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Dice Exploder

Author: Sam Dunnewold

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A show about tabletop RPG design. Each episode we bring you a single mechanic and break it down as deep as we possibly can. Co-hosted by Sam Dunnewold and a rotating roster of designers. Part of the Many Sided Network. diceexploder.com

85 Episodes
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Transcripts available at diceexploder.comToday we’re wrapping up the Dice Exploder series on love, sex, and romance with Will That Be All? by Graham Walmsley, a game about the social relationships between the downstairs staff at Melton Hall, a fictional British estate, over the course of about a decade between the first and second world wars.It’s a lovely game about finding solace and community even as the world outside feel deeply uncertain - and that’s what Kim wanted to talk about: how setting, and in this case the spectre of war, can encourage and affect how not just romance but relationships of all kinds can play out in a game.Further ReadingWill That Be All? by Graham WhalmsleyBreaking the Ice, and The Romance Trilogy, by Emily Care BossRosenstrasse by Jessica Hammer and Moyra TurkingtonDownton AbbeySocialsK Lam on Bluesky and itchSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comIn this final episode hosted by Sharang and Alex, perhaps their climactic episode, they are turning up the heat on sex mechanics all the way to physical contact, both as a way to simulate sex acts through other kinds of physical touch... and through actual sex acts being used as game mechanics.This stuff is fascinating, I think much more broadly applicable than you might believe at first blush, and I think also very obviously under discussed in the way that all things sex and sexuality are under discussed. Let's get into it.Further ReadingThe Sleepover by Kat Jones & Julia B. EllingboeThis interview by Lizzie Stark with Emma Wieslander, who created Ars Amandi for the 2001 larp Between Heaven and SeaA Place to Fuck Each Other by Avery AlderKirigami Dominatrix Display Simulator by Aura BellePraise the Hawkmoth King by sage the anagogueVice & Violence by ScalliORKFUCK by SympatheticSapphicSapphicworld by Darling Demon GamesSocialsAlex on Bluesky and carrdSharang on Bluesky and itchSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comOur series on game mechanics centered around sex and romance continues with returning champions Alex Roberts and Sharang Biswas, and today they are talking about dicks. “The phallus.” Or more generally, physical objects. I did some episodes on physicality earlier this year and how the physicality of a game undeniably affects how it feels to play it. But Alex and Sharang go a step further, talking about how in a game you can use an object as almost a vessel for player emotions. Take a listen.Further ReadingTales of the Fisherman’s Wife by Julia Bond EllingboeThe Beast by Aleksandra SontowskaJust a Little Lovin’ by Tor Kjetil Edland and Hanne GrasmoBetween Men: English Literature and Male Homosocial DesireLet These Mermaids Touch Your Dick Maybe by Riverhouse GamesSocialsAlex on Bluesky and carrdSharang on Bluesky and itchSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comAlex Roberts and Sharang Biswas are back for round two, this time with “roll to seduce,” that classic action so many people try and even succeed at taking across any number of games. If I roll high enough on my persuasion check, surely the dragon will fuck me instead of killing us, right? In some games, yes! Right indeed!This is such a weird dynamic, but clearly so appealing to so many people, and today Alex and Sharang get into the why and how of it all. That leads to all kinds of places, but in particular the seductive choice to quantify sex and romance, but put a number to all these ephemeral and scary ideas about sex and romance, presumably so we might better understand them or be able to avoid dealing with how potentially embarrassing and messy they can be.Further ReadingThe Book of Erotic Fantasy by Gwendolyn F.M. Kestrel and Duncan ScottLove and Sex in the 9th World by by Shanna GermainStrixhaven: A Curriculum of ChaosAlex Roberts on Dice Exploder discussing KagematsuFog of Love by Jacob JaskovBluebeard’s Bride by Whitney “Strix” Beltran, Marissa Kelly, & Sarah DoomSocialsAlex on Bluesky and carrdSharang on Bluesky and itchSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comLove, sex, and romance: huge human topics, wildly under-discussed in roleplaying games. At least in my opinion. So today on Dice Exploder we’re kicking off a new miniseries on the subject hosted by NOT ME. Instead, for the next four episodes, Alex Roberts (Star Crossed, For the Queen) and Sharang Biswas (editor of Honey and Hot Wax) are taking over the show to bring you all things love and sex.And today they’re kicking off with an episode on sex moves from Apocalypse World and Monsterhearts, classic PBTA moves that trigger when two characters have sex. Let’s get into it!Further ReadingApocalypse World by Meguey & Vincent BakerMonsterhearts 2 by Avery AlderMy Girl’s Sparrow by Troels Ken PedersenHow Do Aliens Do “It”? by Kieron GillenPop! by Alex Roberts, found in Honey and Hot Wax, edited by Sharang Biswas and L. KahnSocialsAlex on Bluesky and carrdSharang on Bluesky and itchSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comMoira Joy "MJ" Smith is the Dungeon Master for the Try Guys D&D actual play show "The Die Guys". She created the show in 2024 along with the Try Guys, and I was her right-hand dude during production and the show's video editor.Today, ahead of a whole series I have planned later this fall on actual play, MJ and I sit down to talk about how we made The Die Guys. We start with a bunch of background - how shows get made for YouTube at large, how the Try Guys specifically make shows, and how this show came about - but we get granular to, all the way down to how I made choices in the edit about whether to leave in or cut individual jokes.Further ReadingThe Try Guys streaming service, where you can find The Die Guys season 2The Die Guys episode 1 on YouTubeSocialsSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Support Dice Exploder on Patreon!
Hello and welcome to Party by the Apocalypse, an actual play miniseries where we play Apocalypse World while breaking down how it works and the choices we're making as players so you can learn how to better play it.Party by the Apocalypse is Dice Exploder’s first foray into actual play, and the whole thing is out right now wherever you get your podcasts.In the full show, we over any number of mechanics and how they play out at the table: character creation, violence and combat, player vs player, prep, and more. But today on the Dice Exploder main feed I wanted to bring you a taste of the show featuring a part of Apocalypse World I find people are often intimidated by: the sex moves. What does the conversation look like around a sex scene in Apocalypse World, both mechanically and just as people? For one answer, come take a listen.Party by the Apocalypse is:Sam Dunnewold of Dice Exploder, a podcast about rpg designAaron King of RTFM, an rpg book club podcastKeganEXE of PlusOneEXP, a publisher of rpgsEssay of Three of Hearts, an actual play podcastTheme music: Phantasm by Purely Grey
Transcripts available at diceexploder.comIn the unreliable urban fantasy world of Changeling, Clarity is a mechanic that measures... well, for now let’s go with a character's ability to trust their own reality. But finishing that sentence is kind of what this episode is all about, because Clarity has deep ties to various sanity mechanics from any number of Call of Cthulhu inspired games, even as it’s trying to do something different, maybe a little more nuanced and less obviously offensive as measuring a person’s sanity with a flat number.There’s any number of metaphors you might find meaning in with Clarity. It’s not clear to me that that makes it much better than sanity. And yet, today's cohost MintRabbit loves this game and this mechanic dearly, sees so much of herself in it. And seeing yourself in a flawed game, still finding beauty in it, that's what makes today's episode interesting.Ad LinksSpectacula by Jeremy MelloulKiss Me If You Can by me, Sam DunnewoldFurther ReadingChangeling the Lost 1e by White Wolf GamesChangelings, Trauma & Gaming by Mint RabbitA second post from Mint about ChangelingDice Exploder on safety toolsSocialsMint on Tumblr, Bluesky, itch, dice.camp, and ko-fiSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Support Dice Exploder on Patreon!
