Actual Play #1 – Setting Creation
Hi, we’re trying something a little different so please indulge us!
This is the first in an irregular series of actual play podcasts that we will be airing. We are planning on recording some of our experiences as we begin a campaign using the Fantasy Craft rules from Crafty Games. Actual play podcasts aren’t everyone’s cup-of-tea and we totally understand if you don’t want to listen to this bonus episode. Also, this is raw, as we did it, so there is explicit language, particularly from me, so be warned!
In this first episode Marty, Duff and I discuss the setting. As the GM I came to the table with some broad strokes, but not a lot else. I think this session is interesting because you get to see our ideas evolve, grow and coalesce into something firm over the course of about forty minutes. There is a short portion, near the beginning, where we look at pictures to help get our imaginations firing, and so everyone is on the same page. Some of these pictures can be found on our forum, under the Hidden Kingdoms topic. Let us know what you think, and if you would like to hear more actual play episodes. I hope you enjoy the episode.
What the heck is an “actual play podcast”?
An actual play is a recount of the events that occurred during a game session. They can be written (often in the forms of blogs or forum posts) or recorded with video or audio. The purpose of an actual play is to reveal information about a game or a group of players, or both. They are often useful in the playtesting of a game, to show a designer how other people are using their rule text or other material. They are also sometimes used as a form of game review, showing how the game mechanics work in actual play. Our purpose is many;
- We want to share how we play a little, perhaps giving some insight into what occurs during our game sessions and therefore better informing you about all the things we review.
- We also want to show a game and campaign in development, perhaps providing some tips or ideas for you tp take away for your own games.
- Finally, we are show casing a great game, Fantasy Craft.
Let us know what you think in all the usual places!













18 Comments
Just listened to this and found it very entertaining, However 3 things popped into my head while listening to it
1) You magical crystal that are rare and let off magical energy – I think you could call them warp stones
2) Your lizard people they kind of sound like Aztecs but in the desert – very religious and performed a few scientific feats beyond their time.
3) Finally if you have big crystal unborn creature – please make them like giant mood rings and have their colour change depending on their mood.
Warp stone! Skaven! Aaarrgghhh! I guess it just goes to show, no matter how original you try to be, you are a product of your experiences. The lizard folk do sound a little Aztec-y. I love the “mood ring” idea! We have really fleshed out our ideas on the magic rocks and golems. I will post some of those details on the forums soon.
Hehe, as every Roleplayer in “idle mode” you guys were constantly rolling dice. It was quite interessting (and funny) to hear how the background was developed. Would have been also interessting if Marty or Duff came up with big own ideas or put a veto on yours
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How much or what kind of episodes are you planning? Character creation and the recaps of sessions? I would like to see/hear more different games.
Marty and Duff are not allowed to have big ideas – I command it!
The dice you can hear are Duff’s – he got a new set of “precision” dice (edges so sharp you can shave with them! ) and he couldn’t help playing with them.
We will probably do a short snap-shot of character gen and an episode or two of play (short grabs). Other games will be done as we play them. Doing this at GenCon might also be an idea as we go from “What’s this game about” through to resolution in three hours, which could then be condensed down into short episodes.
We get roundly beaten if we try to “directly” come up with new ideas. We have to make it seem like nathan has it and so can talk into the mike still more
It must be me but the magical spirit stones that contain essence of dragon screams to me of the anthancs of the Iron Kingdoms: magical spirit stones that contain the essence of dragons. Ive hesitated to mention it thus far because every time it gets pointed out that we are unwittingly copying from a known idea, Nathan grows his beard even longer and starts all over again
Along the lines of your “Lead Zeppelins”, groan, I ran a campaign where long ago a massive meteor shower devastated much of a continent one night. When the sun rose the next day the space rocks levitated in the air, at night they would come crashing down. Most were dumped were buried or lost to bodies of water but some were built into the infrastructure of sky ships. Infrastructure secured the stones into a ships center of mass and lensed portholes aimed sunlight at the stones to alow more or less lift. Ships had to be over water by nightfall but definitely had the edge on their waterbound competition.
What a totally awesome idea, Eric!
I listned and this game is shaping up to be awesome. It cannot be overstated how valuable having the players contribute to a games setting can be. Despite the obvious increased buy-in and sense of ownership, getting everyone on the same page from the start is an absolute must.
Your setting is fantastic, I cannot wait for some more actual play.
What is this “Warp stone” reference BTW?
Warp stones are from Warhammer Fantasy, they are what the skaven “ratmen” use to power their magic and weapons.
The quest for originality in a campaign can be a real albatross round your neck.
It’s really cool to feel like you’re doing something that’s never been done before but that lofty goal pales in comparison to the question: is this a strong framework for a story that the group can get excited about for a good length of time? (sounds like you’re heading toward a yes there)
Some other things you might want to discuss:
TONE: Is this going to be a heroic romp or a gritty struggle? Will the PCs be big movers and shakers changing the world or will they be desperately trying to survive for just one more day? Are there issues that you like to play with? Are there some issues which the players would be uncomfortable with (more of an issue in Horror style games but it’s always worth asking, even of players you know really well).
LENGTH: Most campaigns start with the assumption that they will last for ever (and none ever do). I find if the group has a sense of what they are building toward, it holds the story together better. For example, in my Dark Heresy campaign the players’ Inquisitor is investigating a plot to bring the Tyrant Star to the planet the PCs live on. When we resolve that plot, it will be a good time to decide if we want to launch a new “season” of Dark Heresy or if we want to do something else – and if we decide to do something else, there will be a nice sense of closure to Dark Heresy.
These are great suggestions John. Sometimes a game will lend itself to a particular style of play, tone or length, but it is always a good idea to make this explicit. What may seem obvious to one player may not be to another, or differing interpretations may cause an issue. This is especially relevant when playing with new people. As you grow as a group the discussions may become short-hand, and you may sometimes not even realize they are happening.
Before any idea of setting was faceted for our campaign each player was asked “what kind of character wool you be interested in and what kind of stuff would you like to do.” this shaped the initial ideas I presented to the group, which then evolved through discussion.
I love actual play by the way – I find it really useful for my own gaming. Keep it up!
Yeah, when is the next one coming out? I don’t get to game much so I have to live vicariously through you guys.
All Things going well, it should be tonight!
Cant wait to see how all the cool things we’ve read and thought out come to life on the table!
Sweet I look forward to it.
Give him hell Marty, remember you goal as a player it to cause the most pain possible to a GM by destroying everything he expects you to do, but to do it without ruining the story/game.
Make him earn the title GAME MASTER.
Ray your philosophy on player sadism has now explained why I have left so many games I have run for you in tears. Sometimes my housemate just finds me curled up in the fetal position in the corner of the bathroom, softly rocking back and forth and moaning “Why Ray….. WHY!!”
I also am brimming with anticipation for the next episode. I couldn’t agree more that full group disclose on expectation and desire is the best idea for a successful campaign. Getting everyone on the same page from the start and creating a basic “blueprint” for the game is just saving a lot of potential headache in the future.
Also, thank you Ray for explaining the warpstone reference, this ALMOST makes up for the human-skin gloves.
Well if you come to Uprising you may have the chance to seek your revenge Tom, I’m thinking of running a table if there is enough space. probable “A penny for my thoughts”
such a great little game.
I was not sure about this, but was pleasantly surprised. It was very entertaining and I found myself wanting to throw in my ideas as well.