Episode 6 – plot design

Episode 6 begins with a discussion on using the Monstrous Manual as a campaign setting and plotline!  Please don’t ever do that.  We then pause to remind everyone about the ways you can get in touch with us, such as Odeo, email, and our new forums.

Since several people have been asking where the name “Fear the Boot” came from, we decided to turn it into a contest.  All you have to do is come up with a good story about how you think “Fear the Boot” originated.  Please keep it to about one paragraph in length, with no obscenity, and post your entry on our forum.  The winner will have their entry read on the next podcast and get a custom forum-user title.

Next, we read an email from Scott, answering his question about how to find a replacement gamer for his group.  That transitions into a conversation about playing characters that lend themselves to shallow stereotypes (a thought I don’t think we sufficiently developed).  Finally, after asking ourselves why we talk about Shadowrun so much, we roll into the advice portion with tips on creating a good plot.  Since we can’t resist tangents, we also give some tips on how to quickly name the NPCs your players come across in your game.

Hosts: Adam, Chad, Dan, John

Comments (3)

tirsdenJuly 15th, 2009 at 8:01 pm

I laughed so hard on this one. Also, tangents rule. BRING ‘EM ON!

Ironically, I think I’ve had one of the Shadowrun handbooks (the one with the pre-made players) for longer than any D&D stuff, but never played it. Would like to but it’s been hard enough to find a D&D outlet as it is. ^^;

tirsdenJuly 15th, 2009 at 8:16 pm

Hmm, I should wait till the end of the episode to comment. One more thing: a friend once said that to come up with fantasy names she’d look on shampoo bottles or other similar products. There’s so many weird chemical names that often get really long, you can take bits and pieces of the ingredient words and use them as names.

ZetaStrikerMarch 25th, 2015 at 3:02 pm

One thing to mention: The first pre-made adventure I ever ran was the Age of Worms campaign printed in Dungeon back in the day. I’m not going to say that it was better than a campaign tailored for the party, even though I tweaked the adventures heavily to make sure it came close, but it did have a lot of roleplay information beyond the combat encounters. It gave personality run-downs, and even chronicled what to do if they captured and befriended a certain necromancer early in the campaign. . . . and also when, where and how said necromancer would betray them later in the story.

I still remember some of the NPCs fondly because of how the adventures were written there, and while it wasn’t nearly as RP-focused as any of the games I’ve run since, it was nice. It was the practice I needed that helped me turn my other group of power gamers into a much more balanced unit. We even played a Mistborn game as non-combatant nobles recently! They ruined their political rivals and had a thief killed, but still, non-combatant!

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