of those places where maybe trying to template-ize Second Edition bit us in the ass a little: because Lay On Hands is genericized to a spell, the mechanics of Lay On Hands are spread out over THREE different locations within the Core Rulebook. You are told that Lay On Hands is a devotion spell that you get as a first-level Champion on page 106-107, but with no context what that means. On page 108, they get around to telling you what devotion spells are, and that they cast at half your character level rounded up. But the actual heightening effect (+6 per level or +1d6 damage to undead) is listed in the spell description on page 388. If I’m being honest, the old First Edition “you have Lay on Hands; here’s how it works” in a single block was a little more intuitive.

Beyond that, there’s also the usual confusion that comes from using the word “level” in multiple contexts, but that predates Second Edition – or even Paizo products. A lot of RPGs overuse “level”.

So, look… I feel like a bit of a schmuck about it, but I’m not Monty Python “dirty fork” levels of anguished about it either. (If I was, Rob Trimarco would have to play the John Cleese role of Mongo.) Part of the fun of this show is that we’re showcasing a fairly new system, warts at all, and maybe learning-curve mistakes are included under the subheading of “warts”. Hope you’re OK with that too.

So anyway… enough apology for one column. Back to the action. It’s a bit of an oddball episode that starts light – LOOOOTS of poop jokes, the side encounter with Fire Kitty – and then turns deadly with not just a boss fight, but a dark, gross boss fight to boot.

I don’t have a lot to add to the poop jokes, except to say it was one of those things that was fun because it was unexpectedly silly. We’re in the midst of this harrowing dungeon slog, and then all of a sudden, we’ve turned into a bunch of giggling pre-teens. No particular joke stands out, though, in 20/20 hindsight, I wish I’d suggested that Glamdring actually IS Elvish for “poop dagger” but Gandalf knew he’d never hear the end of it from the dwarves and changed it to “Foehammer” on the fly.

The Fire Kitty encounter… it’s one of those things where I just had a feeling and decided to run with it. I realized it was 50/50 on whether it would attack and we’d have another fight on our hands. I suppose I figured four of us could handle it if it did attack, and at the risk of being a little meta-gamey, if it was going to attack, it probably would’ve done so already. So I decided to eat a little damage and heal it. It seemed like the noble Cayden-friendly thing to do – freedom can also mean freedom for woodland critters! The one thing I didn’t think about: Noala is “setting traps” around the perimeter… it would be kinda awkward to heal Fire Kitty and set it free, only to have it captured and killed by our off-screen guide. Hope it’s OK.

Now we get back to exploring the cave complex, and we come across the Big (or at least Medium) Bad. Clearly it’s not Vilree because… you know… male orc… but he does seem to be the boss for this particular camp. At first glance, it’s not feeling like that hard a fight – if anything, I’m my own worst enemy since I keep forgetting attacks of opportunity are much rarer – and we’re on the cusp of winning when the Medium Bad moves the fight to Phase 2. BLOOD OOZE!

Now, it’s not captured very well… maybe Steve edited some of it out… but there was a little bit of “should we maybe run or at least strategically retreat to potion up” conversation that I kinda short-circuited by moving forward to attack. In fairness, I wasn’t trying to railroad the situation as much as I was trying to at least get the orc down so we’d only have one bad guy left to deal with rather than two. But that seemed to inspire everyone else to attack, and so the fight was on. STRATEGY – HUH – WHAT IS IT GOOD FOR? ABSOLUTELY NOTHING!

As I go back and listen, I’m struck by two things about this combat. First… we got kinda lucky on rolls, between us critting and the blood ooze either whiffing entirely or rolling low damage a few times. I guess not so much on the crits, since it was immune anyway. But yeah… there’s a mirror universe where that fight goes a LOT worse if Steve rolls better.

The second: potency crystals are freakin’ AWESOME! I may even have to get the Dave Chappelle meme tattooed on my body somewhere (“YOU GOT ANY MORE OF THEM POTENCY CRYSTALS?”). I gotta be honest – I had been kinda down on single-use consumables as a concept when I was first looking at Second Edition. It might have been one of my least favorite aspects of the system. What can I say? I like my treasure to be things you get to keep. Just how I’m wired, I guess. But +1 to hit, an extra damage die, and (not sure if it was relevant here) magic weapon status – even for just a single round – can be a freakin’ game-changer. As witnessed by Prue not-critting for 20-some damage and me hitting three straight attacks to finish the ooze off… yeah, that was amazing.

So… we beat the sub-boss, we’re going to level up… I guess next week we’ll figure out where to go from here. I’m not too worried about that because there was a whole work area (where the orc was originally working) that we bypassed because the fight spilled into the next room – maybe we’ll find a breadcrumb there (diary, another note like Hallod had, whatever). Or maybe Noala can hook us up again. Either way, feel free to duck into our Discord channel or other social media and let us know what you think of the show – yes, even if it’s to point out other rules we’re not doing correctly. Thanks for listening and we’ll see you next week.

Talking Combat 114: The Council of Hirogi

Jason recaps the events from Roll For Combat, Episode 114: Mo Them Down.

“One does not simply walk onto the bridge of a Corpse Fleet capital ship.”

This feels like the “Council of Elrond” episode of our show. We’ve got to sit down and decide on a course of action where we’ve got a fairly limited number of choices, all of which sound like a suicide mission. And our team includes Rusty, who TOTALLY wants to take the Stellar Degenerator to Gondor.

One of the interesting dynamics was letting Seth kinda serve as Gandalf (I know… I’m stretching the analogy here) and lead the discussion. In a different set of circumstances, I might actually be annoyed that “The New Guy” was coming in and monopolizing the conversation, but I think there are mitigating factors here.

