First Look: World Wide Wrestling

Its the International Quarterly Hurtfest main event: Chris Colt V Harley Devil!
These up and coming fan favourites have been give the headlining slot in this quarters Hurtfest. Who will out shine the other? Will the Devil get revenge on behalf of his manager or will Colt earn another victory notch on his belt? Tune in and find out in this First Look at World Wide Wrestling.

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Magical Creator Girls: Times Of Change

Sadly our story will come to an end once you’ve finished this episode, but don’t fret. You’re really going to like how we get there.

Large battles, strange machines, a transformation of epic proportions.
Our girls have been through a lot, and I hope you enjoyed listening to their adventures.

Of course if this is your first time hearing about our Magical Fury campaign, you can find the first episode here.
If you’d like to find out more about Magical Fury, check it out on DriveThru RPG.

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Magical Creator Girls: Art Lives

Our mystical young women continue their trip through the Triple City, encountering the echos of their predecessors.

If you’d like to find out more about Magical Fury, check it out on DriveThru RPG.
If you’re new here, and want to catch up on the rest of this series; you can find episode 1 here.

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Eclipse Phase: Empty Castle

This week new cast members Jasmine and Jeremy join us to play some Eclipse Phase. We’ll be running this scenario at GX Australia next weekend also.

A group of “recovery specialists” have been tasked with infiltrating a hab that has been quarantined since the Fall. They don’t really know what happened here, but someone is paying them a lot of money to recover some lost art. Let’s find out if the pay is worth it.

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Magical Creator Girls: New Girls In Town

While fleeing from the forces of Queen Ares the girls take refugee in a small palisade down; hoping to find allies and friends.

If you’d like to find out more about Magical Fury, check it out on DriveThru RPG.

If you like what you heard, and you’d like to help us out; please share, comment, and subscribe.
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Magical Creator Girls: Teach A Girl To Fish

Our 3 girls find themselves stranded in a strange world with hardly a friend to turn to. They have to find a way home…but first they need something to eat!

If you’d like to find out more about Magical Fury, check it out on DriveThru RPG.

If you like what you heard, and you’d like to help us out; please share, comment, and subscribe.
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Magical Creator Girls: Storm of Change

3 teenage girls are about to encounter something that will change the course of their lives forever. In this mini series we’ll explore the nature of power, identity, and belonging.
Our 3 heroines will explore a new world of possibility.
They’ll deal with complicated and unfamiliar histories.
And of course learn the true power of friendship.

If you’d like to find out more about Magical Fury, check it out on DriveThru RPG.

If you like what you heard, and you’d like to help us out; please share, comment, and subscribe.
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Adventure Base Raiding – a Base Raiders Campaign

Our second FATE campaign, and our first base raiders campaign.
In this campaign run by Raymond we explore the human nature, heroism, greed, and power through the lens of superpowered adventure.
Base Raiders is set in a world where all the heroes and villains have disappeared, but they have left their secret bases behind. Base raiders are the people that loot these places.
In our campaign our players are part of a international adventure race, where they break into, you guessed, abandoned super bases.Each adventure of this series is called a Heat, and each Heat has 2-4 parts/episodes. you can find all those episodes above in a nice big playlist, or in the ABR tag.

If you’d like to read our setting primmer you can find it here.
Below we also have some reflections on the campaign from the players.

Finn(Yurei): This turned out to be an amazingly human story given it was about a ghost, a demon, and a sentient cloud. Amid all the drag races across the Nile delta, raiding of undersea hot labs, and duels with Valkyries on tropical beaches of the Hollow Earth; we found some genuine moments of companionship and vulnerability. As we kicked up dust on the moon and punched Nazis over Paris, we really explored what it was that made each of us feel at home amongst this roving semi-illegal super-sport that we lacked elsewhere in the world. The game had a real warmth in the moments we were just sitting around talking amongst our characters or with the other teams and marketing execs that Raymond gave life to. Not to say that we didn’t absolutely tear it up when the action kicked off. Boy is there some wild stunts in this! Also some excellent camping.

Alex (Gregg): I’m so glad I got the opportunity to experience and explore the incredible and extraordinary world of Base Raiders. While I feel the system is designed to be a high-tech, abstract dungeon crawl, this campaign shied away from that. While there were definitely some amazing set piece moments (like the Nazi UFO rising up from underneath Paris), this campaign was really about three non-humans finding their humanity. I loved how Raymond gave every character a chance to shine and played upon everyone’s strengths and weaknesses at various times. Every character had a chance to grow, even my ridiculous sentient fart cloud.


Ryan (Amriel):First, there were the characters. We started off as an oddball bunch—a demon, a ghost possessing a robot, and a super intelligent cloud of nano-machines that smelled vaguely like a fart—and we just got weirder as the game progressed. Each of our characters had an arc that allowed us to explore their personalities and motivations.
Beyond that, the evolution of the party relationship was fun to play out. With the volcanic explosion and the lost teammate in our backstory, not to mention our wildly divergent character concepts, we got off to something of a rocky start. By the end we’d developed a real rapport with each other as players, and our in-character banter and downtime role play became my favourite parts of the campaign. Heat 5, the section of the campaign where we went camping in the Hollow Earth, had me grinning as we played, even though we got very little accomplished aside from throwing a barbecue for the other competitors.

Finally, Raymond did a stellar job of weaving together all of our weirdness into a coherent story. From the huge cast of NPC competitors to the charming one-offs, he peopled the world with compelling characters who were fun to interact with. Even the Valkyr, who seemed to be the campaign’s heavies for most of the runs, were more than they appeared. In an imaginary space, you can never go over budget, and Raymond took full advantage of that as GM, taking us to various dangerous, odd and exotic locations across the globe (and on the moon). The locations, set pieces, and action sequences were all great.

Adventure Base Raiding was a blast to play, from the kick-ass fight on the side of the crashing flying saucer in Heat 3, to the fraught negotiation with the alien nebula in Heat 4. Every session had something new, exciting and interesting to offer.

Raymond(Game Master): I’m kinda touched by the wonderful things the boys have said. I wanted to take the opportunity to thank them for sticking with it and giving their best to the campaign. Make time for it every week and really focusing in on the play space.

They did an excellent job of portraying their characters and helping me bring the world alive.
I loved running this campaign, it was nice to return to superheroes (which is where this podcast started.) I liked exploring the relationships the boys built. By far my fav moments were when they had to deal with marketing people, or lawyers, reporters, or fans.
Of course there was stuff I would have done differently if I could. it was still an excellent campaign, and I think; a great series.