Keith, Wayne, Kristian, and Scott hit the mean streets and step into the shadows of noir adventuring in Eberron.
Time Markers
- 00:00:00 – Introduction
- 00:01:54 – Why Was Noir Included in Eberron?
- Readings:
- 00:07:21 – Chapter 9 of Eberron Campaign Setting
- 00:08:01 – Magewright, Marked, Cabal, Claw
- 00:10:17 – “Hardboiled Adventure”, Kobold Quarterly #3
- 00:11:01 – “Neo-noir Intrigue” and “Callestan”, Wayfinder’s Guide to Eberron
- 00:12:14 – Definition of Noir
- 00:13:21 – Moral Ambiguity and Motives
- 00:16:56 – Conveying Noir
- 00:19:41 – Agreeing on How Dark
- 00:23:33 – Consequences
- 00:26:09 – Attachment to a Place
- 00:27:53 – For GMs
- 00:28:12 – Pacing in Noir
- 00:29:19 – Use the Players’ Backstories
- 00:31:25 – Stories Don’t Always End Well
- 00:33:59 – Customized Stories
- 00:35:14 – Off-the-shelf Noir Adventures
- 00:37:55 – Backstory Cards
- 00:39:11 – Fiasco Game for Session 0
- 00:39:33 – Tools in Wayfinder’s Guide
- 00:42:04 – Tying to The Last War
- 00:43:20 – The Role of the Dragonmarked Houses
- 00:44:13 – Shadowrun as Inspiration
- 00:45:44 – Start with a Mystery as Noir Light
- 00:47:47 – Play with Players’ Perceptions
- 00:50:56 – For Players
- 00:51:07 – Dealing with Dragonmarked Houses
- 00:51:44 – Motivation and Disposition
- 00:54:02 – Roots and Connections
- 00:57:12 – Bonds in Powered by the Apocalypse Games
- 00:59:10 – Idea: Prescribe Terrible Things That Will Happen to Your Character in the Future
- 01:01:41 – Define Your Loyalties
- 01:05:12 – Wrap Up
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