Episode 6: Merchants and Marauders and Bringing Back ’Roleplaying’ in Role Playing Games
In episode #6, the founders go into the Secret Cabal library and break out Merchants and Marauders to give you a walkthrough and a review. In Merchants and Marauders the players compete as pirates or merchants, collecting gold and other booty, following up on rumors, completing missions, and engaging in naval combat to earn victory points! Following the review Tony brings us the gaming news from the past two weeks. Then the founders have a round table discussion about how...
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In episode #6, the founders go into the Secret Cabal library and break out Merchants and Marauders to give you a walkthrough and a review. In Merchants and Marauders the players compete as pirates or merchants, collecting gold and other booty, following up on rumors, completing missions, and engaging in naval combat to earn victory points! Following the review Tony brings us the gaming news from the past two weeks. Then the founders have a round table discussion about how GM's can encourage roleplay in RPG's.
- Merchants and Marauders Walkthrough: 00:45
- Merchants and Marauders Review: 00:55
- Gaming News with Tony Topper: 01:21
- Bringing Back Roleplay in RPG's: 01:39
Opening Banter Topics:
- Brian and Jamie discuss the finale of the D&D 4E campaign that they've been playing for almost 2 years
- Chris talks about his preparation to run a D&D 2.0 campaign
- Jamie talks about his upcoming Savage Worlds game set in the Mass Effect universe
- The founders talk about a 7 player 7 Wonders game they played
- Jamie and Chris talks about playing the Dreadfleet campaign, Elder Signs, and Stronghold
- The founders talk about playing Blood Bowl, Starcraft 2, Starcraft, and other strategy games with their friend Steve who kicks ass
- Jamie and Chris talk about the Wild Hunt movie based on live action roleplay
- Chris and Jamie discuss The Captains documentary by William Shatner
- Chris discusses Ready Player One that he was turned onto by the guys at the D6 Generation
Merchants and Marauders Walkthrough and Review
Walkthrough: 00:45 Review: 00:55 Merchants & Marauders lets you live the life of an influential merchant or a dreaded pirate in the Caribbean during the Golden Age of Piracy. Seek your fortune through trade, rumor hunting, missions, and of course, plundering. The game features a unique trade system and a thematic combat system, allowing for critical decisions and intense excitement. Modify your ship, buy impressive vessels, load deadly special ammunitions and hire specialist crew members. Will your captain gain eternal glory and immense wealth - or find his wet grave under the stormy surface of the Caribbean Sea? Check it out on Board Game Geek
Gaming News with Tony Topper
Bringing Back Roleplay to RPG's
01:39 The founders start off discussing basic strategies to improve roleplay in any tabletop system. The conversation starts with GM's providing good, roleplay promoting descriptions and encouraging players to stay in character. This leads into a discussion about personalizing storytelling to allow quieter players to step into the spotlight. From there the founders switch to talking about props, such as music, sound effects, lighting, and other tools immerse players in the world. Then the founders talk about how many little things can help immerse players in the world such as addressing players by their character's name. From there the conversation delves into the GM reminding players of their character's backgrounds. The founders then discuss telling or asking players how their character feels, which needs to be personalized depending upon whether a player is receptive to that type of prompting or not. The discussion then shifts to using other systems to encourage roleplay, including the Fate system of the Dresden Files role playing game. For a D&D 4E variant of the Fate system by Weem please follow the link at the end of the segment description. The conversation continues with using tangibles. Examples are things such as when characters are playing tavern games actually play games using dice, cards, or darts, use poker chips as coin and have players actually hand over coin when purchasing things. Another idea is holding tournaments and other competitions as sports-style test of skill combats in game. The founders then discuss the timing of breaks during tabletop games and how that can impact the mood of the game. Weem's Fate Point Cards and System Description for D&D 4E.
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