Episodios

  • WARHAMMER FANTASY ROLEPLAY Pt II: How to Accidentally Create a War Criminal
    Jun 19 2025
    In this episode of the RPGBOT.Podcast the team learns how to build a Warhammer character that’s equal parts tragic backstory, terrible life choices, and statistically improbable survival! Want to roll dice in a Greek villa, vanquish monsters in the shadow of the Acropolis, or experience horror, myth, and mayhem online or in-person? Book your next legendary session with Dungeon Master Adamantine at www.dungeonmasteradamantine.com or find him at startplaying.games/gm/dmadamantine. You bring the characters—he’ll bring the chaos. In this episode, the hosts brave the stormy chaos of Michigan weather and minor audio goblins to dive deep into Warhammer Fantasy Roleplay character creation. From choosing your species to deciding whether your character is motivated by vengeance, coin, or the sweet smell of Middenheim sausage, the gang walks through every gritty, grimdark, and occasionally hilarious step of crafting a Warhammer persona. Whether you're rolling a rat catcher with dreams of knighthood or a noble elf who is definitely not judging the humans, this episode is your roadmap to making a character that lives, breathes, and probably dies violently in the Old World. What We Talked About (Between Coughs and Cackles) Michigan Weather Attacks Again: A brief detour into real-life weather horror before we get into fantasy horror. Species Selection – AKA “So You Want to Be a Goblin?” Humans get all the talents (and none of the respect). Dwarves are magically allergic. Species choice directly affects talents, skills, and your odds of surviving past session one. Attributes and Talents: Why it matters if your character is strong, smart, or just very good at gossip. Random rolls can turn a future hero into a chaotic gremlin with a heart of gold (or just halitosis). Skills: Basic vs. Advanced (and How to Not Die by Failing a Perception Check): Not all skills are created equal, and sometimes “Swim” really matters. Advancing your character’s skills is key to surviving rats, cultists, and angry cows. Careers and Equipment: Your career defines your gear, your class skills, and whether you start with a sword or a dead ferret. Equipment makes a big difference—especially when one character has armor and another has… hope. Backstory, Motivation, and Ambition: Motivation adds depth. Like onions. Or ogres. Ambitions can be personal, professional, or deeply petty. XP bonuses reward you for actually having character goals, so “revenge on Barry the Baker” might just be worth it. Names, Physical Traits, and Psychological Flavor: A name can reveal your culture… or just make the DM sigh. Physical and psychological quirks bring your character to life—or at least make them memorable when they die. Party Dynamics and Relationships: What happens when your elf hates your dwarf and your priest keeps judging everyone? Exploring how party tensions, bromances, and grudges make the game world richer (and weirder). The Final Ingredient: Humor and Collaboration: Why character creation should be as fun as the game itself. You don’t build a hero alone—you do it with friends, dice, and questionable life choices. Key Takeaways Species isn’t just fluff—it shapes your whole character experience. Skills are life. Pick wisely, and don’t forget “Perception” exists. Talents can turn a bland character into a legendary weirdo. Backstory + motivation = juicy roleplay and extra XP. Random rolls aren’t a curse—they’re an opportunity to improvise hilariously. Psychological traits help characters feel real (and often unstable). Your party is your story’s emotional core—and chaotic powder keg. Character creation is where the game really begins. Embrace the madness. Be strategic. Be creative. Be weird. It’s Warhammer, after all. Listen if You’ve Ever Wondered… How to build a character that could actually survive in the Warhammer universe. What to do when you accidentally roll “terrified of the color red.” Why “pet rat” is both an equipment choice and a career path. If being a barber-surgeon really counts as a heroic class. (Spoiler: It does. Somehow.) Links Warhammer Fantasy Roleplay Core Rulebook (affiliate link) Find a GM on StartPlaying.games Support the Show If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @...
