Clint’s goblins are ready to take action. Time to roll the dice, cash in those action tokens, and attempt to finish our quest before all our Goblins die horrific yet hilarious deaths!
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Items mentioned during episode:
- Honey Heist - PDF Version - Click Here
- Die: The RPG - Print Version - Click Here
- Die: The RPG - PDF Version - Click Here
- Spire: The City Must Fall - Print Version - Click Here
- Spire: The City Must Fall - PDF Version - Click Here
- One Last Job - PDF Version - Click Here
- Heart: The City Beneath - Print Version - Click Here
- Heart: The City Beneath - PDF Version - Click Here
- Eat the Reich - Print Version - Click Here
- Eat the Reich - PDF Version - Click Here
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00:00:00
>> Clint Scheirer: Are you the type of person who needs to see a game played before you
00:00:03
feel comfortable playing it yourself? Todays episode can
00:00:05
act as a primer to your gameplay, letting you
00:00:08
observe before you try it out. We will cover the
00:00:11
core mechanics of Goblin Quest gameplay such as dice
00:00:14
rolls, re rolling and action tokens, how to deal
00:00:17
with Goblin death, and how to finish your
00:00:20
goblin quest. Welcome to Claim to Game the
00:00:23
podcast helping busy people master tabletop role playing
00:00:26
games one game at a time. I'm Clint Scheirer.
00:00:28
I've been an educator for over twelve years and have helped
00:00:31
gamers of all levels quickly grasp tabletop
00:00:34
role playing games so they can enjoy playing them
00:00:37
to the fullest. Stay tuned so that you can make
00:00:40
your claim to game.
00:00:42
Hello and welcome back to episode eight, season
00:00:45
one of claim to game, a predominantly educational,
00:00:48
fun podcast in which I am daring to coin the word
00:00:50
fungicational. It's like if you happened upon
00:00:53
a Hershey kiss, opened it up and found a golden
00:00:56
ticket inside to Willy Wonka's chocolate factory.
00:00:59
The Gene Wilder one, of course, Johnny Depps was twisted
00:01:02
and a nightmare filled with clones of Indian British
00:01:05
actor Deep Roy. The game for this season is
00:01:08
Goblin the RPG brought to you by game designer
00:01:11
Grant Howitt, whose works include, but are not limited
00:01:13
to, Honey Heist, Die the RPG,
00:01:16
Spire, Unbound, One Last Job,
00:01:19
Heart, and most recently at the time of this recording,
00:01:22
Eat the Reich. In an email sent
00:01:25
during the holiday season from Rowan, Rook and Deckard,
00:01:27
the company that Grant started with his two business partners and
00:01:30
friends, Grant said the following, "Goblin
00:01:33
Quest is a proper kids game, which
00:01:35
means A) it's dead easy to run and play
00:01:38
B) It enforces drawing and silly voice
00:01:41
rules and C) It's disgusting, it's
00:01:44
gross. It's about horrible grotty little buggers robbing
00:01:47
each other. And that's precisely what I enjoyed reading about when I
00:01:50
was a nipper. And it's about 15 quid, which is
00:01:53
basically free in rpg terms, isn't it?" By
00:01:56
the way, if you are not a Brit, quid is a
00:01:59
british pound, which is also equivalent
00:02:02
if you are an American,
00:02:03
to
00:02:08
in US dollars. If you're not a Brit or an American,
00:02:11
you might want to do a quick Google search to figure out the cost of this great
00:02:14
game because it still is really cheap for
00:02:17
the price of the value that you get. And I do want to
00:02:20
draw your attention to Grant's first
00:02:22
point letter a it's dead easy
00:02:25
to run and play whether you are playing with
00:02:28
children or adults. I believe this can be true. It's easy
00:02:31
to play. I'm going to cover some of the small points of
00:02:34
discussion to get you started without a hitch. And
00:02:37
by now, if you've listened to all the previous
00:02:39
episodes, you are probably like, come on, Clint, just
00:02:42
play the damn game already. And we've spent time
00:02:45
exploring the setting, character creation, quest
00:02:48
building, and now at last, yes, now at last it's
00:02:51
time for you to get silly with your grotty little
00:02:54
buggers.
