Firebreathing Kittens
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release. You can hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
Episodes
Wednesday Feb 28, 2024
Wednesday Feb 28, 2024
When did this old parchment arrive on the jobs board? Join Armando, Sadie, and Bartholomew as they investigate. Be A Doll is an Adventurous actual play podcast.
Wednesday Feb 28, 2024
Wednesday Feb 28, 2024
Hello listeners!
This is a short episode of firebreathing kittens where I am going to quickly describe the rules of the TTRPG Adventurous. You can find Adventurous that is spelled A-d-v-e-n-t-u-r-o-u-s by Dawnfist games on drivethrurpg.com.
I will be going over the Core Mechanics
Aiding other players
How to roll for initiative
Actions and Movement
Attacking and Defending
How to sneak
Injuries and Death
The Core Mechanic:
In Adventurous the core mechanic is attributes which range from 1 to 5. Your primary attributes are:
Strength: Physical strength, Dexterity: Nimbleness and agility, Willpower: Mental strength and composure, Knowledge: Accumulated Knowledge of the world, and Charisma: or your force of personality. When forced to attempt something risky, challenging, or dangerous you make a check based on an attribute and roll that number of dice. A single 5 or 6 is a weak success. More than one 5 or 6 is a strong success. No 5's or 6's rolled is a failure, although you receive 1 exp.
For example: Mindy wants to try and hit a very menacing goose with a baseball bat so she makes a strength check, her strength is 4. Mindy rolls: 5, 6, 3 and 3. A strong success! We will explain damage later.
This type of check is the core mechanic of the game. Rolling double 6's for some abilities grant special effects so keep that in mind and results in gaining 1 exp and the party gains momentum.
Advantage and Disadvantage: Advantage and Disadvantage may apply due to environment, abilities, or perhaps the assistance of other players. Advantage grants you an extra 1d6 on a test to a max of 6d6, and disadvantage reduces your dicepool by 1d6 to a minimum of 1d6.
Momentum is a binary party wide resource, the group simply has momentum or does not have momentum. It may be used to fuel certain abilities and may also be used to grant the reroll of a single die in a check.
Influencing NPC's: You can influence NPC's by making a Charisma test, often this might be made easier by offering or negotiating with NPC's. Whether a weak success or strong success is required to influence an NPC is ultimately up to the GM.
Aiding other players:
There are a few ways to assist other players for example you can, encourage them to use any available momentum, assist them and grant them advantage, and finally in the unfortunate situation that they begin to bleed out you may make a Knowledge test and mark supply in order to stabilize them and save them from an untimely demise.
Initiative:
In Adventurous, turn order is determined by rolling initiative by making a Knowledge test. All PC's that succeed go before the opponent. Those who fail go after the opponent. Initiative is re-rolled at the beginning of each round.
Actions and Movement:
Each turn a creature gets to make a move and an action
Examples of an action: attacking, using an ability, or drinking a potion.
In Adventurous distance is measured in zones, the zones are: Close, Near, Far, and Distant in that order.
A creature may move one band and make an action or move two bands and take no action on its turn
An example: An angry goose wants to get in melee range with Mindy. It is Distant from her, so it will move twice. It moves from distant, to far, and ends its turn near her. It is unable to act because it moved twice.
Attacking and Defending:
Melee attacks are made with Strength tests, and ranged attacks use Dexterity tests. Damage for weapons and abilities is described such as W2/S4 this stands for Weak 2/Strong 4.
When an attack is made: On a weak success the weak damage is inflicted on an opponent. On a strong Success the strong damage is inflicted. If it is a failure your character misses and nothing happens.
When a Player is defending: Strength is used to defend against melee attacks, Dexterity is used to defend against ranged attacks, and will is used against magic attacks.
If the defensive test is a weak success: the Player takes the enemies weak damage to its HP.
On a strong success: The player avoids all damage
On a Failure: The player takes the enemies strong damage to its HP.
Armor in this game is a value from 1-3 that subtracts from the damage a creature receives. However damage can only be reduced to 1 HP, never to zero.
Massive Damage: Certain situations such as a sneak attack might grant a player's attack Massive Damage. Massive Damage doubles the damage dice of the weapon attack so a W4/S8 damage sword would instead deal W8/S16 damage.
Sneaking:
In order to sneak a PC makes a Dexterity test. It is up to the GM to decide if a strong or weak success is needed to succeed in sneaking.
Sneak Attacks: Attacking a creature from stealth that is not engaged in combat may inflict massive damage, this may only be done with a one handed weapon.
Massive damage doubles the weak or strong damage of the weapon based on the result of the attack. Example: W4/S8 becomes W8/S16
Injuries and Death:
When a PC is reduced to 0 HP it becomes wounded and rolls on the Injury chart using a 1d6: on a 1-2 the character dies a terrible death, 3-4 you are knocked unconscious for one hour and are bleeding out, 5-6 you are knocked down and are bleeding out.
Bleeding out: A PC that is bleeding out must roll a 1d6 each turn, on a 5-6 they survive another turn. On a 1-4 they die immediately. Bleeding can be stopped through magical healing or by performing a knowledge test to stop the bleeding through first aid and mark supply.
Alternatives to death: Adventurous does not really pull any punches when it comes to lethality in adventuring. The chances of dying seem pretty high if you drop to 0 hit points since you have about a 33% chance of rolling a 1-2 on the injury table and you need a 5-6 each turn that you are bleeding out to keep from dying. So its good to have this in mind and perhaps find away discuss this with your players before playing. Some people do not find character death to be a fun experience.