First, he’s a “new guy” who has a longer total tenure in the group than I do – while he’s new to this show, he’s been playing with the group for a long time, as evidenced by the ease with which he mimics Chris’ mannerisms. So… you respect that and roll with it. But I think the more important dynamic is that walking through the options was also part of his mental catch-up process – he’s missed two years of the plot, so letting him be the one to lead that conversation was a way of helping him get up to speed. Processing information, asking questions about who has what abilities, and so on. I think if the “original four” had just steamrolled through that conversation, it might have been harder for Seth to get on board with what was going on. And in a related vein, it made him feel more like a full member of the group, rather than the four of us deciding what to do and he’s Noob-Noob pushing the mop around. (I feel like this is a Rick and Morty-friendly crowd.)

On a personal level, part of it’s as simple as I don’t feel a need to be the leader in this campaign; that’s not my character’s role. Tuttle is well-established in his niche as The Tech Guy, as evidenced in our hack of the Level 10 computer. I don’t know everyone else’s character sheets, but I think Tuttle is LITERALLY the only one who could make that roll. I know Chris talks a good game about Akiro being Tuttle’s equal, but if he’s a +21 or +22 in Computers, he’s not making that roll. My sheet isn’t here in front of me at the moment, but I’m at something like +25 or +26 in Computers, so I can get into the 50s with assists. But I think I’m the only one, and even then I think it took something like an 18 or better to get there.

Because I’m honest that way, I should also mention there were a couple non-outcome-altering fails that Steve cut for time. I’ll put it this way – it was boring for me as a player to keep re-rolling, so I suspect it would’ve been equally boring for you as a listener. These were rolls that weren’t low enough to set off a countermeasure, but not high enough (or people failed their assists) to get us over the hump. And we couldn’t just Take-10/Take-20 because of the possibility of countermeasures. I didn’t want you thinking Tuttle was too much of a technical genius.

So we get into the computer and we find pieces of varying usefulness. Obviously a map will be handy regardless. The two viruses are also extremely useful – especially the one that erases us from the security systems. The main thing I’d been dreading is accidentally stumbling through another one of those anti-life rays, and now we basically don’t have to worry about those. The one that creates the false alert? I suspect that will be useful at some future point, and I’m even willing to meta-game and feel like the plot will tell us when to deploy it.

The one that’s a little cryptic is the personal log about the plans for mutiny. Is that just “color” to give some depth to the NPC we just fought, or does that imply we might be able to get some support from her fellow mutineers in some way, or there are some pieces of her plan we could use? Probably not direct assistance: it sounds like this lady was even MORE extreme than the average Corpse Fleeter, and didn’t think the captain was doing ENOUGH to eradicate the living. So… if those are her views, it’s hard to see her disciples taking our side. But if there’s a mutiny plan we could activate without revealing it’s been co-opted by the living or pieces of the logistics (weapons caches, escape routes, access to systems)? That could still be helpful. For the moment, file it in the back pocket.

As far as our plan, I think we’re still settled on – for lack of a less aggressive terminology – a decapitation strike. Take over the bridge, somehow convince the thousands of rank-and-file soldiers we’re still issuing legitimate orders, and then somehow use this ship to destroy the Stellar Degenerator.

Let’s take the elements of that plan in order.

“Take over the bridge” is sounding like a boss fight, possibly with some adds. The real question is whether the bridge of such a ship is like the Enterprise (8-10 people), the BATTLE BRIDGE of the Enterprise (even better… like, three people) or an Imperial Star Destroyer where there are dozens of dudes hanging around. I feel like that’s where you set off the diversion virus – set off the virus to divert “extra” security away, then try to run in, beat the bad guys, and lock yourself in. Arguably the most straightforward part of all of this.

“Legitimate orders”. A lot depends on the technology. Do they have voice or video, or do commands just come in and out on a screen? Heck, maybe they went full steampunk and have old-school pneumatic tubes shooting canisters to the engine room! If it’s voice or video, can Tuttle fake an overloaded Chambers coil that’s interfering with communications, or can Rusty just fake it with charm?

“Destroy the Stellar Degenerator”. Again, there’s a little knowledge gap we have here with regards to how dependent systems work. If we order the guns to start shooting the Stellar Degenerator, are they manned by a live person at a cross-hairs, or just fired as blips on a screen. Similarly, ramming: if we set a course to ram the Stellar Degenerator, will one of those 1500 engineers notice we’re aimed right at a small planetoid, or is it just a vector and some thrust to them and they’re relying on the bridge to steer? And again, is this somewhere Tuttle can chip in – rewire the guidance or weapon targeting so they think they’re doing something benign while they’re actually blowing up their prize (and saving the universe).

The Charisma/Rusty solution here is to come up with a reason why the Stellar Degenerator now represents a threat to the Corpse Fleet and THEY need to change their objective from securing it to destroying it. Then we could use the remnants of the fleet itself to finish the job. But would they buy it, and even so, do we really want to put our entire plan in Rusty’s hands?

And then there’s one more elephant in the room we haven’t even discussed yet. We have NO, ZIP, ZERO, NADA information on an escape plan. OK, let’s say all of this works and the universe is saved. If we’re ramming, that’s a pretty direct path to death. But even shooting the Stellar Degenerator leaves us in a position where the thousands of crew now know the bridge is compromised and we, the only living creatures on board, have to get off the ship. And… what about getting back to Pact Worlds space – do escape pods have Drift engines, or are we going to float around like Ripley at the end of Alien?

Whatever. Heroes don’t sweat the little shit. Let’s do this! Join us back here next week when we decide to move forward with whatever plan we’ve come up with. In the meantime, drop by our Discord channel or other social media and let us know what you think of the show, and remember to enter the contest. Thanks for listening, and we’ll see you next week.

Talking Plaguestone 20: Hell’s Petting Zoo

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 20: Can’t Keep A Bad Orc Down.

