Noir

Keith, Wayne, Kristian, and Scott hit the mean streets and step into the shadows of noir adventuring in Eberron.

Time Markers

  1. 00:00:00 – Introduction
  2. 00:01:54 – Why Was Noir Included in Eberron?
  3. Readings:
  4. 00:12:14 – Definition of Noir
  5. 00:13:21 – Moral Ambiguity and Motives
  6. 00:16:56 – Conveying Noir
  7. 00:19:41 – Agreeing on How Dark
  8. 00:23:33 – Consequences
  9. 00:26:09 – Attachment to a Place
  10. 00:27:53 – For GMs
  11. 00:28:12 – Pacing in Noir
  12. 00:29:19 – Use the Players’ Backstories
  13. 00:31:25 – Stories Don’t Always End Well
  14. 00:33:59 – Customized Stories
  15. 00:35:14 – Off-the-shelf Noir Adventures
  16. 00:37:55Backstory Cards
  17. 00:39:11Fiasco Game for Session 0
  18. 00:39:33 – Tools in Wayfinder’s Guide
  19. 00:42:04 – Tying to The Last War
  20. 00:43:20 – The Role of the Dragonmarked Houses
  21. 00:44:13 – Shadowrun as Inspiration
  22. 00:45:44 – Start with a Mystery as Noir Light
  23. 00:47:47 – Play with Players’ Perceptions
  24. 00:50:56 – For Players
  25. 00:51:07 – Dealing with Dragonmarked Houses
  26. 00:51:44 – Motivation and Disposition
  27. 00:54:02 – Roots and Connections
  28. 00:57:12 – Bonds in Powered by the Apocalypse Games
  29. 00:59:10 – Idea: Prescribe Terrible Things That Will Happen to Your Character in the Future
  30. 01:01:41 – Define Your Loyalties
  31. 01:05:12 – Wrap Up

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