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Days Won
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Everything posted by HunterJE
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Boy, that was really worth starting a new forum account for this minor complaint!
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To be fair, even at the time I found it a little weird the degree to which they were freaking out about that--the idea of a name for one's world more specific than "the world" only comes about with sufficiently advanced astronomy to realize there might be other "worlds" out there. There's no reason to assume Glennishmorian society is at that point, so why would he have a "name" for his world?
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Good episode, other than the abrupt ending (redownloading now), also the first act was even better than Never Not Funny's take-your-child-to-work-day style ep a few weeks ago.
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It should feel like sloppy DMing, but I kind of love how Blaine avoids coming up with pesky NPC dialogue with his unintelligible grumbles. In other news, when Sarah said "cop horses" in the recap, I suddenly pictured black and white horses with light racks on their heads, and suddenly the suspicion on the part of the second set of cops made all the sense.
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GREAT episode all around, and the first half was amazing. I would totally listen to a side project where Scott and guests talk in a light but genuine way about real issues--"Real Talk With Scotty Auk" maybe?
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I think there's something we all need to remember here around the forums: Except in certain very specific settings (namely games with strangers, like at cons, and tournaments), EVERYONE plays tabletop RPGs by house variants. Some of the variant rules are intentional, some are mistakes or oversights. Fortunately, the collaborative nature of these games mean usually this isn't a game-breaker, and as long as everyone is having fun with the way they're playing all is good. This is true most of all in casual games among a group of friends who have been playing forever. Which is exactly what NP is, regardless of the microphones in the room. So if they aren't playing by the manual perfectly, just tell yourself "they're playing by house rules" and breathe. It clearly doesn't stop them from having a ton of fun or building an interesting campaign, as they prove week after week.
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Love the prop box.
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Beautiful last fight, always fun to see characters try to do more than just trade blows, even more fun when it goes hilariously poorly. As much as people have complained about lack of quest, I'm really enjoying this campaign (if it can be so-called)--lots of problem solving, decent sprinkling of violence (stakes added by the questionable combat-readiness of the thrown-together party), and great role-playing. Also, as much as it lacks a broader (anti)heroic driving quest, the story is kind of classic; it reminds me of the kind of dark crime comedy where ordinary folk and small-time crooks get dragged into an out-of-control spiral of criminality and violence. Think medieval-fantasy done by Tarantino, Ritchie, or the Coen bros. Or maybe just the child of a strange rpg-shelf tryst between a D+D player's handbook and Fiasco...
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I think it's fine to give the characters some time to breathe and develop before they have grand quests thrust on them; in fact, that DMing style has a big advantage, namely the DM can get to know the characters enough to make a quest that will interact interestingly with the characters' strengths, weaknesses, and character quirks. Anyways, nobody's born a hero.
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The Olive Garden run killed me. I am posting from beyond the grave.
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Not to mention, y'know, bringing an axe to a bar fight...
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In my experience, when someone brutally murders someone based on seemingly insufficient motive, it's super literary and deep (see e.g. The Stranger, Crime and Punishment). I therefore fully expect this Nerd Poker campaign to be taught in high school honors English classes in a few decades.
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I can't believe that nobody landed on "one hit wonders" while riffing on their shared condition...
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Didn't deserve to be on the list of episodes that the most voting listeners wanted to have on that list? Unless you're alleging some kind of voter fraud conspiracy, I think any episode on that list by definition deserves its place on that list....
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The last line. All I can say, the last line. Also the rest of it. When it started I honestly had a moment of "Another Time Bobby? Hasn't that vein been pretty thoroughly mined?" But I take that all back, this episode made my Monday.
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Off to a great start! Loved all the Wilhelms snuck in to the introductory misdirect.
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One small note, it did feel like a couple of times Dag was being RP'd against his 7 WIS -- Brian was trying to be more savvy RE: magic tricks and such than one might expect of such a rube... (now jumping into a bar brawl with a battle-axe in the other hand fits both WIS and alignment just about perfectly)
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Great to hear Ken's chops a bit -- Bart was a fine character, but hasn't had much in the way of roleplay potential...
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Haven't listened through yet, but I love how they decided to do the character-creation in a little more involved on-mic way. I get why they couldn't do that the first time around -- it's a little low action for a first episode of a series -- but great to hear a bit of the thought process behind the characters. Also, excited to see new characters, AND excited to hear the old team is on ice and shall return! Also, cousin Dag gives a possible opening down the road for an epic crossover event! Crisis on Infinite Nerd Pokers, anyone?
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Episode 284 — A Thrilling CBB Adventure Hour
HunterJE replied to JulyDiaz's topic in Comedy Bang Bang
Oh man, what a blast. Sparks is my favorite TAH segment, and it's fun to hear some improvised fun with those characters. -
If you haven't watched the finale yet, GET ON IT. Super good, AND the Patrick McMahon voice comes out during the final review!
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I too was starting to suspect the "stuck somewhere far away" explanation for Stargoyle. Which, if so, could be a great link between campaigns if they start a new one--what's to stop our new intrepid party from coming across the little guy?
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Will the baby classes include a lesson on dealing with giant deaged necromancer abomination-babies?
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Well done, all. Do wonder if everyone makes it home and what not, but all in all a satisfying ending (the final battle may have been a bit anticlimactic, but only through a combination of lucky rolls and smart and resourceful players). Will miss Sark's twisted storytelling and adventure-crafting, but can't wait to see Blaine's take on DMing. Also, congrats to Mildred, Bart, and Blackie for surviving the campaign!