Welcome back to Talking Plaguestone. This week we do battle in the midst of Hell’s Petting Zoo, and also fight orcs galore, who just… won’t… die already.

This week’s discovery is a little bit enlightening. I’d been assuming that the mutated animals were just a side effect of the bigger plan, sort of an accidental creation. I assumed poisoning the water table and killing off life was the main thrust of Vilree’s plan, and you just happen to get acid wolves and killer shrubs by doing that. But seeing all these cages and pens full of mutated creatures, it starts to look like weird beasties are a feature, not a bug.

I was initially alarmed when Steve described the ice rats as a “swarm” of rats because… you know… “swarm” is also a keyword and I’m not sure we’re set up that well for dealing with actual swarms. But then it turned out to just be two individual rats, and… whatever, they’re rats. More of an annoyance, even with the cold attack and the explode-y death. (And yes, I’m glad Steve let the chain reaction stand even though it should’ve been disallowed… it was a nice little moment to have Rat #1 accidentally kill and detonate Rat #2.)

On the other end of the spectrum, I thought the horse (“Stone Jerk Horse, Man”? “My Metal Pony”? “Brickretariat”?) was going to be more of a challenge than it was. It certainly SOUNDED formidable when Steve first described it. You hear “stone body” and you immediately assume some sort of resistance to piercing and/or slashing, which immediately drops me and Cade’s effectiveness. I was even half-expecting it to be immune or resistant to Celes’ fire as well. So yeah, I thought the horse was going to be the problematic piece of the encounter. But, as it turns out, Prue’s ghost flail made short work of… “Pony Stark”?

If there was an actual challenge to the fight, it was twofold. First was the openness of the battlefield and the number of combatants. When you get that many entities fighting and no real choke points, things get a little crazy – to wit, the joke about forming a Conga Line of Flankers. At least early in the fight, it was tough to find places to move to where you wouldn’t be showing your back to at least one enemy. Once the rats were gone, the numbers became more manageable, but for a while, it was interesting. (It also dawns on me that this is one of those classic fights that would’ve taken a bunch of extra rounds with First Edition because everyone would be five-foot stepping around to avoid attacks of opportunity.)

The other pain point of this fight, of course, was orc ferocity – even when orcs die, they don’t die, unless you have another attack waiting to finish them off (or if a friend can do it). It’s not a hugely unbalancing thing, but when you’re watching every hitpoint and hoarding every healing resource, it’s a little irritating to give a creature that “should” be dead an extra attack. Also just frustrating when it comes to “glory of the kill” moments; you do 20 damage and think you killed the enemy, but it stays up and the next person up lightly nudges them to get the death blow.

Still, the fight goes quicker than anticipated (thanks to a few timely crits), and we’re left to explore a cave complex to the north as the most obvious “next place to look”. (If I remember correctly, a session break actually fell between the two comments, but Steve made it sound like a pretty seamless transition.)

And there we stumble into fight number two, which is almost entirely “orcs chucking chemical bombs at us”. I’d have to go back and listen again, but did they EVER do a conventional weapon attack? I don’t think so. Maybe they punched sometimes when they ran out of chemicals? Again, this fight wasn’t THAT tough, but this time, in addition to orc ferocity, the Annoyance Du Jour was the infliction of persistent damage. The base damage on most of their attacks was actually pretty weak, but if you got that persistent damage – particularly from more than one effect at a time – it could start to add up. And as we discussed a little, your choices for getting rid of it are to hope to make flat checks or to spend actions trying to clean yourself up – actions you then can’t use to speed up the killing. It’s weird… no individual attack felt all that impressive, but it still started to reach a point where I was going to have to consider Lay On Hands.

The other frustration was a silly one. When I threw my alchemical fire into the enemy cauldron, I thought the results would be more… dramatic. OK, I was hoping for some fireworks. But nope, just an unsatisfying plunk as it goes into the cauldron with the 20 other chemicals already in there. Damn it, Steve! Give me my Michael Bay ‘Splosions!

For all that talk about different frustrations, though, it was a pretty successful combat. Nobody dropped, didn’t even take that much damage, multiple crits along the way. I don’t know if we just got lucky or if we’re actually learning some tactics, but things are looking up for us. Next time, we get to loot, and there’s still some of this cave complex left to be searched, so maybe we’ll find Vilree lurking somewhere in here.

But that’ll be for next time. While we’re all waiting, drop by Discord channel or our other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

Talking Combat 113: A Fistful of Akiros

Jason recaps the events from Roll For Combat, Episode 113: Akiro By Committee.

Welcome to Talking Combat. Come for the Starfinder action, stay for the review of Shakespeare In Cleveland, the straight-to-video sequel to Shakespeare In Love.

This week, we finally get to see the newly-enlarged party in combat for the first time, and it’s kind of awesome. Hirogi, in particular, is much more effective than I remember – I don’t know how much of it is upgrades from leveling and how much of it was that Chris used to roll like crap, but Hirogi is a newly minted killing machine. I remember Chris CONSTANTLY complaining that the Operative class was broken and he could “never” get Trick Attack to work properly, and now Seth is landing shots for 40, 50 points of damage. I suspect Chris is secretly dying inside to see it happen.

Then again, maybe it’s no secret at all. Maybe Chris sabotaged his own computer so he wouldn’t have to listen to Hirogi thrive without him. Well, that’s what I’m choosing to believe, anyway.

I will say Seth is doing a good job picking this stuff up on the fly. It is true Steve edited out SOME of the learning curve (I do believe it reached a point where I snuck in a quick game of Overwatch), but Seth’s instincts have been pretty good overall. I’d put it this way – he comes in with the right ideas of HOW to use the character; he just needs a little bit with the nuts and bolts of HOW to do what he’s thinking about doing. Better that than just running around like a schmuck and getting him killed in two sessions. (Well… as far as you know… this is only our first combat session. Did I just give you a spoiler?)