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    56 m
  • WARHAMMER FANTASY ROLEPLAY Pt I: Empire Problems Require Empire Solutions
    Jun 16 2025
    Want to survive your first Warhammer Fantasy game without getting eaten by a goblin or arrested for fashion crimes? This episode teaches you the grimdark basics—judgy elves included. Big thanks to our sponsor, Dungeon Master Adamantine—the only GM who can run a perfect session and pronounce "Naggaroth" correctly on the first try. If you want to play D&D, Call of Cthulhu, Vampire: The Masquerade, or any other TTRPG—whether you're in Greece, online, or just chaos-curious—book your game at dungeonmasteradamantine.com or find him on StartPlaying. Show Notes: In this gloriously grimdark episode, the RPGBOT crew celebrates both personal victories and narrative tragedy—because nothing says Pride like running a half marathon and being emotionally wrecked by Warhammer Fantasy Roleplay lore. The crew dives deep into the richly depressing world of Warhammer Fantasy, from the human-centric politics of the Empire to the lizard-brained logic of the Slann. They explore the setting’s clashing cultures, catastrophic corruption mechanics, and the unfortunate magical side effects of wearing the wrong outfit. Expect heated discussions on dwarf grudges, elf egos, undead management tips, and why your bright pink tunic might just get you killed during spellcasting. The conversation also gets tactical as they unpack dungeon design do’s and don’ts, from the elegance of the Five Room Dungeon to the emotional trauma that is Tomb of Horrors. Spoiler alert: don’t design your dungeon like a video game unless your players are part AI and emotionally numb. This episode is equal parts war-torn exposition and mechanics breakdown, with a healthy helping of sarcastic celebration. Key Takeaways: Pride is powerful. So is finishing a half marathon. So is a vampire count on a zombie dragon.Warhammer Fantasy Roleplay is what happens when early modern Europe and cosmic horror have a very messy divorce.The Empire: Best place to be human, worst place to not pay your taxes.Bretonnia: Where chivalry and classism come with matching banners.Kislev: Frostpunk with bears and chaos cultists.Dark Elves: If Hot Topic and human sacrifice had a baby.Warhammer Fantasy ≠ Warhammer 40K. This one has fewer space marines, more diseases.Elves are superior—just ask them.The Old World is “Europe but cursed.” The New World is “Colonialism but with dinosaurs.”Dwarves: Have grudges, will travel (underground).Lizardmen: Technically the good guys, if you like ancient prophecy and no interpersonal skills.Greenskins: Orcs, goblins, and the chaos-fueled frat party that never ends.Skaven: Backstabbing rat anarchists who somehow built a nuclear weapons program.Undead: Vampires rule the night; Tomb Kings rule the day (and resent the living).Chaos: The multiversal HR violation that unites us all.Your class and career determine your fate, like high school but with more mutations.Warhammer's magic system: Be fluent in death chants and fashion-forward or suffer the consequences.Psychology, fear, corruption, and disease aren’t flavor—they’re core mechanics.Color-coordination is literally rules-as-written. You can die for clashing.Spellcasting is hard. Miscasting is harder. Death by wardrobe malfunction is canon.Character progression is XP-based. Advancement is granular and glorious.Half-elves aren’t a thing. Racial purity is, unfortunately, a cultural theme.Dungeon design should offer choices, not just punishment. Unless you’re Tomb of Horrors.The Five Room Dungeon is a GM’s best friend—tight, deadly, and endlessly adaptable.Don’t copy video game dungeons. This isn’t Skyrim and your players aren’t NPCs. Listen now and learn why wearing a green sash while casting a red spell might kill you faster than a chaos spawn with an axe. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.netTikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.GamesBlueSky: @GravenAshesYouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPGAmateurjack.comRead Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