Transcripts available at diceexploder.comFor the two year anniversary of Dice Exploder, my first ever cohost Ray Chou returns for what starts off as a brand new episode about Stoneburner by Fari RPGs and that game’s oracle mechanic: a way to use dice, random tables, and the careful framing of stakes to adapt the game for solo play.But at some point the conversation morphs into a deserving sequel episode to our first go around on rolling the dice in idie rpgs more broadly. When do you roll dice? Are partial successes good? And how does all of this change for solo and GM-less play? We didn’t ask all these questions last time, and we didn’t have great answers to the ones we did. So let’s check in on the state of rolling the dice!Further ReadingStoneburner by Fari RPGsApocalypse World by Meguey and Vincent BakerBlades in the Dark by John HarperSocialsMythworks homepageMythworks on BlueksySam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comThis is, at long last, the end of this Dice Exploder miniseries on larp. And I wanted to send it off by returning to the question I kicked it off with: what can tabletop designers learn from larp? To get into that, there’s few people I’d rather have on than Jay Dragon (Wanderhome, Yazeba’s Bed & Breakfast).When I pitched Jay this topic, Jay wanted to bring in the 10 Candles from 10 Candles. This is a game best known for, what else, the 10 candles you light at the beginning of play. And the act of doing so, and then turning out the lights, sets a mood that feels like a ritual, something deeper and more visceral than most tabletop games, something not exactly larp-like, but that feels of a piece with the emphasis on environment and embodiment that larp often brings…Ad LinksSpectacula by Jeremy MelloulMake a Scene festivalFurther Reading10 Candles by Cavalry GamesYazeba’s Bed & Breakfast by Possum Creek GamesWanderhome by Possum Creek GamesGame Design Study Buddies on Addiction By Design: Machine Gambling in Las Vegas by Natasha Dow SchüllDice Exploder on Ribbon Drive by Avery AlderA Dozen Fragments On Playground Theory by Jay DragonSocialsJay on Bluesky and Possum Creek Games on itch and Warehouse 23Sam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comHere near the end of Dice Exploder's larp series, I wanted to have on Caro Murphy (Galactic Starcruiser) to talk about experience design, and specifically how to think about curating all those parts of an experience bigger and larger than most of us at home will ever have access to. How do you design the set a game is played on? How do you design something for hundreds if not thousands of participants?And Caro delivered so much more: we get into bleed and empathy and how Caro sees games as an inherently educational medium. Let's get into it!Ad LinksVesta Mandate by Story Games ChicagoSign up for the Spectacula pre-release newsletter from Jeremy MelloulFurther readingMeghan Gardner at Guard Up AdventuresClub DrosselmeyerCaro on Imaginary Worlds and then AgainGalactic Starcruiser on WikipediaSocialsCaro’s websiteSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comSafety in RPGs and larp is a huge topic, one I’ve wanted to cover on Dice Exploder for a long time, but one I’ve avoided it because it feels hard to approach inside the “pick one mechanic” format of this show. Even more than most mechanics I cover on Dice Exploder, I feel like most safety mechanics are in conversation with each other in both logistical ways—how they compliment each other—but also in the philosophy behind their existence in the first place, how including these mechanics at the table is ideally a statement about how we’d like to treat each other both at the table and away from it. So today we’re gonna name that underlying philosophy and call that our mechanic: “players are more important than the game” is something I hear in conversations around safety all the time, and that’s this episode.To break it down, I’m joined by Sarah Lynne Bowman. She studies all this professionally, and she has so much to say and to share about how safety tools work in theory and in practice, how no tool can ever guarantee your safety (even if we should still definitely use them), and how building good communities around our games is at least as important to safer play as any individual tool.Finally, content warning in this episode for mention of sexual assault and emotional abuse in rpg communities. We don’t get deep into any specifics, but they come up.Further ReadingYour Larp’s Only As Safe As It’s Play Culture by Troels Ken PedersenDice Exploder on accessibility in game designCreating a Culture of Trust through Safety and Calibration Larp Mechanics by Maury BrownLarp Design, the bookBibliography from Sarah Lynne BowmanKoljonen, Johanna. 