Speaking of picking stuff up on the fly, thanks to Chris’ computer problems, I got to take Akiro for a test drive this week. That was an interesting change of pace. I have to admit that my grand total of experience with a technomancer was a single Level 1 society game at PaizoCon… back in 2018. Needless to say, a Level 11 character has a few more moving parts than that guy did. But I figure I could fake my way through with a mish-mash of watching Chris do his thing and whatever lessons I could port over from playing a cloth caster in sword-and-sorcery games.

As an aside: I generally agree I was probably the best choice to run Chris’ character. Seth was still learning the system, Bob and Chris have a weird competitive thing going on, and John just kinda gets in a groove with Mo. So almost by default, it was probably best to give me the call from the bullpen.

Now in general, running another person’s character isn’t that big a deal to me. In fact, it’s actually a fairly common occurrence in our Dads-N-Kids 5E game. This just in: teenagers are mercurial and sometimes decide to skip a session because there’s something cooler to do than play D&D with your dad. This is the way.

And yet, even so, I have to admit I was still a little nervous.

Certainly, the most immediate concern was not getting Chris’ character killed. Maybe it’s Pathfinder Second Edition rubbing off on me, but lately, I’ve been walking around on pins and needles feeling like I’m one hit away from an ugly death. If that HAD happened, having to explain that to Chris would’ve not been fun at all. Pretty sure coming back from technical difficulties to find out someone killed your character is “stop talking to that person for a couple of months” territory. But you know what? Akiro DID take a crit, and even 60ish points barely got into meat damage. So I guess I didn’t need to get THAT concerned about things.

In a similar vein, I was also cautious about not wanting to do anything that could mess up the 2-year investment we’ve got in this story. Logically, I can wrap my brain around the idea that a TPK was out at the really skinny end of the bell curve, but how would that suck if I somehow screwed up the sprint to the finish of this whole endeavor? “Sorry McDonald just torched the last two years of your listening life bumbling around with a character he doesn’t understand. Sucks to be you. YOU’VE BEEN LISTENING TO ROLL FOR COMBAT…”

The more immediate and realistic concern for me was resource management. Not just for this battle (if Chris happened to come back while the fight was in progress) but there’s also the fact that we don’t know when we’re going to get a chance to take a long rest. I was really cognizant of using the wrong resources and leaving him in a bad position: spells, resolve points, whatever. I didn’t want Chris coming back and feeling like I’d caused more problems than I’d solved.

So you’ll note I did play things fairly conservatively. First-round, I had mirror images left to play with, so I decided to hang in the pocket and cast a spell – magic missile, specifically. In the second round, the boss and one of the other minions were kind of running a pincer maneuver and were about to get flanking on Akiro AND he was either out of mirror images or maybe had one left. So spending a resolve point to teleport away seemed like the right call there. By round three, the fight began to wind down, so it felt safe to just have Akiro shoot his gun for the rest of the fight. I did consider the ultimate Akiro move and doing a second cast of Holographic Clone when the first ran out… which, given that crit, might have been not such a bad idea.

Chris’ technical issues and my trial-by-fire notwithstanding, we were able to finally dispatch the boss and track down the last runner. It feels like that was the big area boss and we should be able to move on, but I guess we’ll see about that next week. Until then, feel free to drop by our Discord channel or other social media and let us know what you think of the show and join the general merriment. Thanks for listening and we’ll see you next week.

P.S. May you find peace in the Great Link, Constable.

Talking Plaguestone 19: Weed Whackers

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 19: Cade Kale Bane.

Sweet, sweet revenge!

Now I know it’s not very sporting to sit back and nuke a bunch of plants from afar when they can’t do anything about it, but after the almost-fatal butt-kicking I took a few episodes back, I’m not in a sporting mood. If anything, I just wish I got a chance to personally do more of the damage, but I don’t really have a good ranged option, and I wasn’t going to charge right into the spore cloud. Revenge makes a man stupid, but not THAT stupid.

Speaking of spore clouds: on the surface, this fight ended up being easy, but we were about one failed saving throw away from things getting a lot more interesting. The bushes themselves were physically weaker than the bloodbushes – not as many hit points, didn’t seem to hit that hard – but the mind-affecting spores had Prue right on the line between “mildly inconvenient” and “big trouble”. Disoriented? Eh, whatever… minuses to a couple of rolls. Confused? Then you’re either attacking your own party-mates or standing around letting plants punch you. Perhaps both at the same time. If Prue had turned on us, that could’ve been quite the fight. Pretty sure I wouldn’t want to be on the receiving end of the Face Full O’ Ghosts.

As we were en route to this week’s adventure, we start to get a clearer picture of Vilree’s plans. I had been thinking it was just generalized death and decay: starve out the town by making all life wither away. In that vein, I’d been thinking the various creatures we’d encountered up to this point were a side effect, rather than the plan itself – that they got sick or drank contaminated water accidentally. But as we get closer to the source, it starts to look more like full-blown mutation is the real plan, and the more general blight and decay was more of a buffer zone that happened to reach the town. And that if we leave it unchecked, eventually the town itself will start to look like this “Forest of the Damned” or whatever we’re dealing with. So… even more reason to put an end to it.

It continues to be weird to be that Noala bailed on us again to… save animals, scout the perimeter, “set traps”… whatever it is she’s doing. This is now the second time she’s done that: she heads off on a smoke break; we get attacked.

On a meta-game level, I know that you send her away because you don’t want to give an NPC first-team reps that are meant for the players. If your NPC shows up and kicks asses the players are supposed to be kicking, it starts to make the players feel like they’re just along for the ride and undermines their game experience. “If Noala can do all this, why did she need us anyway?” So I get her absence as an overall gaming mechanic.