00:02:55
Now we are going to explore in the next episode
00:02:58
that age old question, to game master or not to game
00:03:01
master. Do you need a DM or GM or do you
00:03:03
not? We're going to move forward today
00:03:06
assuming that we have no game master and that
00:03:09
everybody at the table is going to be a participant
00:03:12
as a player character with their very
00:03:14
own clutch of goblins. Someone needs to
00:03:17
set the scene to get things going. This is normally
00:03:20
the GM, so since we don't have a GM, anybody
00:03:23
randomly can can do this for your group. Pick
00:03:26
somebody. The book says the tallest player, but it might actually
00:03:29
be easier if the person who set up the gaming night
00:03:32
or organized the whole dang thing does it.
00:03:35
It's less confusion, less hemming and hawing, especially from
00:03:38
your new players who haven't found their spontaneous
00:03:41
courage yet to jump in and get things started.
00:03:44
And it gets you right into gameplay. So a
00:03:47
suggestion to set the scene is to
00:03:49
consider where are your goblins on the
00:03:52
map? Or your made up setting? Where are they starting?
00:03:55
When I was playtesting with some other
00:03:58
players, we found it was easiest just to begin in the middle of
00:04:01
the map near the goblin mud pits and go from there.
00:04:04
Then I would suggest restating the first
00:04:07
task and the first stage of the quest.
00:04:10
So if it were me, and I was the one based
00:04:12
on the game that I created saying the
00:04:15
scene to get us all started, here's how I would say it.
00:04:18
"Our goblins are bickering and gnawing on old
00:04:21
trash. Outside the small mud huts near the mud pits in the great
00:04:24
battle camp. one shouts, 'I hate
00:04:27
this same old trash mail. I'm fed
00:04:29
up.' Our goblins have all heard our
00:04:32
entire lives, which has only been about one week
00:04:35
long, about the grand wizard ball providing the
00:04:38
finest dinner in the land. After much complaining,
00:04:40
we are determined to leave our life of trash food behind
00:04:43
and taste the finest dinner weve ever eaten at the table
00:04:46
of the Grand Wizard at the Grand Wizard Ball in the Black
00:04:49
Tower. First we need to get the perfect wizard
00:04:52
disguise. The bugbears over at the Dun Inn should be able
00:04:55
to help us with this let's begin."
00:04:57
Now, whether what you say is much shorter, much
00:05:00
funnier, or whatever, that's what came out of my
00:05:03
mouth hole.
00:05:04
So the next thing to consider is whose
00:05:07
turn is it? And that's the beauty of it. There
00:05:10
is no turn, there is no order. The way that
00:05:12
you play is that you are going to use your action
00:05:15
token. Each player is given an action
00:05:17
token which can be anything lying around your house. It
00:05:20
could be actual tokens, coins, small toys,
00:05:23
action figures, miniatures of goblins. I
00:05:26
actually use some generic people from
00:05:29
my children's room, which makes me think of
00:05:31
the, that cool song, "Clint. Clint.
00:05:34
Clint's my name. Stealing toys from children is my game,
00:05:37
yo!" But when you want to speak or
00:05:40
take your goblin's place in the story,
00:05:43
you need to use your action token and you place it in the
00:05:46
center of the table. Then describe what is your goblin
00:05:49
going to attempt to do in order to get closer to that task
00:05:52
one stage, one goal. Your description could be as
00:05:54
long or as as short as you want. You could be saying
00:05:57
what is your goblin doing? Or you could be speaking
00:06:00
as your goblin, acting out the story with your own words,
00:06:03
totally up to you and your comfort level.
