Archive for the 'WeirdZone' Category

Not everyone who gets trapped in the Weird Zone becomes a scavengers.  Sometimes they become Pirates and prey on the rest.

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Not everyone who gets trapped in the Weird Zone becomes a scavengers.  Sometimes they become Pirates and prey on the rest.

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This week we explore the notion of interdimensional incursions.  What causes them?  What evidence do they leave behind?  How does Bureau 13 know they are coming and send a team?

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This week we finish our discussion of places whether real, imaginary or just unattainable that sound like great places to visit or explore but we find them very different when we actually experience them.

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This week we begin our discussion of places whether real, imaginary or just unattainable that sound like great places to visit or explore but we find them very different when we actually experience them.

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John Reiher was featured on the latest episode of Mythwits.  this is the audio only version.  If you would like to see the video version please use this link:

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We join our erstwhile explorers when they find themselves facing off with scaly creatures from the dim reaches of the past! Join the the Whartson Hall Aethernauts in their further adventures in the Weirdzone!

Separated by many miles, yet brought together through remarkable advances in SCIENCE, the Whartson Hall Aethernauts embark on a voyage to wondrous futures past! 

Certainly not Richmond, possibly not 1893: The hapless visitors to the unexpectedly mobile house of Sir William Reynolds, brilliant but distinctly eccentric inventor, find their host gone along with their views of Surrey, replaced by a strangely lush landscape of fern-like plants and jungle. When a toothy, squamous head emerges from the greenery the guests find themselves unexpectedly hunted and horribly ill-equipped.

The Game: Forgotten Futures by Marcus L. Rowland. The adventure setting is adapted from Weirdzone by Richard Tucholka and Tri Tac Games.

Intro and outro musical excerpts are by that most splendid gentleman Professor Elemental, used with his kind permission.

The Whartson Hall Aethernauts play through the Google+ Hangouts facility rather than face-to-face in a room. Despite our frankly perfunctory efforts, listeners may find some reduction in sound quality as a result. We can assure you that this is despite using only the finest grade of wax cylinders in our phonographs.

The Players:

Amelia: Lady Lettie Parkhurst

Tim: Sir George Mathews

Riddles: John Bull

Jon: The GM

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Across the pond, some canny Brits have started playing Weirdzone. The folks of RPGMP3.com have two sessions under their belts, and this is the first session.

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Separated by many miles, yet brought together through remarkable advances in SCIENCE, the Whartson Hall Aethernauts embark on a voyage to wondrous futures past! 

Richmond, 1893. A surprising event has been announced, with the reclusive inventor Sir William Reynolds gathering select persons to witness the unveiling of his latest project, something he has never done before. Clearly it must be of the most singular importance, yet it is not the only surprise awaiting the guests on this outwardly ordinary evening. 

This introductory session involves character generation for about an hour, so skip ahead if that doesn't interest you. The idea is to play this adventure when scheduling issues mean that we don't have key players for our regular game, so it will likely be on an even less formal schedule than normal.

The Game: Forgotten Futures by Marcus L. Rowland. The adventure setting is adapted from Weirdzone by Richard Tucholka and Tri Tac Games.

Intro and outro musical excerpts are by that most splendid gentleman Professor Elemental, used with his kind permission.

The Players:

Amelia: Lady Lettie Parkhurst

Tim: Sir George Mathews

Riddles: John Bull

Jon: The GM

The Whartson Hall Aethernauts play through the Google+ Hangouts facility rather than face-to-face in a room. Despite our best efforts, listeners may find some reduction in sound quality as a result. We can assure you that this is despite using only the finest grade of wax cylinders in our phonographs.


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We conclude our discussion of what makes a western and how to include western themed and flavored adventures in your campaign.

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This week we begin our discussion of what makes a western and what works in a roleplaying game.

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