But I have to confess it still makes my Spider-Sense tingle just a little bit. There’s a little piece of me that wonders if she’s actually in league with Vilree and is leading us into dangerous situations on purpose to try and get us killed. I draw the line at her actually BEING Vilree because the ages seem to be wrong and she hasn’t shown any aptitude for alchemy or magic (as a daughter of a witch might). But I’ll admit the thought briefly crossed my mind.

Then again, it’s still true that the townspeople (or at least Dalma) vouch for her, so this is probably just crazy-talk and I should probably switch to decaffeinated coffee. Or maybe the townspeople are stupid. That’s also a possibility.

There’s something else I should mention that’s half confession, half clarification. When Steve described the entrance to the inner sanctum as “like an eyeball” or an “iris”, I think there was some confusion on our part – I (definitely) and the rest of the team (from later/off-line conversation) thought he was describing an actual eyeball… like a magical sentry or mutated wildlife that was keeping watch. In retrospect, I think Steve was describing a door where instead of it swinging open or lifting like a portcullis, it’s more of a radial thing that expands and contracts. Think the inner gateway Spock flies through in Star Trek: The Motion Picture or the ventilation shafts Tom Skerritt was crawling through in Alien. But in the moment, we thought we were dealing with an actual eyeball that was keeping tabs on us. So if we seem like we handled that with an over-abundance of caution, that’s why. And OK, that means all that time we spent nuking the door was probably wasted effort. Probably could’ve just stepped on through.

When we finally do step on through, we find another hideout, though this one seems more like we’re on the right track. It’s got orcs, corrupted animals, and a big pool of toxic sludge right in the middle of the camp. (Is that pool the source of the corruption? LET’S DRINK SOME AND FIND OUT!) If it’s not THE source, it’s still some sort of testing ground or place where the nastiness is prepared or something. If it’s the source, does that mean Vilree is here? Guess we’ll have to fight our way through the orcs and rats and find out.

As a brief response to Steve’s show note, I will concede there’s still some learning curve we’re experiencing in Second Edition. I don’t think we’re making any GLARING mistakes, but there are times when we’re maybe not working every angle our characters have to offer. Just to pick one example, I have my Liberating Step ability which lets me protect a teammate from damage, but I hardly ever remember to use it. Now, part of the reason I don’t use it is that the protection isn’t very MUCH damage at low levels (2 + my level) and it uses up my reaction so I can’t use that AND block an attack with my shield. But another reason I don’t use it more is that, quite frankly, I forget. So…. getting better, but still learning. Guilty as charged.

So next week… we fight, and it’s a real fight too… not glorified groundskeeping. While you’re waiting for next week’s episode, feel free to drop by Discord or other social media and let us know what you think of the show so far. Thanks for listening, and we’ll see you next week.

Talking Combat 112: Quis Custodiet Ipsos Custodes?

Jason recaps the events from Roll For Combat, Episode 112: Nice Planet You Got There…

I’m going to go a little off the beaten path this week.

The adventure itself is Part 2 of “Seth Introduces Himself”. It’s fun and all, but there’s not a lot to write about the action itself. We poked a few more rooms with a stick. Huzzah!

What is slightly more interesting is the potential upcoming moral dilemma Tuttle and I find myself in at this point. As I was listening to this week’s show, I was struck by the fact that we’ve now had THREE of the five party members make some sort of joke about keeping the Stellar Degenerator for ourselves. And I’m not totally sure how I should feel about that – both as a player and a character.

Well, that’s not true. Jason the Player thinks that’s a bad idea. When it comes to these games, I like being one of “The Good Guys”. I’m not a big fan of moral ambiguity. I think the most “bad” character I ever played had a mild thievery streak from growing up poor on the streets (particularly with regards to food items). As an aside, I’m equally terrible at this in video games. When I play the “bad” option in games like Mass Effect, I actually feel guilty for being rude to what amounts to a computer-driven story point. DID I HURT YOUR NON-EXISTENT FEELINGS, LINES OF CODE? (pats console on what I imagine to be its head)

So OK… Jason the Player definitely doesn’t want the party to go rogue. I’m a softie at heart. We’ve established that.

But how would Tuttle respond to that? That’s the real question. Alignment-wise he’s Lawful Neutral, so he doesn’t have the +1 Yoke of Goody-Two-Shoes around his neck, but he does subscribe to some general sense of law-based ethics. I do think if he wanted to keep the Stellar Degenerator, it would be to study the science behind it rather than to turn a profit, but the lawful side of him might fall more in the “there are some things man wasn’t meant to know” camp. WHY DOES GOD NEED A STARSHIP?

Also, let’s remember that there are other ways for Tuttle to scratch that itch. The “Foundry” building back on Istamak had TONS of data modules that we didn’t really look at because we were trying to find our specific bread-crumb. But an entire library of artifacts of a civilization arguably more advanced than the Pact Worlds? Even without a working Stellar Degenerator, that’s Tuttle’s wildest dream come true. Tuttle could destroy the Stellar Degenerator, go lead a research team back to Istamak, and STILL flood the academic airwaves with papers for years based on the contents of that building. For that matter, the remnants of the defense systems – depending on how thoroughly the battle with the Corpse Fleet destroyed them – could possibly also be mined for science without having to release a planet-destroying superweapon into the wild.

(And hey, maybe he could get a date with the female ysoki we pretty much forgot about and abandoned in a locked room back on Moon Six. You know… assuming she’s still alive. And also not as crazy as her brother.)

Now we get to the other question… how much should I treat their jokes as in-game vs. out-of-game? We’ve had at least three people (Rusty, Akiro, Hirogi) express SOME sort of interest in keeping the Stellar Degenerator for ourselves.

BUT.

