Episode 1: Carson City & Our Thoughts of RPGs

In episode #1, the founders go into the Secret Cabal Library and crack open Carson City, the gun slingin' wild west city building and worker placement game, and give you a walkthrough and review. I hope you guys like it as much as we do. Tony's been hot on the trail of some hot stories for his news segment and then we sit down to have a veritable potpourri of role playing game stuff including D&D 4 vs previous editions, The Masquerade vs Requiem, Dragonlance when it was good vs...

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Opening Banter Topics

Carson City Review

Carson City is a strategic game. The game is played in 4 rounds and in each one of them the players choose a character (there are 7 available) that gives certain advantages, after that cowboys are placed on action fields on the board to build Carson city. Players can claim ground, erect special buildings, houses or construct roads. When there are several players on 1 action field, a duel is fought. During play, money (to construct) & points can be earned. The player who earns most points wins the game. Check it out on Board Game Geek

Gaming News with Tony Topper

Thoughts and Habits of RPGs

The founders discuss tabletop theme and their play history with Dungeons and Dragons and then ramble into a variety of campaign settings that they played or enjoyed but didn't get much play time with (Darksun, Ravenloft, Rifts: Wormwood). Then they discuss an upcoming tabletop game Jamie is going to run, the Mass Effect setting using the Savage Worlds rules system. Chris discusses buying the Requiem Hunter books and how when we play White Wolf we traditionally do not play humans hunting vampires. This leads to a discussion of the old White Wolf story versus the new one. Then continuing the discussion of story and changing systems we argue about how White Wolf changed the story of their world versus how Wizards of the Coast altered the story of Dragonlance. Tony and Jamie discuss the hyperbolic nature of the Warhammer 40k rpg. The sci-fi discussion leads to the story of a West End Star Wars game Jamie played back in the 90's. From there the founders discuss a in-house game system they developed and the corresponding campaign they played using that system. From there, the conversation changes pace and the founders discuss rules light versus rules heavy systems, what we expected from D&D 4E in comparison to the older editions, the fluff of tabletop, and the innovative actions of players and how D&D 4E limits that based on the new rule set. In this we talk about things like knocking opponents off balconies, rolling around in combat, swinging from chandeliers, climbing unusual surfaces, etc. The game mechanics may allow such actions but the hit point system in D&D makes those possible innovative actions ineffective. The theme of the conversation is that the new system psychologically limits players to performing only actions that are their powers because the system promotes that specific line of thought, but it also ensures the game is fair by having a clear and concise rule set.


Next Article Episode 2: 7 Wonders and Character Creation, Backgrounds and Party Cohesion