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    1 h y 17 m
  • FAMILIARS (Remastered) - Why You Shouldn't Throw the House cat at a Kobold
    Jun 14 2025
    Ever wonder what happens when you give a wizard a housecat and poor impulse control? We did—and now the kobold population is down one. Need a Dungeon Master who can outwit your rogue, outdrink your barbarian, and out-Greek the gods themselves? Book DM Adamantine—Nick Fotopoulos, the myth, the legend, the man who once statted out a haunted souvlaki stand. Whether you're in Athens, on vacation, or hiding from your dice curse, Nick runs D&D, Call of Cthulhu, Vampire: The Masquerade, and more—online or in-person, tailored to your party’s wildest dreams (or darkest regrets). Visit www.dungeonmasteradamantine.comor summon him directly at StartPlaying He’s got minis, maps, madness—and yes, he’s fluent in both Greek and goblin. Episode Summary In this episode of the RPGBOT.Podcast, the gang dives whiskers-first into the magical, mystical, and occasionally murderous world of familiars in tabletop RPGs. From Pathfinder to D&D and beyond, we examine what happens when your arcane support animal becomes the party MVP—or a tragic footnote in the kobold kill count. Ash tries to argue that the toad is a viable combat companion. Tyler reminds us that the hawk definitely doesn't have thumbs. Randall... well, Randall has a deeply concerning attachment to his fox, whom he insists is “just a little guy, your honor.” Expect practical advice, chaotic anecdotes, and passionate hot takes on why your next spellcaster should come with a built-in critter co-pilot. Key Takeaways Familiars are more than flavor: These aren't just spellbook-warming fluffballs—they can scout, deliver spells, and manipulate the action economy if you build them right.Pick the right pet for the job: Owls? Great for flyby tactics. Frogs? Great for... ambiance. Imp? Great for morally questionable espionage and tax evasion.Don't get them killed: Familiars may be magically bound, but they're emotionally expensive. Losing one mid-dungeon isn't just tragic—it’s also a wasted action economy investment and possibly a therapy bill.In Pathfinder 2e: The familiar system is highly customizable—think of it like Build-A-Bear with spell slots. Choose abilities like "Deliver a Touch Spell" or "Can Lick Its Own Eyebrows" depending on your tactical goals.Familiars are not Pokémon: You cannot legally send them into battle for XP farming. You can, however, use them as adorable bait. The ethical line is blurry, but the kobolds are definitely distracted.Beware of DM interpretation: That squirrel familiar might be RAW legal, but if your DM hates rodents, you will be hunted by owlbears. Plan accordingly.You can give your familiar a name, but not a pension: Remember—if you're going to bond with the ferret that ferries fireballs, don’t forget a cute name. (Suggestions include: Toast, Balthazar, LegallyDistinctPikachu.) If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.netTikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.GamesBlueSky: @GravenAshesYouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPGAmateurjack.comRead Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
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    54 m
  • ILLUSIONS REVISITED - You need to pretend like you don't know...
    Jun 12 2025