The nature of this episode (and last week’s) walked a little bit of a fuzzy line on whether it was the players or the characters talking. If it was Seth and Chris joking about extracting ransom from planets… then Tuttle may or may not know his teammates are planning on a heel turn. (He may think they’re untrustworthy for other reasons, but those particular statements would be inadmissible in Roleplaying Court.) Also, maybe it really is just joking and they’re going to do the right thing when the time comes. But if it was Akiro and Hirogi saying it… then I have to decide what my plan is going to be in response to that.

And that doesn’t even take Rusty into account. With Rusty, there’s the added dimension of his persuasive powers. How does that play? If Akiro or Hirogi talk about it… they don’t have a lot of guile to them, so Tuttle would know not to trust them. But Rusty is another matter. Is Tuttle even aware enough to know that Rusty can’t be trusted? In which case, maybe I should plan a failsafe that Rusty can’t talk him out of. Or is Rusty just that good and Tuttle doesn’t suspect a thing? We have also seen Rusty lie to OTHER people, so we can’t be so naïve as to think he couldn’t do that to us… could we?

And then, let’s say all of this comes to pass and Tuttle decides his teammates are truly thinking of using the Stellar Degenerator for their own malfeasance? What do I actually do about that? Certainly, I can’t outfight the rest of the party, though maybe if Mo was on my side…. Since I’m good with computers and engineering, could I rig something to destroy the Stellar Degenerator that they couldn’t counter? And then that steps back out of the game and gets into player agency – if I do something like that, am I hogging the story and trying to make the ending all about me? (But if they’re talking about stealing a planet-killer, aren’t they already making the story about them?)

The funny thing is: as I’m reading this, I realize I sound TOTALLY paranoid, and you’re probably imagining me sitting at some murder-board with pictures and strings connecting them. And to an extent that’s true, but it’s in a good roleplaying way. None of this is directed at Bob or Chris or Seth as people. It’s all directed at their characters and “thinking out loud” how my character should respond to their moves. If I can throw on my pretentious scarf and beret… “creative process”. So I think it’s a good thing for the game as a whole. Must be the Plaguestone rubbing off on me.

So that’s basically it for this week. Not much happened in the game itself, and I spent the week whipping myself into a frenzy thinking about how the endgame might play out. Not quite 14,000,003 possibilities, but quite a few. Next week I promise we get introductions out of the way and get back to the adventure at hand. While you’re waiting, feel free to drop by our Discord channel and let us know what you think of the show and join the merriment in general. Thanks for listening, and we’ll see you next week.

Talking Plaguestone 18: Where Everybody Knows Your Name

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 18: Country Rogue, Take Me Home.

Well, it’s Thanksgiving here in the US, so I guess I’d better bang out a column before the turkey coma takes me for the day.

Here in Microbrewery Simulator… errr… Talking Plaguestone, we have another week of mostly working on side quests. At first, I was kind of impatient with the side quests and kind of wanted to get on with the main story, but I have to admit they’re growing on me. Especially now that Brixley gets to be a cult leader, AND gets another encounter with my nemesis, Old Woody.

Old Woody was a throwback to our (pre-podcast) Iron Gods campaign, though I don’t know if it’s something written into the adventure or something Steve made up. My recollection of the story is that we needed information from the townspeople and could only gain their trust by winning a drinking contest. In addition to having the best CON of the party, my character (Ezrik – I’ve talked about him before; the guy who became a mutant) had also permanently lost his sense of taste. So either the Fortitude save I was supposed to do was either nullified entirely or was at least made a lot easier. (I think I could still smell it and it looked disgusting, so I believe I still had to roll a save…)

See, that’s the thing. Steve makes it sound like I’m some kind of reckless thrill-seeker who will drink anything put in front of his character, but it’s really not like that. In the case of Ezrik, OK maybe a little, but there was still some roleplay method to my madness. The first time I did it as part of a religious ceremony, and then… OK, I kinda decided to keep doing it as a tribute to Gorum every time I leveled. So that was maybe a little reckless, but still within the confines of “thanking Gorum for my new abilities”. In the case of Tuttle becoming an aeon, that was a boss fight where I was struggling to even hit against the big bad’s armor class, so I decided to pop my Loot Box of Wonder to try to get something that would make me more effective. Here, let the record reflect that I passed when Steve wanted me to just start chugging the cave-water, but drinking Old Woody as a means of consecrating Brixley’s new church seems like a totally in-character and story-relevant thing to do.

So what I’m saying is that Steve needs to come up with flimsy STORY reasons to make me do these things.

Going back to the start of the episode, I thought the mechanic of training with Noala was interesting, but the actual skills she was going to teach us ended up not being worth the trouble for me. I thought I might get trained in Nature or at least get an additional Lore skill; instead, it’s a Ranger ability that I only get IF I multi-class into Ranger, which doesn’t seem like much of a fit with Brixley’s character. Works pretty well for Cade, though, so it’s nice to see him take it. In general, it’s a neat little mechanism to add new abilities to your character.

In Side-Quest Land, Prue’s quest seems to be pretty much done, but the rest of us get some development in.

In Brixley’s case, I actually have the beginnings of a functioning church-bar, and now have a chosen beverage supplier. When I opened up negotiations with Tamil, I just thought I’d be asking for the raw ingredients and we’d have to figure out how to brew ourselves. (Not me personally – I figured the dwarves would take the lead there). Instead, it turns out Tamil secretly dabbles in brewing, so she’s already got multiple drinks we can serve. I figure the main two will be the backbone of the operation, but we’ll save Old Woody for special occasions… ordaining new clerics, baptisms, stuff like that.