00:06:05
And then, yes, then comes the dice
00:06:08
rolling. It is important for you and all the other players
00:06:11
to have the result table from page 42
00:06:14
of the Goblin Quest book, either printed or pulled
00:06:17
up in front of you at first, this will tell you the
00:06:19
result of your dice rolls and how it
00:06:22
affects your progression through the story. A
00:06:25
quick recap of the table says the
00:06:28
following: If your dice has the result of
00:06:30
one or two, your goblin incurs an
00:06:33
injury and each goblin on your sheet has two hit
00:06:36
points hp each checkbox next to
00:06:39
your goblin is one of those hit points, and if you end up checking
00:06:42
off both boxes, your goblin dies
00:06:45
and you're on to the next goblin. If your
00:06:47
dice result is a three, something bad happens
00:06:50
and this neither hurts nor helps your
00:06:53
story. It helps you in the fact that it lets
00:06:56
you know what happens when your goblins task did not
00:06:59
succeed and you're left worse off. It does,
00:07:02
however, negatively affect the next player's
00:07:04
turn, as now they're going to have to add a
00:07:07
negative one to whatever each dice roll
00:07:10
result they have. So if they rolled a three,
00:07:13
they now have a two. If they rolled a four, they now
00:07:16
have a ah three. So it does affect the person who
00:07:19
plays after you. If you roll and your
00:07:21
dice has the result of a four, something good
00:07:24
happens and this outcome you get to
00:07:27
describe a positive narrative result
00:07:30
with the action that you did, but it still isn't an
00:07:33
outright victory helping you move on to the next
00:07:35
stage. It does, however, give the next
00:07:38
player a, plus one to their dice roll. So if they rolled
00:07:41
a two, they now have a three. If they rolled a four, they
00:07:44
now have a five. And speaking of
00:07:47
five, five or six is a
00:07:50
victory baby! Wait, no, not a
00:07:53
victory baby. That would be a baby that looks like Julius
00:07:56
Caesar riding on a centaur with a machine gun, eating pepperoni
00:07:59
pizza and cake. No, I am talking about
00:08:01
hashtag winning. If the result
00:08:04
of any of your dice equals five or
00:08:07
six, then you are getting somewhere. You
00:08:10
describe what your goblins actions are going to do. They go off without
00:08:13
a hitch, and you get to subtract one
00:08:16
from the current difficulty rating of your
00:08:19
stage that you are in. Now, remember, once your
00:08:21
crew rolls enough victories to bring the current
00:08:24
stages difficulty down to zero, you get to move on
00:08:27
to the next stage of the quest and hopefully on to the next
00:08:30
task. And when it comes to how many dice you're
00:08:33
actually going to get to roll when you're trying to act,
00:08:36
this is determined by how many of your goblin's
00:08:39
characteristics found on your character sheet that you are
00:08:41
conceivably and dare I say,
00:08:44
reasonably, able to include when you're talking
00:08:47
about what your goblin is trying to do. So
00:08:49
remember, we came up with your goblin's quirk,
00:08:52
dream expertise, ancestral
00:08:55
heirloom in defining feature for each
00:08:58
specific goblin to tell them apart. You always
00:09:01
get to roll at least one dice, but
00:09:04
technically, if you are super creative, you could roll up to
00:09:07
six dice at a time. What threw me off,
00:09:09
and this is so silly, because if I just read the
00:09:12
instructions, it would have made perfect sense, is that
00:09:15
every dice counts. And it might
00:09:18
be possibly because I've been playing too much Star Wars RPG
00:09:21
fantasy, flight games with my friend Robert, where the dice results
00:09:24
cancel each other out. Comedian, Jim Gaffigan
00:09:27
would say, "Gosh, can't clint even
00:09:29
read?" Well, yes, every dice
00:09:31
counts. So even though I'm rolling more dice,
00:09:34
it could potentially give you more victories. It could
00:09:37
also potentially give you an equal opportunity for
00:09:40
more goblin injuries, goblin deaths, which would end
00:09:43
the reign of terror you're trying to attempt to bring
00:09:45
upon the Great Battle Camp. Some obvious dice rolling
00:09:49
scenarios that must have come up during
00:09:51
playtesting at this point in our
00:09:53
gameplay, let's talk about them. One is
00:09:56
if you have a dice which results in a good
00:09:59
thing, and then another dice which results in a
00:10:02
bad thing, the final verdict is that you get a
00:10:04
good thing. Good trump, sovereign bad.