    Think you can outwit a dragon with a fake bridge and a charisma check? Welcome to the RPGBOT.Podcast episode where illusions kill, confusion reigns, and disbelief is just a failed Will save away.

    Show Notes:

    In this spellbinding episode, the RPGBOT crew explores the mischievous magic of illusions, where what you see may not be what you get—and what you don’t see might still sucker-punch your barbarian. Between tactical breakdowns and spontaneous chipmunk tangents, the hosts weave a chaotic yet surprisingly informative tapestry of illusion mechanics, storytelling antics, and system comparisons between Pathfinder 2e, D&D 5e, and even a detour through Final Fantasy materia mechanics.

    The episode begins with a healthy dose of banter and battlefield survival strategies (spoiler: bolas are back in fashion), before veering headfirst into the world of illusion magic. Expect spirited debates about phantasms, the value of disbelief, and whether players should be required to announce, “I squint suspiciously at the air in front of me” before they’re allowed a Will save.

    From chipmunks being bullied out of neighborhoods by thug squirrels, to Gandalf being played by Fozzie Bear, this episode is a chaotic celebration of how illusion and disguise mechanics shape storytelling, humor, and heartbreak at the gaming table. Plus: learn why DMs should occasionally pretend not to know what's happening... even when they wrote the plot twist.

    And yes—someone actually asks the important question: “Is it really a good illusion if it doesn’t accidentally start a bar fight?”

    Key Takeaways:
    • Character death matters—especially when caused by a flaming imaginary bridge.
    • Optimization tips: Use bolas. No, seriously. They're hilarious and effective.
    • Chipmunks are rare because squirrels have anger issues.
    • Illusions are not just for mischief—they can dramatically shift combat and story if used (and ruled) well.
    • Phantasms can cause real damage... and even real friendship-ending debates.
    • DMs need to balance illusions to avoid turning a boss fight into a Scooby-Doo episode.
    • Pathfinder 2e provides more clarity on disbelieving illusions than 5e, which mostly says "good luck, champ."
    • Disguises are not illusions, but they can lead to awkward social interactions at royal balls.
    • Illusions can enhance roleplay, story arcs, and character drama—but they need DM discretion.
    • Session zero is a great place to ask, “How weird can my illusions get before the game breaks?”
    • Improvisation is key: Illusions don’t always follow the script. Neither should the DM.
    • Muppet recasting of Tolkien characters is an important use of podcast time. Kermit as Frodo. Fozzie as Gandalf. Sam remains unchanged.
    • Materias in Final Fantasy are weird, wild, and somehow relevant to this conversation.
    • Illusions shouldn’t ruin the fun—just complicate it in hilarious and meaningful ways.
    • Players rarely remember to ‘study’ illusions, so DMs must choose whether to be kind... or let them walk face-first into the dragon’s tail.
    • Game mechanics are weird, but that’s half the fun.
    • Communication is everything—especially when you’re lying to your DM with a straight face.