A couple of side notes on starting my own brew-pub. I do feel a little guilty in that we’re going into quasi-competition with the Feedmill, but then again, it’s more of a social club rather than a competing business. It’s not like we’re going to be inviting the entire town; just the people who want to join The Cayden Club! Also, the choice of “Betrayer’s Blood” as the brew name was meant to be defiant rather than ghoulish – going for the attitude of “this guy screwed over the town, so we’ll be toasting his defeat every time we hold services” (and soon, hopefully the restoration of the town). After the fact I thought about naming it something more genteel like “Bort’s Brew” – maybe that can be the purple one.

Lastly, we get to Celes’ interaction with the demon, and I have to give Steve credit… I had forgotten how creepy he played that. I didn’t expect to really have a strong reaction to it – especially since we’d already played it live – but I was legitimately impressed at the ambiance he created. The one thing that struck me as interesting is that it’s a side quest that could last for the life of her character if Steve wanted it to. It’s possible it’s a self-contained thing and we might find the way to break the curse in our travels. OR maybe it’s something Celes doesn’t figure out until Level 10 or even Level 20.

Though I suppose ALL of the quests contain a glimmer of such possibilities; Celes’ quest is just a little more self-contained and fundamental to her character. In Cade and Prue’s case, it’s the introduction of NPCs (Pari and Sir Kent) that we could encounter in future adventures. In mine, it’s the church itself – though perhaps one of the dwarves could eventually go out into the world as a new representative of Cayden. Really, any of these could leave lingering effects, now that I think about it. Then again, the rest of us don’t have to do a cost-benefit analysis on whether we can use our spells or not.

Next week, I think there might be a LITTLE more side-quest stuff to take care of, but probably not a full episode’s worth. I’m pretty sure we’re back in the field soon. I hope you’ll be back to join us; in the meantime, feel free to drop by our Discord channel and join the ongoing discussion of the show. Thanks for listening, and we’ll see you next week.

Talking Combat 111: Getting The Band Back Together

Jason recaps the events from Roll For Combat, Episode 111: Who’s That Knocking On My Door?

So now you know!

I have to admit, I’ve been excited, and even a little relieved, to finally reach the Big Reveal. The relief is that I didn’t slip up and tip off the return of Hirogi in some way – either here or over in Talking Plaguestone. I’m not oblivious enough to mention Seth by name, but a “five” party members instead of “four” or a “Hirogi” instead of “Akiro” could’ve slipped past the copy editors. (Which… when I turn my column in at 11 pm on the night it’s due, basically amounts to “running it through a spell-checker”. Maybe.)

I do feel like I should be honest and admit something: if we’re being totally honest, I got a little bit of accidental advance warning, though I didn’t recognize it as such at the time. A few nights earlier, we were playing Plaguestone, and I had logged in a little early. While waiting for that game to start, I saw Seth’s user handle (which I happen to recognize from Facebook) and Steve talking in a separate channel. So I actually knew Steve was doing something that was going to involve Seth. BUT… given we were about to play Plaguestone, I assumed he was going to be a Plaguestone NPC. And when he didn’t show up, I just assumed either we didn’t hit that part of the story yet and either filed it away for the following week, or I just forgot about it entirely. Little of both, probably. It never dawned on me that he could be getting Seth ready for a Dead Suns appearance, so in that sense, I was as surprised as everyone else.

But I suppose I should’ve been a little more prepared. In general, Steve has been teasing big things as we finish up the adventure path, so new guests and/or a return of Hirogi (or at least finding out his fate) should’ve both been somewhere in the list of possibilities. I know one of you listeners suggested doing a bottle episode with Hirogi and that always appealed to Steve; it was just a matter of logistics not coming together to write something and play it. And yes, Steve HAD been priming us for a return of Meats and Lasko (the Jay and Silent Bob of our entourage) – seven schedules get hard to coordinate, so he has to pull back the curtain a bit on stuff like that. But this was definitely not on the radar.

As Steve mentioned, I don’t personally know Seth… mostly just through the gaming anecdotes, the other guys have told about him. I used to travel for work, and sometimes when in NYC, I would join these guys for D&D. So while yes, I can technically claim I’d gamed with Seth a non-zero number of times before this, I’d be lying if I said I know him prior to this.

That’s OK though because I know Chris, and Seth’s doing an EXCELLENT job of replicating Chris, isn’t he? Almost a little scary. As Steve is going back and giving you all the history of this, and I’m hearing how little advance prep Seth did… I’m even more amazed that Seth is pretty much playing Hirogi almost exactly as Chris would’ve played him. Greedy… arrogant… self-preservation streak… that’s our boy! I find myself wondering if I could replicate anyone in the party that well. Maybe Mo… just get impatient and start opening doors and running into rooms, and then complain when all the creatures in those rooms attack me and I start taking damage.

(Kidding. Sorta.)

Moving forward, I’ll admit I’m a little curious how this will affect the party dynamic. First, you’ve got Seth playing a character that used to belong to Chris. Is that going to stoke any rivalry between the two? (Oh who are we kidding… of course, it will.) Is Seth going to rub Chris’ nose in his success after Chris grew frustrated with the character? Is Chris going to still try to take credit for anything good Hirogi does? How will that play out?

More generally – as Steve alluded to with his “poor Jason” comment — it’s another layer of pre-existing relationships being thrown into the mix. I want to be careful not to overstate it I don’t feel “left out”, I don’t resent Seth’s presence… none of that clique-y teenage drama. The next five Talkings aren’t going to be me writing bad, pouty poetry. But it is true that I’m already the George (Harrison, not Costanza) of the group, and now we have another extrovert rules-lawyer joining the fray, and one with a bunch of pre-existing history and in-jokes with everyone else but me. It’s all positive and I look forward to it, but I do think I might have to up my game and play my character a little more aggressively to keep up as we bring this adventure path to its conclusion.

