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Austin Walker jumps into the Vinny chair this week to ramble with us about all things role-playing, from running down the four types of dungeon master to advising Alex on playing multiple characters at once, plus some thoughts on his time in game development and his recent experiences diving into the hottest Final Fantasy MMO on the market.

CHAPTERS

(00:00:00) Start of show
(00:00:30) Austin's Ramblecast debut!
(00:03:26) OK, let's talk game dev
(00:08:21) Take care of your brains, everyone
(00:11:22) Game mechanics and story, a chicken-and-egg problem
(00:21:21) A taxonomy of dungeon masters
(00:30:35) Alex solicits D&D advice from an expert
(00:46:54) That's right, it's Final Fantasy XI time
(00:53:19) What separates XI and XIV
(01:02:24) That's video games, baby
(01:11:18) Bring back 2001 demo disc and installer music
(01:15:22) NorthernLion has a job to do

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swiftdraw

I remember the biggest struggle for me with FF11 back in the day was finding pants for my Mithra character. Most sets for them were skirts or similar. I shared this struggle with the creator of the webcomic Mac Hall, which made it a bit humorous. On the topic of TTRPG DM’s, I swear it is a mix of the game system and generational. Older Advance D&D and 3.0 DM’, and even players, you have far more adversarial games. But I found building those sorts of games were much easier than collaborative and you, as the DM, had more control over the flow of the game. This was somewhat important for maybe not skilled DM’s (i.e.: Me) as it was so much easier to prep and plan for than a more free flowing, collaborative game. But when I ran FFG’s Star Wars RPG system, it was much easier to run a collaborative game. The balancing and preparing encounters was much easier to do on the fly than the old stat blocks of 3.5 and allowed more options for non-combat build characters.

Jessica Famularo

Allakhazam, now Fanbyte, was the place for FFXI guides and theorycrafting back in the olden times. FFXI was such an unforgettable gaming experience. I miss it a lot.