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    1 h y 18 m
  • PF2e CLASS SELECTION 3 - Himbo Energy, Wicked Vibes, and Winglady Wisdom
    Jun 9 2025
    What do Pathfinder classes, Muppet horror, and himbo culture have in common? Absolutely nothing—so obviously we made a whole episode about it. Big thanks to Dungeon Master Adamantine for sponsoring this episode—if you want to roll dice in Greece with a professional GM who can out-roleplay Zeus himself, summon Nick at dungeonmasteradamantine.com or book him Startplaying: https://startplaying.games/gm/dmadamantine (but maybe not during a boss fight). In the third (and arguably most chaotic) installment of our deep dive into Pathfinder classes, the RPGBOT.Podcast crew goes full gremlin. Join Ash, Randall, and Tyler as they discuss the remastering of Pathfinder, family hijinks, the unexpected depth of 'himbo' culture, the musical Wicked, and how to reimagine Sesame Street as a TTRPG murder mystery. Also, yes—we talk about actual Pathfinder classes. Probably more than you’d expect given how much time we spend dunking on action economy and imagining eldritch Elmo. This episode features critical evaluations of the Animist, Exemplar, Gunslinger, Inventor, Kineticist, Magus, Psychic, Summoner, and Thaumaturge classes. Which ones are too complex for beginners? Which are secretly brilliant? Which would Kermit play? All this and more in an episode that sounds like it was brainstormed on a sticky note found in a Waffle House parking lot. Archives of Nethys (affiliate link)Sesame Street Content from RPGBOT.news PF2 Character Optimization RPGBOT.Podcast Episodes PF2 Starting Classes Part 1 PF2 Starting Classes Part 2 Dark Archive Review Guns and Gears Remastered Review Rage of Elements Review War of Immortals Review Key Takeaways The Vibes: Podcasting is hard. Podcasting while discussing Muppet horror fiction? Harder.Humor is a necessary survival skill—especially in family life and game design.Yes, you can enjoy Wicked without knowing the entire Wizard of Oz lore tree.Himbo culture is more than just muscles and charm—it's a way of life. Classy Evaluations: Animist – “What if your divine caster was also a spirit medium with an emotional support ghost?” Surprisingly elegant.Exemplar – A mythic powerhouse designed for epic-level play. Great if you like spreadsheets and divine empowerment.Gunslinger – Surprisingly tactical. Better than expected. Imagine Yosemite Sam, but with feat optimization.Inventor – Simple. Straightforward. Hits things with science. Ideal for players who want to cosplay as Iron Goblin.Kineticist – Offers power and flavor, but the mechanical complexity is dense. Approach with coffee and patience.Magus – Action economy is a problem. Looks amazing on paper, but in practice, it’s like juggling flaming swords while solving a Rubik’s Cube.Psychic – Big flavor, intimidating mechanics. Could be brilliant, could be brain-melting. Much like psychic powers, really.Summoner – You share HP with your pet kaiju. It’s a relationship built on trust, trauma, and tactical retreat.Thaumaturge – A fan favorite. Big bag of tricks, satisfying mechanics, and good for players who like yelling “Your weakness is friendship!” Creative Chaos: Elmo as an unknowable horror from the Darkest House? Canon.Kermit the Frog: bard? gunslinger? morally neutral cleric? All viable builds.You can adapt Sesame Street to a Pathfinder game, but you probably shouldn’t. But if you do, please invite us. Meta Moments: Some Paizo devs are probably listening. Hi! We love you. Please don’t smite us.Podcast guests matter. Good ones make everything better. Bad ones get reincarnated as spellcasters with 3-action teleports and no way to cast them.The community continues to influence Paizo’s design—your feedback does matter. Listener Homework Build a Thaumaturge with a Sesame Street theme. Bonus points for cursed items shaped like puppets.Try Wicked. Then stat out Elphaba as a Witch with the Hex trait.Ask yourself: Are you the himbo in your party?Complain about Magus’ action economy online. It’s tradition. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.netTikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.GamesBlueSky: @GravenAshesYouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPGAmateurjack.comRead Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
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    1 h y 16 m
  • ILLUSIONS (Remastered) - Everything is a lie and the mimic was a metaphor
    Jun 7 2025

    This week, we weaponize hallucinations, traumatize NPCs, and gaslight a guard dog—with illusions!

    In this episode of the RPGBOT.Podcast, the gang goes full David Copperfield on your tabletop—except instead of sawing a lady in half, we’re casting Phantasmal Force to convince the BBEG his pants are full of bees. Join Tyler, Ash, and Randall as they pull back the illusory curtain on deception magic and reveal the crunchy mechanics, chaotic strategies, and absolute tomfoolery you can unleash with illusion spells.

    Ever wonder how to make your players paranoid, your monsters confused, or your DM cry? Illusions are the Swiss Army knife of arcane nonsense, and this episode dives deep into the art of trickery. From classic misdirection to full-on psychic warfare, they explore the delicious line between “that’s clever” and “that’s not how the spell works.”

    And yes, we finally solve the age-old question: how does a low-INT dog sniff out the fake chicken? Spoiler: it involves a lot of arguing about the Investigation check.

    Key Takeaways:
    • Illusions Are a Vibe, Not a Science: If it makes the GM squint at the rules, you’re doing it right.
    • "The Mind Believes It, So the Body Reacts": Phantasmal Force can’t do real damage, but the psychic trauma of imaginary bees is very real.
    • Silent Image Is the MVP: It’s like Photoshop, but for breaking dungeon puzzles.
    • Major Image = Major Problems: When in doubt, summon a dragon and walk away like it was someone else's idea.
    • Smarter Creatures Are More Likely to Disbelieve... Or Overthink: That wizard didn’t fail his save, he just really wanted the dragon to be real.
    • Your Dog Is Meta-Gaming: If Fido’s making Investigation checks, it’s time to ask who's really running the campaign.
    • The Best Illusion is the One You Don’t Have to Explain: If they never touch the wall, they'll never know it’s fake.
    • Don’t Use Illusions to Solve Every Problem: Actually, never mind. Do exactly that. Forever.

