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And that's a wrap for Glam Rock! In reality, this game did not take very long, and the players even noted how short it was compared to the usual. That's because without a lot of guidance on how to act politically and without a ton of agency from the players, the main thing they had on their plates was to wait for events to transpire. In the real game, Padre pretty much won it all, and I think it was actually the players who may have made the fateful phone call because it was the last thing they still had control over. Additionally, the situation seemed a lot more desperate because the conflict was allowed to spiral into actual barricades being built and guns being pointed down opposite ends of the hall.

In any sandbox game, the most challenging thing any group of players can choose to do, for the GM, is nothing. That's because a sandbox has as many pieces as possible moving however they will, and without outside intervention, they'll collide in whatever way you as the GM imagined. If the result you imagine is "the end of the world", and if the players wait around too long for a benevolent "quest giver" to tell them precisely what to do, the world ends before that quest giver appears.

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Anonymous

Awesome!

Anonymous

This was torture, I'm glad it ended, and of course it ended with the deus ex people could predict by episode two. But of all the things that irk me, and they are hurling through my head, one is how Doctor Who had a whole arc about a planet selling their precious minerals cheap 'coz they didn't know the market price, and it was about voting too! All we got here is communist robots. ... I am obviously not serious but I wish you would redo Glamrock, but good. Don't care how fictional your players long as the story isn't utterly wasted.

U wot m8

Good story. Excited for the next one Larry has got to be an interesting GM.

Applestone

Okay, so, my opinion is this: The singers communicating with light, the robots communicating through songs, the band leaders having magical powers based on music, and the musical battle were fun and/or interesting. Those were the things that made this setting stand out. I would've liked to see more of that, but your characters' usual shenanigans overshadowed the setting too much this time. I do remember you announced that this one is more about personal growth (i.e. character-driven instead of story-driven), so I understand why you made it a lot more about your characters' shenanigans, but all in all I don't think your characters had an unusually high amount of growth, aside from the Disney break-up/get-together at the 2/3 mark, and some of them practicing flirting with the GM. Also the ending in the last 3 minutes was way too abrupt. Does taking the call and successfully talking to the robots lead to an automatic good ending cinematic? And do you get the bad ending otherwise, making this ultimately a binary thing where no other choices matter? Who came up with that idea? I tried Google to find your campaign, but I can never find the settings you're presenting to us, much less the campaigns you put your friends through before making the podcasts. Anyway, as an experienced artist you must already know that not everything you do is gonna be well-received by everyone, so good luck with the next one! If everyone is a toy, I sure hope one of your characters will be a used Dildo! Sex toys are toys, too. :-) Also Barbie Red Light District gogogo!!!

DawnSomewhere

Once Padre dominated the political discourse in the actual game he began advocating for a surprise attack on the Singers, which is what provoked an armed coalition against him, because other people saw it as blasphemy. The party could have gone through with that, defended the Singers, whatever. The call was an extra card thrown in there, and in the game the machines made it abundantly clear they would attack the Singers, which the players encouraged, so that's what got reflected back into the podcast. There was also no obligation to answer that phone call. If I'd wanted to spend even more time on Glam Rock, I would have set up a whole thing where they would hide in the tithe boxes and then surprise attack the Singers themselves. But getting to a consensus to do that would also be a whole story, and the battle would have been a thing. I didn't want to be running Glam Rock for twenty some-odd episodes.

DawnSomewhere

Eh, I wouldn't call it a Disney "get back together" when everyone gives an oblique apology and then agrees to go separate ways after all. There wasn't a "good ending" or "bad ending". If the party hadn't gotten the robots involved and kept faith in the Singers, the Singers would have gone ahead and tried to find them a new, bigger, mining operation. That wouldn't have been bad, since the increasing tithe boxes were mainly an issue resulting from dwindling mineral supplies. The colony's population was generally increasing. The party could also have killed the Singers themselves with an ambush - the Singers come mostly unarmed, viewing it as a civilian concern. After which, they'd make do with what they had. A difficult thing, certainly, but society would have lived on. Getting in touch with the machines and then encouraging them to destroy the Singers was just an option. They could have also fought the machines, and if the Singers came back to find a bunch of robot corpses laying around, they'd have elevated the colony well above a basic mining operation and give them a few more rights and freedoms. It just so happens that in the actual game, the party answered the phone call, and then when the robots showed up, they avoided conflict by siding with them, and then let the robots do the ambush, so they got absorbed into an anti-Singer freedom fighting thing and that was how it ended.

Anonymous

Felt like this was a pretty enjoyable one for me, of course vaguely comedic kind of political drama is one of my favorite genre's anyway. But yeah as a listen I had a nice time following the plot and drama. Stepping back and thinking of it as players playing a TTRPG though the amount of time focused on one player feels weird, but only in kind of a meta sense. I do get the vibe the players are all very chill about the concept of screen time and generally stay engaged with the game even when they're not in the scene, which is a virtue in gaming. They definitely feel like a group who has been playing these oneshots together for a long time. The setting ideas certainly seems fun, but having little focus on the Party's music as a power system and almost exclusively focusing on role play seemed like a twist of sorts. In my opinion i liked it but I can see why some people might not like the idea of such a game, either to play or to just listen to in this podcast. In fact I find it pretty funny that the party never directly kills someone, they just get involved in a plot to allow someone to be in a position to be killed. It is very different from the usual RPG "I Need you to do the fighty staby bit" quest-giving. Overall in concept this game sounds like despite having a solid premise of conflict, only theatre nerds would be able to function like this. But, it does make me want to see someone play this setting and conflict pitch with a group of typical murder-hoboish players who try to fight their way through all the problems and likely become the Padre of the setting, kind of. I guess more realistically the party would get caught being maniacs and the colony would fall apart and the game would end with everything sucking. But yeah anyway last comment actually relevant to the podcast, I did like the whole arc with Mayson trying to figure out what to do as a leader of this whole Glam Rock colony. He seems to go from immediately assuming he knows what the problems are and the best ways to deal with them, to realizing he doesn't as things snowball out of control, to figuring out that since he can't omnisciently predict the best course of action that perhaps inventing almost direct democracy is a good idea. The only thing I would have thought to have done with this podcast near the end is have the characters of Elvis and Lawry pitch in with the conflict resolution, the only thing is I have no idea how they might've beyond what was already in the last episode here. So yeah thanks for making these and have a good weekend!

Applestone

Okay, point taken about the reunion. XD And thanks for explaining the various endings. When you wrote "If the result you imagine is "the end of the world" [...]" I thought that this meant that the singers were totally gonna just let the colony die or even attack them if they had simply gone on strike for a year. Did the singers not mention future career options on a different mining location on purpose or is it a language barrier thing? Also I was surprised to read that both the robots and the singers could actually be defeated by the colonists, because slaves usually aren't better armed than their owners, especially if the owners are aliens with space tech, including those insta-kill missiles the players got threatened with right from the get-go, and the aliens are either a side that leads an armed rebellion or a side that greedily exploits its slaves and thus must have generations worth of experience in keeping them under control. If fighting from a position like that is an option, I as a player would've needed some pointers by the GM.

Anonymous

Adding a dozen chapters of "more of the same" is not what I mean by better. And I couldn't care less what color the party would have chosen at the end of Mass Effect. This is Vampire Charade, 6 eps: helmet stolen, visit Rattus, meet champagne guy, go to mansion, eldrich vampire, convince eldrich vampire with goggles, murder Rattus, go to hell. This is Glamrock, 9 eps: Brock dies, Padre claims the throne, Mason makes a big speech, Padre presses the button.