00:10:07
However, if you get two dice that are bad
00:10:10
things and you only have one good thing dice, well,
00:10:13
then those two bad dice just beat up and mugged your poor good
00:10:16
thing dice. And so the final verdict is two
00:10:19
bad things and one good thing equal a bad
00:10:21
thing. And so because these are canceling each
00:10:24
other out, regardless of how many good or bad
00:10:27
things you get as a result of your dice,
00:10:30
the next person will only ever get to add plus
00:10:33
one or subtract one from his or her
00:10:36
dice results. And I hope that's as clear as
00:10:39
a goblin mud pit. Finally, if your dice
00:10:41
result goes above six to seven,
00:10:44
an example would be if a player rolled a good
00:10:47
thing and that gives the next player a
00:10:50
plus one, and you're that player that decides
00:10:52
to go next, and you roll your dice in one of
00:10:55
your dices is a six, you get to add plus one
00:10:58
to that six, which makes it a seven, then if you get a
00:11:01
seven, you get two victories to help you reduce
00:11:04
the difficulty rating of your current stage instead of the
00:11:07
normal one victory point on the other end of that
00:11:10
spectrum. However, if the dice result goes
00:11:13
below one, so an example would be a player
00:11:16
before you got a bad thing and then you decide to
00:11:19
go next, which means you have to add a negative one
00:11:22
to any of your dice results, then
00:11:24
if you roll a one and you are subtracting one,
00:11:27
that is zero. And that means that your
00:11:30
goblin is instantly going to incur two
00:11:33
injuries which will result in a goblin
00:11:36
death. Now don't worry, your goblin injuries do
00:11:39
not carry over to your next goblin. So if you already have one
00:11:41
injury and then you rolled a one
00:11:44
which gave you a zero, you're not going to
00:11:47
give an injury to your next goblin. They do not carry
00:11:50
over. And in the same vein of thought, victories,
00:11:53
bad things, good things cannot carry over
00:11:56
between tasks. So if you had
00:11:58
a bad thing in the third stage of
00:12:01
task one, it does not give a minus one
00:12:04
or carry over to the first stage of task number
00:12:07
two. If you had victories in the last
00:12:10
stage of task number two, then you're
00:12:13
not going to get extra victory points to apply to
00:12:16
your difficulty rating in task number three. And
00:12:18
please remember, finally, you have a
00:12:21
reroll mechanic. Remember that the reroll mechanic that
00:12:24
you chose during quest creation, whether it was the
00:12:27
goblin ear or the boss stick or the boss hat
00:12:30
or whatever you did, follow that process if you don't
00:12:33
like the dice result. Our crew that
00:12:35
playtested this game constantly kept forgetting that we could
00:12:38
do it. One player had to keep reminding us that we
00:12:41
could reroll as our heads were in our hands,
00:12:44
overcome with despair over our poor result, yet we could
00:12:47
reroll. Note if you do
00:12:50
Reroll, you have to take all of your
00:12:52
dice and reroll all of them. You can't just pick the
00:12:55
good ones and leave the bad ones. You can't pick and choose
00:12:58
here.
00:12:59
Quick pause on the show. Have you been listening to this first
00:13:01
season of CTG and do not yet have your
00:13:04
very own copy of Goblin Quest the
00:13:06
rpg? Picture yourself pretending to be gross,
00:13:09
grotty little buggers on your neck game night with your
00:13:12
closest friends. Laughs, goofs and
00:13:15
goblins don't wait. Enjoy your copy of Goblin
00:13:18
Quest the rpg today by clicking on the
00:13:21
link in the show notes. You'll be wreaking havoc all over the great
00:13:24
battle camp in no time. Alright, back to the
00:13:26
show.