    If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners.

    If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings.

    Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ

    How to Find Us:

    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net

    Tyler Kamstra
    • BlueSky: @rpgbot.net
    • TikTok: @RPGBOTDOTNET
    Ash Ely
    • Professional Game Master on StartPlaying.Games
    • BlueSky: @GravenAshes
    • YouTube: @ashravenmedia
    Randall James
    • BlueSky: @GrimoireRPG
    • Amateurjack.com
    • Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    • @Lzr_illuminati
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    56 m
  • PLANESCAPE POSTMORTEM 2 - Featuring Existential Dread, Multiversal Collapse, and a Quasit with a Lot of Opinions
    Jun 5 2025
    What do you get when you mix a disappearing god, a multiverse glitch, and a talking squirrel? Apparently, therapy. Show Notes: In this second helping of the Ash Ely Planescape Postmortem, the hosts dissect the juicy narrative meat of a campaign marinated in memory loss, Mind Flayers, and metaphysical trauma. From the desperate hunt for Orochalcum to the chaos of battling Cathraxus (yes, that Cathraxus), our hosts recount the highs, lows, and emotional collateral damage of storytelling across the planes. The episode dives deep into the decisions that shaped the campaign—like letting players talk to their other selves (always a great idea until it’s not), negotiating with shady NPCs who definitely read the fine print, and exploring the emotional weight of being a dwarven sister with unresolved issues. Featuring Rattatosk mischief, back-alley conspiracies, a glitch in the multiverse, and the Lady of Pain pulling the ultimate disappearing act, this episode will remind you that sometimes the best part of tabletop games is just how weird, poignant, and gloriously off-rails they can get. Planescape: Adventures in the Multiverse (affiliate link)Ash on StartPlaying.games Wikipedia Cheris PerkinsJeremey CrawfordJonathan TweetMike MearlsMonte Cook DnDShorts Video Ash Voiced “The Golden Men” Monte Cook Games Numenera (affiliate link)Darkest House (affiliate link)Old Gods of Appalachia (affiliate link) Expedition 33 (affiliate link) Planescape: Torment RPGBOT.Podcast Episodes Planesczape Review Hadesz Key Takeaways: Yes, this is part two of the Planescape review. No, we’re still not emotionally recovered.After Excelsior, the cast needed a palate cleanser. They got existential dread instead.Radar almost died. Ash almost killed him. Honestly, we all almost cried.Emotional damage: acquired.At least we had fun! (Said through tears.)“I can let you talk to your other incarnations.” – what could possibly go wrong?Always check your contracts. This is Planescape, not Disneyland.There was an argument, and yes, it was Ash’s fault.“I want one of your incarnations.” – Excuse me?!Orochalcum: not just hard to spell, but apparently vital to reality.Glorium: where big things happen, and sometimes explode.Enter the Rattatosk, chaotic good(ish) squirrel gremlin.Tilia’s emotional arc hit way too close to home.The Lady of Pain is gone—and that’s everyone’s problem.Fights get wild when the enemy is Cathraxus, bring backup.The dwarven sisters have more drama than a season finale.Mind Flayers: when one plot thread just isn’t enough.The players’ choices kept reshaping the story like a psychic Etch-A-Sketch.Zavik spilled the beans on a multiversal conspiracy.The last Modron March? Yeah, they got banished.Shemeshka is back. Of course she’s back.There was a glitch. No, not in the Matrix. In reality.The Lady of Pain’s rebirth was… a moment.Mazes are now graveyards for forgotten worlds. Thanks, Ash.The Gatekeeper’s tragic past is a storytelling gut punch.Despite it all, hope kept showing up. Mostly uninvited.Final score: Lady of Pain sacrifices herself, players cry, and the DM retires (until next week). Final Thoughts: Planescape Part II delivers all the chaos, depth, and emotional wreckage you'd expect from a campaign where metaphysical squirrels share the stage with godlike beings and grief-laced mazes. Would play again. Would cry again. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It’s a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.netTikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.GamesBlueSky: @GravenAshesYouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPGAmateurjack.comRead Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