2019. “Opt-out and Playstyle Calibration Mechanics.” In Larp Design: Creating Role-play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen, 235-237. Copenhagen, Denmark: Landsforeningen Bifrost. 3 pages.Koljonen, Johanna. 2020. “Larp Safety Design Fundamentals.” JARPS: Japanese Journal of Analog Role-Playing Game Studies 1: Emotional and Psychological Safety in TRPGs and Larp (September 21): 3e-19e.Hugaas, Kjell Hedgard. 2024. “Bleed and Identity: A Conceptual Model of Bleed and How Bleed-Out from Role-Playing Games Can Affect a Player’s Sense of Self.” International Journal of Role-Playing 15 (June): 9-35. https://doi.org/10.33063/ijrp.vi15.323Bowman, Sarah Lynne. 2015. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org, March 2.Bowman, Sarah Bowman. 2022. “Safety in Role-playing Games I: Introduction -- Sarah Lynne Bowman.” Transformative Play Initiative, February 4.Bowman, Sarah Bowman. 2022. “Safety in Role playing Games II: Before the Game -- Sarah Lynne Bowman.” Transformative Play Initiative, February 4.Bowman, Sarah Bowman. 2022. “Safety in Role playing Games Part III: During the Game -- Sarah Lynne Bowman.” Transformative Play Initiative, February 4.Bowman, Sarah Bowman. 2022. “Safety in Role playing Games Part IV: After the Game --- Sarah Lynne Bowman.” Transformative Play Initiative, February 4.Bowman, Sarah Bowman. 2022. “Safety in Role playing Games Part V: Cultivating Safer Communities -- Sarah Lynne Bowman.” Transformative Play Initiative, February 4.SocialsSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comLast week, indie rpg YouTube essayist Aaron Voigt and I delved into Heart: the City Beneath, a surreal and maximalist dungeon crawler with lots to love. But when I ran the game, I had some trouble with it from a mechanic that by all accounts I should love: beats, little nuggets of story, little goals your character takes on that they advance by achieving. I’ve always found it strange I didn’t love beats in practice, and I today I wanted to break down how and why they left me overwhelmed and unsatisfied. I think there’s at least as much to learn from looking at what doesn’t work in games as what does, especially in games and other art that feels so close to exactly for you…Further ReadingHeart: the City Beneath by Rowan, Rook and DecardSpire: the City Must Fall by Rowan, Rook and DecardSocialsAaron on Bluesky, itch, YouTube, and PatreonSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Support Dice Exploder on Patreon!
Transcripts available at diceexploder.comHeart: the City Beneath. It’s a surreal and bloody dungeon crawler full of so much to love… plus some bits that drive me up the wall. This week and next I’m devoting TWO episodes to it. Today, it’s everything I love about Heart as seen through the lens of zenith abilities: epic things that let players take control of the game and do something gigantic and fucking cool… before killing their character.I’m joined by ardent Heart-lover Aaron Voigt, aka the guy who makes the indie rpg video essays on YouTube. We get into Heart’s spectacular setting, the act of handing story agency over to players, and the joys of playing to lose. Then come back next week for part two with more Heart and more Aaron!AdsRust Never Sleeps, a solo blackjack mecha rpgFurther ReadingHeart: the City Beneath by Rowan, Rook and DecardSpire: the City Must Fall by Rowan, Rook and DecardSanfielle by Friends At The TableAgon 2e by Sean Nittner and John HarperSocialsAaron on Bluesky, itch, YouTube, and PatreonSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Support Dice Exploder on Patreon!
