Getting Back Into New Stuff (Podcast Edition)

I’ve been listening to mostly the same podcasts for the past two years. To be entirely fair, there’s been a lot for me to catch up on, since I got into podcasts late in general and very late in regards to some of these longer-running podcasts, specifically. That said, I hit a point last summer where I was entirely caught up and had listened to or watched all of the Patreon bonus content I cared for, but I wound up starting a string of full-series re-listens that I’m still working through now instead of trying something new. I needed something familiar and comfortable, so I just listened to stuff all over again. Some of it was nice, since I missed things here or there the first time and a second listen-through cemented the stories and characters I loved so much more firmly in my mind. Most of it, though, was just something I enjoyed to fill the silence of my evenings, combat the tinnitus I’m developing, and drown out the constant thumping, bumping, and creaking of my upstairs neighbors. Over the past few weeks, as I’ve pushed myself to start trying new things again, I’ve finally started making progress on my “to-listen” pile.

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Saying Farewell To My Last Dungeons & Dragons Campaign

It took us three sessions, a total of about ten hours, to wrap up my last remaining Dungeons and Dragons campaign, but we did it. I got to deliver final lines, talk about the world the heroes built, and finally close the loop on themes I’ve been building for years. It was a hefty, emotional moment for the four of us, as we said our goodbyes to the characters and the world they had saved, that left me choked up. Even if we struggled to meet regularly and it took us two years to get to where we were before we started to wrap things up, we’d still invested a lot of time and thought in our characters. It would have been nice if everyone could have been there, at the end, but sometimes people fall by the wayside and there’s no bringing them back. I just find it interesting that it was the players who learned this lesson instead of the characters (who managed to bring back a friendly NPC using a True Resurrection spell after they’d failed to bring them back during our first year with a pair of raise dead rituals gone wrong).

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Saying Farewell to My Favorite D&D Campaign

Last night, I sat down with the remaining players from my almost three-year-old Dungeons and Dragons campaign to talk through the end of the campaign. Though we struggled to have more than 1.5 sessions a month for most of that time, we got pretty deep into the paint. This was a world I created back in 2019 and have been running a weekly/weekly-adjacent game in ever since. It has a customized magic system (not THAT customized, but still tweaked a bit), an entire set of pantheons, complex geopolitical and economic systems, and was my attempt to create a “young world” for roleplaying games. I planned to carry the world through many campaigns, playing out its entire history with my friends as we progressed from one campaign to another. Now, as we move toward other systems and science-fiction themes instead of fantasy themes, I am revealing everything I’ve spent so long creating and saying my own farewells to this world as my players and I say farewell to the story we’ve spent time over the past three years telling.

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Like Most Myths, Wildermyth Is About The Characters

I’ve been playing a bunch of Wildermyth recently. I’ve played through almost all of the campaigns on my own, some of them multiple times with different groups of people, and there’s only one left that I haven’t played at all. At this point, I feel like I’ve got a pretty good grasp on the storytelling pieces of this game, even if I don’t always remember the particulars of every encounter. Throw in a general understanding of the strategy behind the game and a nearly complete understanding of how all the abilities synergize (except for Hero Theme abilities, since I’m still working on collecting all of those), and I feel like there are no real secrets left for me. I’m sure there’s plenty of random encounters I haven’t run into, given my penchant for creating specific types of heroes, but I’m working to correct those biases and hopefully I’ll eventually be able to tick through all the achievements as evidence of my gameplaying breadth.

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Genre and Storytelling as I Move Out of My Comfort Zone

As I look at running new types of Tabletop Roleplaying games, I am confronted by the fact that most of my creative storytelling work and experience is fairly comfined to the Fantasy genre. I’ve written, read, and played fairly extensively in it and all it’s offshoots, so I feel most comfortable working within that context. I’ve also dabbled in Science Fiction as well, as you can see in some of the writing I’ve posted here (most notably, of course, my Infrared Isolation series). I tend more toward near-future in my sci-fi reading and distant-future in my sci-fi gaming, but I feel like I’ve explored enough to work in the space in a very general sense. When you drill down into the specifics, though, I tend to feel a lot less comfortable and I’m being forced to confront that discomfort pretty broadly these days now that almost half the games I’m advocating to my players are Mech games.

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Disinterest and Burnout: The Slow Death of a D&D Campaign

It turns out that not every single one of my tabletop groups is excited about the idea of playing something new. One group, now that Wizards of the Coast has walked back some of their fuckery, is not very interested in playing other games. At least one person in the group found a reason to be disinterested in everything I suggested and while they said they’re willing to consider some stuff if I give them a bunch of information and some time to think about it, I’m not exactly expecting them to embrace anything new at this point. I’ve been running a game for this group for a few years now and I’ve known them for even longer, so I feel pretty confident when I say that they’re not exactly the most flexible group. Historically, they’re one of my most draining groups to run for. Which isn’t to say I don’t enjoy our time, just that I feel like I have to do a lot of work to keep the game going.

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Looking Toward Future TTRPGs With My Friends

At this point, I’ve talked to almost all of my Dungeons and Dragons groups about the on-going issues with Wizards of the Coast and we’ve determined that we’re collectively moving on to new games. It was nice to hear that the pretty much universal response to the conversation was “I don’t care what we play, I just want to keep playing with this group” since that makes me feel good about the groups I’ve put together over the years. We’ve got a ton of games to play; most people had ideas, suggestions, or an active interest in a game I suggested during my monologue; and I’ve turned two D&D groups into a single Tabletop Roleplaying Game group that I might try expanding to accomodate people who aren’t up for weekly games. I might even do a long day (for me) of TTRPGs by runing two groups in separate parties through the same campaign as allies, rivals, or something else! The sky is the limit!

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Wildermyth Is Great In Single AND Multiplayer

I’ve been steadily working my way through Wildermyth during my vacation. I meant to play a bunch of other games during my winter vacation time, but I wound up getting sucked back into Wildermyth thanks to a combination of my Wednesday night gaming evening with a friend and watching the VODs of a collection of the Friends at the Table crew playing through one of the stories (something they started doing as one of the donation goals from their charity stream back in July). I don’t regret it, aside from how much I’ve wrecked my sleep schedule by “one more task before I stop for the night”-ing my way to four in the morning, because it’s a lot of fun to grind my way through mechanically and narratively. The battles are satisfying, the random events are interesting, and the storytelling is always fun to read through. It really is just a great game to sink my time into.

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No NaNoWriMo This Year, But I Think I Wrote More This Year Than Any Other

I’ve been avoiding the topic for a while now because I don’t really want to think about it that much, but I decided not to do National Novel Writing Month this year. Which means it is the first time in ten years that I haven’t even attempted it. It will be the second time in that period that I didn’t succeed. The last time I didn’t complete NaNoWriMo was back in 2016 while the election and its results were happening on top of job hunting and dealing with an increasingly difficult roommate situation. I realized after only a couple days that I couldn’t handle writing on top of everything else that was going on, so I stopped. This year, I realized I wasn’t going to be able to do it a few days before the month started and resigned myself to skipping it.

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