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    1 h y 15 m
  • PLANESCAPE, AN RPGBOT.POSTMORTEM - Asher's Weird, Wonderful Multiverse
    Jun 2 2025
    In this episode of the RPGBOT.Podcast, the hosts gather for a postmortem discussion on Ash Ely’s recent Planescape campaign—a wild ride through the Outer Planes where philosophy hits like a fireball and bureaucracy is deadlier than any dragon. With plenty of laughs and genuine reflection, the crew discusses their favorite moments, mechanical experiments, player decisions, and the challenges of storytelling in a setting where time is subjective, death is optional, and your base of operations might just be a sentient castle. This is a deep-dive into what makes a great campaign weirdly wonderful, packed with practical advice for GMs and players alike. Planescape: Adventures in the Multiverse (affiliate link)Ash on StartPlaying.games Wikipedia Cheris PerkinsJeremey CrawfordJonathan TweetMike MearlsMonte Cook DnDShorts Video Ash Voiced “The Golden Men” Monte Cook Games Numenera (affiliate link)Darkest House (affiliate link)Old Gods of Appalachia (affiliate link)Expedition 33 (affiliate link)Planescape: Torment RPGBOT.Podcast Episodes Planescape Review Hades Key Takeaways: Podcast & Campaign Structure: The episode opens with classic banter and jokes, setting a relaxed and comedic tone.The use of audio files and soundboards added flavor to the podcast experience, paralleling the dynamic creativity of the campaign itself. Planescape Setting Insights: Sigil proved to be a difficult but rewarding setting, demanding intense creativity from the GM and strong player investment.The Bleak Cabal introduced complex moral and philosophical themes around nihilism and existentialism.Harmonium conflicts introduced tension and clear stakes, adding urgency to the narrative.Excelsior and Mindenheim presented contrasting moral dilemmas, emphasizing how planar alignments influence gameplay. Gameplay Mechanics: The game included unique mechanics such as reincarnation, highlighting Planescape’s flair for the metaphysical.Gambling mechanics introduced at Fortune’s Wheel made the campaign feel alive and added extra stakes.Random tables were used to enhance chaos, though they occasionally clashed with narrative flow.Time in the Outlands was deliberately nebulous—used as a story device rather than a linear tracker. Character & Roleplay: Ash Ely discussed character arcs, spotlighting the emotional growth and backstory payoffs that came through during play.Character death and rebirth were treated as storytelling tools, not just fail states.The castle base of operations became a central hub for player bonding and improvised roleplay.Downtime activities, such as research or dealing with extraplanar paperwork, added depth and fun. Player Agency & Story Design: Player choices mattered deeply, often shifting the trajectory of the campaign.Side quests organically evolved into major plotlines, highlighting the value of listening to player interests.Fetch quests and bureaucratic challenges became unexpectedly entertaining when paired with strong character voices.Homebrew content enriched the setting, especially when integrated into existing multiversal lore. Lessons & Reflections: Player engagement and feedback were vital in navigating the weirdness of Planescape.The group shared regrets and lessons learned, emphasizing the importance of flexibility and communication.The campaign reinforced that creativity and player trust are the heart of any great tabletop experience. Final Thoughts: Whether you’re a veteran GM diving into planar politics or a curious player who wants to gamble with the Fates (literally), this episode offers a treasure trove of inspiration. The Planescape campaign may be over, but its echoes will bounce around the multiverse—and the RPGBOT cast’s brains—for a long time to come.
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