This week Nockergeek and That Damn Punk join us to discuss the cyberpunk RPG Shadowrun. We cover the history of the game both in setting and out as well as the influences on the game and even share a few of our favorite Shadowrun gaming stories. I even get to mention my favorite weapon from the previous editions of the game: The Laser-Axe!
We mention the good people at Catalyst Games as well as the fine folks over on the Dumpshock forums in this one.
Here’s the link to our iTunes feed.
Here’s the link to the UnderDiscussion RSS Feed.
Wizz by Bob Wizman
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Ok, this is finally up. I have to apologize to everyone for not getting this bonus podcast up on Monday like every other one. My only excuse is that it’s a bonus podcast and that I haven’t really missed a scheduled podcast release date yet (so that’s not so much an excuse as it is a denial of wrong doing.)
This week’s podcast (and by week I mean weekend obviously. We’ll have a new one up on Monday as scheduled!) is all about the movies that inspire our gaming. Let us know what you think in the comments.
Here’s the link to our iTunes feed.
Here’s the link to the UnderDiscussion RSS Feed.
Wizz by Bob Wizman
Podcast: Play in new window
| Download
I’ve been playing RPGs for about eight years now. I first got into RPGs through the third edition of Dungeons and Dragons and managed to get in just late enough to that game that the first set of rule books I owned were the 3.5 core set. After that I purchased things like d20 modern, Mutants and Masterminds, and almost every supplement for d20 that I could get my hands on. So it’s pretty safe to say that I was a pretty big fan of the system back in the day.
As far back as the first game of D&D that I played I’ve noticed a few things that were a little weird, but back then I just assumed that the system had a way of dealing with them that I hadn’t noticed yet. All through the time period that I played in or ran games little issues popped up and I would just address the specific symptoms without trying to fix the underlying cause. I realized a little after the release of D&D 4e that the underlying cause is that the system was inherently borked.
The d20 system has a few major flaws (like melee centric characters essentially being reduced to meat shields and spell book caddies at higher levels to name just one) and tons upon tons of minor flaws (the built in assumption of magical equipment being a requirement at any level higher that 3) that can reduce a game to a heap of broken and counter-broken home rule patches if you attempt to fix them one issue at a time. The only solution in my mind is to rebuild the systems from the ground up.
I’ve always said that given six months in seclusion in Tibet with the Zen masters I could fix all that ails d20. I don’t actually think it’s that broken, but I do think that tearing it down and rebuilding it would be the best thing for it. For the past couple of days I’ve complied a list of notes that I think could be used to drastically improve the game. Basically it’s a collection of great suggestions, my own house rules, and some possible responses to the largest complaints of the system.
Today’s question: Is there any issue in d20 that you think should be addressed? Please note: “fighters suck” is already being worked on.
Tomorrow I’m going to put up the first part of my notes having to do with magic and how it needs to be overhauled completely.
Here are a few pictures from one of WDR’s recent HERO games. We (The Freedon League) were responding to the theft of nuclear material from a power plant and had to fight a team of Nazi Supervillians in the nearby forrest. We learned an old foe was selling advanced power armor to the highest bidder, but thanks to our mentalist we didn’t have to come to blows with “Bismarck.”

(The link up top goes to the first image from that night. In the future the Game On! links will just take you to the main set.)