00:13:27
Speaking of choosing, let's choose to put all of
00:13:30
this into practice with a quick lightning round of
00:13:32
gameplay. I'm at the table with three other
00:13:35
friends, total of four players. I'm using my goblins
00:13:38
and the scenarios that we built in season one here on
00:13:41
Claim to Game, and we need a disguise and
00:13:44
we need to start with those tricky bugbears. I turn
00:13:47
in my action token into the middle of the table and
00:13:50
I say, "Kanker. My cranky goblin
00:13:53
stalks out of the goblin mud pits. Cranky but
00:13:55
determined. He arrives at the door of the Dunn Inn and
00:13:58
the bouncer opens up the slot, revealing two green
00:14:01
angry eyes. 'Yeah, what do you want?
00:14:04
Password?' Kanker is small, but using his
00:14:07
long ape like arms, his defining feature,
00:14:10
he will lift up a beautiful skunk
00:14:13
meat pastry that he baked earlier that day.
00:14:16
Before speaking, he takes a quick sniff of his nose and is
00:14:19
able to tell that this bugbear bouncer has
00:14:22
recently eaten some onions. And so with his other
00:14:25
long arm, he's going to pull out some chopped onions and sprinkle
00:14:27
it over the meat pastry as a garnish.
00:14:30
Kanker pipes up his squeaky voice and says,
00:14:33
"I ain't got no password, but please
00:14:36
sir, except this offering as simple passage into
00:14:39
this humble establishment." And after
00:14:42
2 hours of talking that way, I'm gonna have a sore throat. But
00:14:45
at this point, this is when I'm going to roll to see how
00:14:48
the story progresses. I'm attempting to bribe our
00:14:51
way into the Dunn Inn, the abode of the bugbears,
00:14:53
with this stinky skunk meat pastry.
00:14:57
And because of the way I described what task I was
00:15:00
doing and how I was doing it, I actually get some extra dice
00:15:02
beyond my given one dice that I always
00:15:05
can, can roll. How, you might ask?
00:15:08
Well, let's recap. A) I used my
00:15:11
celebrity baker dream to previously have
00:15:14
cooked a skunk meat pastry that I'm using for a bribe.
00:15:17
That's one extra dice. B) Cankers defining
00:15:20
feature is ape like arms, which I'm using to reach
00:15:23
up to the eyeslot hole and entice the bugbear
00:15:25
bouncer. I'm also using the other ape like arm
00:15:28
to reach up and sprinkle the onion garnish on the
00:15:31
pastry. That's another extra dice. C) My
00:15:34
clutch's expertise is smelling things that
00:15:37
make loud noises. This bugbear is loud and it
00:15:39
makes loud noises. I sniffed him and created
00:15:42
the story that he had just eaten some onions to add
00:15:45
on to the pastry. So that is another dice.
00:15:48
I wasn't able to fit in my goblins, shifty
00:15:51
amphibious eyes. That is, the quirk of my
00:15:54
goblins. But I'm sure the game will give me plenty of
00:15:57
opportunity to use those amphibious eyes later
00:15:59
on. And so that is a total of four
00:16:02
dice that I get to roll. All of them count
00:16:05
and will be individually assessed and compared to the
00:16:08
result table on page 42. And
00:16:11
so here I
00:16:13
go. Alrighty. So I got a five,
00:16:16
a five, a two, and a
00:16:19
three. And here's what that all means. So we'll start with
00:16:22
the highest numbers. The two fives are victories. we
00:16:25
succeeded at our task, and, in fact, we have actually
00:16:28
knocked down our difficulty rating of stage
00:16:31
one in task one from three
00:16:34
down to one, because those two
00:16:36
victories take it down towards zero, where we can
00:16:39
then move on to the next stage. The
00:16:42
two is an injury. So I would go ahead and
00:16:44
use my pencil or my pen and check one of
00:16:47
my, HP checkboxes next
00:16:50
to Canker's HP on his
00:16:53
character sheet. And then the three is something