I also feel like mentioning that at this point, I REALLY don’t care about sharing loot or anything that mundane. Right now, I want to finish the story. If an extra body gets us to the finish line alive, the more the merrier. I’m a little worried we may have another member of Team “Sell The Stellar Degenerator For A Profit” which may turn the endgame into a Mexican standoff within our own party, but we’ll jump off that cliff when we come to it.

Of course, lost in all of this was a fairly perfunctory combat session before our rescue. Four on one, no particular special abilities; between Bob handing us a surprise round and Mo rolling well on damage rolls, it was an express-aisle butt-whipping. Not much to be said about it except “nice hammer for Mo”. As a flavor thing, I love the idea of the suffocation chamber.

Hirogi’s rescue kind of swallowed up the rest of the episode, so next week we pick it facing roughly the same predicament we were facing last time. I think we’ve established we need to get to the command deck to do whatever it is we’re going to do, but we still need to figure out how to get there and still need to get some better degree of computer access so we can access maps, remove countermeasures, and such. But now we’ve got one more guy to help us do it! Feel free to drop by the Discord channel or other social media and let us know what you think of all of this, and we’ll see you back here next week. Thanks for listening!

Talking Plaguestone 17: “GM” Stands For Gratuitous Mockery

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 17: The Dragon & The Thief.

After a couple of weeks of tough fights, things slow down… way down… this week.

First, the other rule “mistake” which I put in quotes because I don’t think Prue really had a chance to do it wrong anyway. At least not more than once or twice. I do think one common theme we’re seeing in our mistakes is that we’re sometimes assuming things work the way they did in First Edition, forgetting that the three-action economy necessitates some changes, and I think this is one of those. I have to admit I don’t KNOW because it’s been a long, long while since I’ve played a barbarian, but it does seem to be the recurring theme of our mistakes.

Main plot? Pretty much at a standstill. We find a tainted pool of water, but it’s not THE tainted pool of water, so we’re no closer to resolution. If only we had a modern-day geologist’s understanding of how the water table works. Instead, we’re going to turn the legwork over to Noala for a few days; in the meantime… back to town for a little more R&R.

I had a little bit of a “are we sure we trust Noala?” vibe creep through my brain this episode. On the surface she helps the town, Dalma vouches for her, so I guess she’s a good guy. On the other hand, you could argue she kinda led us right into a trap, and one that didn’t shed a LOT more light on the situation. And conveniently, she was off “searching the perimeter” while we were getting our asses kicked. Also, skipping ahead to later in the episode, Uncle Targy doesn’t trust her, even though Dalma does. I mean, I’m PROBABLY just being paranoid, but something to keep at least one eye on.

I do also still wonder what role – if any – that empty pillar in the town square plays. Was there a rock there that keeps the plague at bay? Is that where the water to the town is getting corrupted? It feels like it might be significant in some way, but we haven’t really found any clues pointing that direction. Ah well, file it away for now.

Side quests? Not much better. I guess some of us make a little progress, but nothing really reaches a final resolution. In Brixley’s case, it means giving an impromptu TED Talk on Cayden Cailean. Now, I’d like to point out that I did try and study up a little between episodes – I went back to the First Edition books and read up on the Cayden Cailean lore, and then… oops, most of it went right out of my head the minute I actually had to do it in-character.

All of this is a little weird to me because I don’t tend to play high-religion characters, so my knowledge of the Pathfinder gods is kinda spotty in general. I know the names and the general themes (alignment, what they’re the gods of, etc.), but that’s usually about it. So having to do a book report mid-game is a bit of a double-whammy. But I got through it I suppose.

After a check-in with Cade and Celes, Prue’s sidequest takes us on a detour into the low-stakes world of game-within-a-game gambling. It’s the Thief and the Dragon! As Steve and I alluded to, our group did play this game back once in the pre-podcast days, but I have to admit I don’t remember it well. It’s basically a 5% chance of a big win, a 20% chance of a loss, and then the rest is situational depending on whether there’s already a coin there or not. I guess it’s fun to have games like that available because they add some flavor, but at some point, I’m compartmentalized in my entertainment. I’m here to play Pathfinder. If I want to gamble, I’ll go drive to the casino or something.

I suppose the highlight of the episode was the out-of-character ribbing – mostly at Steve’s expense – at the end. It’s not so much that the jokes were SO hilarious as much as it represented another step forward in our coming together as a group. The Dead Suns group has been together a while, so there’s always been a fairly easy rapport between us, and we talk smack freely. With this group, we’re getting there (witness the various jokes about Brixley’s fashion sense) but this week took it to a new level, which was kind of fun to listen to after the fact. It’s not like I’m overtly trying to turn that group into this one, but trying to meet in the middle is, to me, a welcome goal.

It’s also weird to consider that in the Dead Suns group, we’re all basically the same age (cough-old-cough), and I am (by a few months) the baby of the group. In this group, we’ve got Vanessa and Loren both representing the Young People. Each has its merits – on one hand, being in a group where everyone has the same cultural shorthand is nice; then again, we sometimes get in a rut where we make the same joke 18 times BECAUSE we’re all on that same page and have been on it for a while. Having some different perspectives in the group can be refreshing too – sometimes familiar can be a little TOO familiar in a long-running group.

Also, it’s good to get in some group abuse of the GM every now and then. The GM gets to hold so much power over the players that sometimes it’s good to take them down a peg or two to remind them of the power of democracy in action. You know… by making a bunch of jokes about how old they are. Tread lightly because they still have the power to throw wandering monsters at the party, but get your shots in when you can.

Anyhow, don’t hold me to it because I never know how Steve edits the episodes, but I think next week we return to the wild to further our investigations and hopefully get a little closer to finding Vilree and solving this mystery of what’s plaguing Plaguestone. While you’re waiting for that to arrive, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening, and we’ll see you next week.