Potelbat Epiosde 92: A Perfectly Angry RPG

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Little scheduling change this week kids. Sorry. But some stuff came up healthwise. But you can still get a weekly dose of The Angry GM! IN PODCAST FORM! That’s right, as a last minute fill in, Brian “Fiddleback” “B-Fid” Casey asked me to come on to the Potelbat podcast where he accused me of secretly designing an RPG and then grilling me about what the nonexistent hypothetical RPG might look like.

Meanwhile, if you’re wondering when I am working on an RPG? Well, I’m afraid I can neither confirm nor deny that.

Oh, and the thing on scene structure is coming next week. It’s a good one.

Listen to Potelbat Episode 92: A Perfectly Angry RPG

P.S.: Can you earn experience today? The answer is yes. I’ve just hidden it a little better. Your tab key won’t help you here. How can you find it? Well, that’s just another question I can’t answer.

2 thoughts on “Potelbat Epiosde 92: A Perfectly Angry RPG

  1. I can’t imagine what you have in mind for hard-wiring narrative into a system, but I will be very interested to see what you come up with. I do have some thoughts regarding your discussion of the irrelevance of stuff that you spend money on, and the granting of advancements as rewards.

    To deal with the latter first, I have been thinking for some time on how not all character options are created equal, and what it would do to character optimization types if the availability of the more powerful options was either treated as a reward, or as linked to the setting somehow. It makes sense that characters whose lives depend upon it would value power in combat, but if they do so, the resources they should devote should be in-game, not just limited to the character builder. So you quest to find the grandmaster and convince him to teach you a technique he developed, or you attend a wizard school that teaches a particular family of spells, or you search for ancient lore so you can develop the techniques yourself.

    The other thing I have been contemplating – and it relates to my last point – is how to make characters relevant if they choose to put their resources elsewhere. I am running a campaign at the moment where I am certain that midway through paragon tier the PCs are going to end up with a title of nobility, a castle, and lands. I want to treat that as a reward in a practical sense, so, for instance, if you are interacting with NPCs at court, the peerage gives you a bonus to diplomacy checks, the castle gives you a bonus to bluff checks that oppose an insight check (the NPC’s spies have had a harder time gathering intelligence), a standing force improves your intimidate checks, especially in respect of your immediate neighbors, and so forth. So things that are mere fluff and a way of spending money in most systems will have an actual impact on the game.

    I have quite a few thoughts about how that would work in practice, and how it could be used to change the character of high level play, but I see I’m getting a bit wordy, and this is your blog, not mine.

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