00:16:55
bad. So it doesn't give me
00:16:58
a, it doesn't take away a victory point. It doesn't give
00:17:01
me anything for my current turn, but what's going
00:17:04
to happen is the next person who plays will have a
00:17:06
minus one to all of their dice rolls
00:17:09
when it comes their turn to play and my turn
00:17:12
is done the only thing I need to do is describe how this
00:17:15
works narratively. So I'll say that the
00:17:18
goblin held up, Kanker, held up
00:17:20
his, skunk meat pastry up to the eye
00:17:23
slot, and the bugbear on the other side
00:17:26
was SO excited to see meat that
00:17:29
he threw open the door, and in a very, like,
00:17:32
cartoon comical, style, just slammed
00:17:35
Kanker against the wall. Like if, if this was a cartoon,
00:17:38
Kanker would be completely flat like 2D
00:17:40
paper and just sort of like flutter
00:17:43
off the wall onto the ground and then pop back into being
00:17:46
3D. So that's where he loses his one hit
00:17:49
point. He is able to open up and get
00:17:51
access. And the goblins, the, the bugbear says to
00:17:54
the goblin, "Come on in. the, the
00:17:57
party started," and as you walk in,
00:18:00
all eyes in the room turn towards
00:18:03
Kanker and his, and his companions. So the
00:18:06
other people, the other goblins that are with him, the other player
00:18:09
characters, and that's where I'll say the minus one comes
00:18:12
in. everybody's sort of hesitant they're a little
00:18:15
bit wary or suspicious of a bunch of goblins
00:18:18
coming into the bugbear's hangout. And
00:18:21
my turn's done. I cannot play or take
00:18:24
control of the story again until everyone has used their
00:18:27
action token. And once everybody has, then that round
00:18:30
is finished and everyone takes their action token back
00:18:33
and you do it all again.
00:18:34
And don't forget, when you get to the stage where
00:18:37
your tasks misfortune is going to
00:18:40
happen, you let the player who decides
00:18:42
to go first in the round explain what they're
00:18:45
going to do. And then before
00:18:48
they roll, then whoever wrote
00:18:51
down that misfortune is going to open up their
00:18:53
envelope or piece of paper and explain
00:18:57
what's going on to the group. What, what is the misfortune that
00:18:59
is befalling everyone here? And once that's said and
00:19:02
done you can incorporate that misfortune into the story. And it
00:19:05
explains why the difficulty rating of that
00:19:08
particular stage and is a little bit higher.
00:19:11
Now let's pretend that this stage is where the misfortune
00:19:13
occurs. I describe how Kanker is going to bribe his
00:19:16
way into the Dunn Inn with the skunk meat
00:19:19
pastry. But before I roll the dice, the player
00:19:22
who was chosen to secretly roll the
00:19:24
misfortune for task one will dramatically,
00:19:27
of course, reach over, grab the note or envelope
00:19:30
where they wrote down the misfortune and they will say in
00:19:33
a loud, voice, "Swifts appear and
00:19:36
dive bomb the goblins to eat lice out of their
00:19:38
hair." And I like that because that maybe is
00:19:41
the reason why, the bugbear didn't see
00:19:43
Kanker and, he slammed open the door. Hence
00:19:46
the one HP that was checked off of the
00:19:49
character sheet for my goblin.
00:19:51
Okay, two more things here to wrap up with
00:19:54
gameplay. What happens if your goblin dies? Well,
00:19:57
if you still have goblins left you can move on to one of
00:20:00
the other six goblins in your clutch. You don't necessarily have
00:20:03
to go in order. You will move to play that
00:20:06
next goblin when the next round begins. And if you've run out of
00:20:09
goblins and they've all died, you still have a way to
00:20:11
contribute to the story and to the overall task.