Thank you for listening to my Rule summary for the RPG Adventurous by Dawnfist games! Check it out at Drivethrurpg.com!
Wednesday Feb 21, 2024
Wednesday Feb 21, 2024
Armando takes up a quest to find a mysterious book, recruiting Sadie and Zidane for it, inadvertently finding a relic of Zidane's past. Family Heirloom is an actual play podcast of Fantasy World.
Wednesday Feb 21, 2024
Wednesday Feb 21, 2024
Armando takes up a quest to find a mysterious book, recruiting Sadie and Zidane for it, inadvertently finding a relic of Zidane's past. Family Heirloom is an actual play podcast of Fantasy World.
Wednesday Feb 21, 2024
Wednesday Feb 21, 2024
How to Play Fantasy World
Fantasy World is a powered by the apocalypse fantasy RPG with magic and heroic fighting. It's billed as "dramatic fantasy," which means it's about becoming heroes in a fantasy setting, and making ourselves care about their story.
Like all good PBTA games, Fantasy World has some core principles that guide how we play. First, there is a One Golden Rule, which is that if anyone at the table thinks "this seems wrong, I don't like it," they can and should say so, and only one unhappy voice is a veto. It's like an X-card built into the rules of the game.
The world itself has some core things that are true: Magic is Real. The Gods are Silent. Cities are Rare. Travel is Perilous.
Finally, the game master, called The World, has three items in their an agenda: Play to Find Out, Make Sense, and Rock the Boat. Play to Find Out means there is never a railroad in the game. Instead, we have a setting full of interesting people and ideas and things happening, but those may be discarded at any point when the players go in a different direction.
Make Sense means that all of those interesting people and ideas need to make sense in order to feel like a reasonable world in which the adventurers live.
Finally, the adventurers' lives are interesting and exciting, and we accomplish that by Rocking the Boat. NPCs will act in their own self interests, and how that interacts with the adventurers is what creates an interesting story.
Basic Dice Mechanics:The basic dice mechanics of a PBTA game are that you and your friends describe yourselves doing stuff, and the GM representing the World reacts to your actions appropriated. When you get to the point where you trigger a move, you roll two 6-sided dice and usually add a stat modifier.
If you roll a 10 or higher, you succeed at what you were doing, and the move may tell you what happens.
If you roll a 7 to 9, you succeed at a cost. Usually, the move tells you what the cost is-- it might be implied in the move, or it might be something really specific. For example, the Sway move says that when used on an NPC, on a 10, you get a YES, and on a 7-9, you learn what would get a yes.
If you roll a 6 or less, the World has what's called a "World Reaction." A World Reaction is like a move that the World does-- in other games it's called a GM Move, or a reaction. The World never rolls dice. When the World makes a Reaction, it's certain and automatically succeeds. A typical reaction might be to reveal an unwelcome truth, or put the characters at a disadvantage. It's important to know that a 6 or less isn't *failure*. Whatever you were trying to do might happen-- the World is free to describe it happening, in a way that you didn't expect and probably don't want.
In addition, when you roll a 6, you gain an expedience point. So, during the play session itself, every time you roll a 6 or less, you gain one of those epedience points.
Character Creation and the Fellowship
Characters are drawn from the playbooks, which are downloadable from fantasyworldrpg.com. There are ten playbooks, which are basic archetypes. For purposes of the Firebreathing Kittens' session, the characters are assumed to have a couple of sessions, but have not yet earned a full advancement. As a result, they start with a basic playbook and 10 expedience points. Expedience Points can be used to buy growth points, or can be spent during the session to gain advantage or use more than one utility move during a long rest.
When you create a character in fantasy world, you download their playbook and then make a few choices about the character. For example, the Knight needs to state what chivalric order they belong to, who they are sworn to serve, and what their core value is that gives them some power.
The second page of each playbook has their growth moves, which add special moves to the character as they advance.
The Fellowship is a special way to frame the story in Fantasy World. There are four Fellowship types: Shields, who protect a local area, Knives who pursue personal wealth, Hearts who are on a single quest, and Coins, who go where the job takes them. For the Firebreathing Kittens episode, the Fellowship is the Coins, as they are a group of troubleshooters and problem-solvers for hire.
Further Reading:If you'd like to play Fantasy World, and you have someone who will be running the game, read the Fundamental Knowledge and Essential Mechanics section of the rules, and then read the playbooks and Game Moves to pick your character and understand what will trigger a move in the game. Remember, anything that isn't a move can still happen, it just doesn't trigger a dice roll.
Wednesday Feb 14, 2024
Wednesday Feb 14, 2024
Join Demyan, Nugh, and Mary as they try to fix a ferry and a crabby situation! Can they thwart the imitation crabs before it's too late? Find out in this Everything's Going to Crab actual play episode!
Wednesday Feb 14, 2024
Wednesday Feb 14, 2024
Join Demyan, Nugh, and Mary as they try to fix a ferry and a crabby situation! Can they thwart the imitation crabs before it's too late? Find out in this Everything's Going to Crab actual play episode!
Wednesday Feb 14, 2024
Wednesday Feb 14, 2024
Wednesday Feb 14, 2024
Join Bart, Reg, and Crud as they crab walk their way around an island to save people from an impending tsunami! You Are What You Eat is an actual play podcast of Everything's Going to Crab!
Wednesday Feb 14, 2024
Wednesday Feb 14, 2024
Join Bart, Reg, and Crud as they crab walk their way around an island to save people from an impending tsunami! You Are What You Eat is an actual play podcast of Everything's Going to Crab!
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