Transcripts available at diceexploder.comOver on the Dice Exploder discord, we welcome new members by asking them what their favorite mechanic is. It’s a great tradition, kicks off a lot of great conversations, but I have largely avoided having it turned my way. So today I thought let’s just get it out there in an episode: what is my favorite mechanic and what do I think about it?Further ReadingElf MotorsSocialsChris’s podcast How to Be a Better HumanSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comLast week was a show about how it might work to frame a scene when you get to decide whatever you want that scene to look like. But this week, we're looking at the reverse: what happens when you're given a very detailed scene and must figure out how to incorporate it into your story?This episode brings together a bunch of threads I’ve been building up throughout this larp series: immersion, the separation or lack thereof between player and character, safer play, and more. I couldn't ask for a better cohost for that than Sharang Biswas.Ads⁠⁠⁠Extra Ordinary on Kickstarter now!⁠⁠⁠Preorder Sharang’s book The Iron Below RemembersFurther ReadingHouse of Craving by Tor Kjetil Edland, Danny Wilson & Bjarke PedersenLumberjills by Moyra TurkingtonI Say A Little Prayer by Tor Kjetil EdlandJust a Little Lovin’ by Tor Kjetil Edland and Hanne GrasmoUncertainty in Games by Greg CostikyanRules of Play by Katie Salen & Eric Zimmerman The Self Reflexive Tabletop Role Playing Game by Evan Torner The World is Born from Zero by Cameron KunzelmanSocialsSharang on Bluesky and itchSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comWhen you’re playing roleplay-heavy D&D, what does a scene look like? Since the game doesn’t give you much in the way of tools for doing so, are you framing scenes intentionally or just kind of letting them happen? And if the latter, is that serving you well?You very well might be, but I’ve become obsessed lately with how we frame scenes in roleplaying games, and today I want to talk about a mechanic that does so very firmly: spotlight scenes, a procedure in which  each player in the game gets a turn to say what they want the next scene to be.To do that, I’m joined by Mo Turkington, designer of many great structured freeform larps including the well-lauded Rosenstrasse and her latest release Lumberjills. We get into the history of spotlight scenes, the pros and cons of including rules for framing and ending scenes in your game, and how even a mechanic like this one that feels so structural and procedural, when used int he right context, can have a beautiful, thematically resonant message in it about agency and self-actualization.Ad LinksSong of the Scryptwyrm by Almost Bedtime TheaterFurther ReadingLumberjills by Moyra TurkingtonI Say A Little Prayer by Tor Kjetil EdlandJust a Little Lovin’ by Tor Kjetil Edland and Hanne GrasmoRosenstrasse by Moyra Turkington and Jessica HammerMontsegur 1244 by Frederik J. JensenRed Carnations on a Black Grave by Catherine Ramen and Juan OchoaSocialsMoyra’s games on itchSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comShadows are a metatechnique in larp where you have players in the role of something other than a traditional larp or rpg player character. Maybe they’re stagehands turning out the lights because there’s ghosts in this house. Maybe they’re the characters’ worst fears who wander around and whisper into players’ ears to egg them on into terrible actions and choices. They’re special effects, or ghosts, or whatever else you want them to be. Let's talk about them!Ad Links⁠⁠Extra Ordinary on Kickstarter now!⁠⁠SocialsElin on BlueskySam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the show!Dice Exploder on Patreon
Transcripts available at diceexploder.comThere's this period of time between when we've all agreed we're going to play a game now and when we start "actually playing." We've got to learn the rules, learn the setting, maybe go over safety or characters. Maybe we order the pizza in here, too.This part of a game is just as much something that can be intentionally designed as gameplay itself, but I don't see much of that in ttrpgs. Meanwhile in larp, workshops to set up a game are standard practice. What do they look like, and what can we learn from them?Ad LinksExtra Ordinary launches on Kickstarter March 10th!Further Reading The Art of Gathering by Priya Parker Bleed on the Nordic Larp wikiPlaying to Lift, Not Just to Lose by Susanne Vejdemo The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity by Jonaya Kemper Space Train Space Heist by Sam DunnewoldVeins of Corruption, Marc's itchfunding mega-zungeonSocialsMarc on Bluesky and itch and actual plays on youtubeSam on Bluesky and itchThe Dice Exploder blog is at diceexploder.comOur logo was designed by sporgory, our ad music is Lilypads by Travis Tessmer, and our theme song is Sunset Bridge by Purely Grey.Join the Dice Exploder Discord to talk about the showSupport ⁠Dice Exploder on Patreon⁠!
Transcripts available at diceexploder.comThe show is on Patreon! There's not going to be a lot behind the paywall, but there is right now a pilot episode for a new podcast that's part play report, part games criticism, and part personal memoir. This pilot is about the excellent game Yazeba's Bed & Breakfast, and you can listen to it now on the brand new Dice Exploder patreon.https://www.patreon.com/DiceExploder
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