00:20:14
What you get to do is you get to take over the role of a
00:20:17
friendly non goblin NPC. You can make
00:20:20
up this previously non existent character before the
00:20:23
beginning of the next round and introduce them when you hand
00:20:26
in your action token. NPC's work a little differently
00:20:29
than the goblins. They only get to roll one dice when they
00:20:32
act, but can roll two if they're acting to
00:20:34
their strength. So an example would be if you are playing as
00:20:37
a hobgoblin who's very intelligent and good at writing
00:20:40
and book smarts, and you do something that is book
00:20:43
smarty, then you would be able to roll an extra
00:20:46
dice. NPC's do have two injury
00:20:49
boxes, but they can't die. And if you're
00:20:52
both ticked off, not like angry, but if
00:20:55
both boxes are ticked off, they are just out of
00:20:58
the current stage. Your NPC is out of the current stage and
00:21:01
then they can heal up and appear when the
00:21:03
next stage begins. You can create a new NPC at
00:21:06
the beginning of the next stage if you want. Or you can play that same
00:21:09
NPC if you really like them, just all healed up and
00:21:12
ready to go.
00:21:13
So how do you know when you're done with this game? How do you know when
00:21:16
you successfully finished your quest and
00:21:19
succeeded? Or you utterly failed and everybody
00:21:22
died? Well, that's exactly how you know you
00:21:25
failed. If all the players goblins are dead, you
00:21:27
lose. Good day, sir ...or madam. If you
00:21:30
and the team happen to make it all the way to
00:21:33
the very end of stage three on task
00:21:36
three, and you were able to bring down the difficulty
00:21:39
rating by rolling enough victories, you
00:21:42
achieved your goal. You completed your quest successfully.
00:21:45
Regardless of whether you quote win or lose,
00:21:47
there's always going to be an epilogue stage. And at
00:21:50
this point, this is where each player gets to choose
00:21:53
another player's goblin. And it can be one that
00:21:56
died or is still alive at the end of the game and
00:21:59
create the ways that future generations of
00:22:01
goblins will talk about this goblin almost
00:22:04
like they're passing into legend as a hero. This
00:22:07
epilogue stage is a decompression stage.
00:22:10
It's like a decompression chamber back into
00:22:13
reality, which is not unusual for role playing
00:22:16
games. It allows players to have time to celebrate,
00:22:19
feel their feelings, what they feel. It's a healthy way to
00:22:22
acclimate back into the experiences that you just
00:22:24
shared and like I said, back into reality. And it's
00:22:27
another time to just connect more with your peeps and have
00:22:30
fun. And since Goblin Quest is so lighthearted,
00:22:33
most of that sharing is going to be very positive and
00:22:36
probably, elicit more laughs. And at
00:22:39
this point you have played Goblin Quest. You
00:22:42
could just shut this podcast right off now and go
00:22:45
grab a friend or two or three and run a game.
00:22:48
But maybe you should stick around just a little bit longer because next
00:22:51
time you are going to explore with me the question
00:22:54
to game master or not to game Master,
00:22:57
that is the question.
00:22:58
Is a GM, necessary when playing tabletop
00:23:01
rpg's and which mode works best for
00:23:03
you when playing Goblin quests? If this is the
00:23:06
first episode you've listened to, welcome to the pod. Don't
00:23:09
forget, if you'd like to get your own copy of Goblin Quest to
00:23:12
follow along step by step as we learn, I
00:23:15
will include a link in the show notes for you to purchase.
00:23:18
Just a disclaimer. Any products I provide links
00:23:21
to in our show notes are affiliate links, and if you
00:23:24
choose to use them, I may earn an affiliate commission
00:23:27
at no extra cost to you. I do only promote products
00:23:30
or services that I have fully investigated and feel can deliver
00:23:32
value to you, such as Goblin
00:23:35
Quest. Join us next week as we continue our
00:23:38
quest claiming Goblin Quest. Let's answer that
00:23:41
age old question, whether a GM is necessary or should
00:23:44
take a big fat hike. Can't get enough of
00:23:47
the CTG podcast? Would you like to connect
00:23:50
with like minded gamers who want to learn more about
00:23:53
tabletop role playing games and how to play them? Find access
00:23:56
to our Discord server, Claim to Game, by clicking on the link
00:23:59
in our show notes or on claimtogamepodcast.com our community is a
00:24:01
safe place to learn, share resources, and
00:24:04
grow. Enjoy the CTG Discord community
00:24:07
today and until the next time we make our claim
00:24:10
to game, one game at a time.