Dork Day Afternoon

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Dork Day Afternoon is a table top role playing game, actual play podcast. We're not professional voice actors, writers, producers, musicians, or media moguls (not for a lack of trying).  We are a group of people that have had so much fun playing TTRPGs, that we thought we might see if other people would like to listen in on our games. DDA's roots were cultivated and nursed to life through the glorious game systems of
Dungeons and Dragons https://groupfinder.eu/library/dungeons-dragons-55e-2024
,
AD&D
,
Pathfinder https://groupfinder.eu/library/pathfinder-2nd-edition-2019
,
Starfinder
,
Shadowrun https://groupfinder.eu/library/shadowrun-2019
,
Twilight: 2000
,
Delta Green https://groupfinder.eu/library/delta-green-2016
, and the most beloved...
Hero Quest

Shows

Two Past Midnight

DDA's actual play campaign of Twilight 2000 4th edition game system. Twilight: 2000 is a role playing game about a "World War III that never was". Our character's begin the campaign lost and stranded in a war torn Poland during the year 2000. Join us each week to hear how they keep body and soul intact as they search for a way home. The balloon has gone up and the clocks have stopped, but time marches on...

Rogues of Vättern

Dork Day Afternoon heads to Sweden where we'll be taking a "deep dive" into "Hostile Waters", Free League's rules and setting supplement, and to see how 2nd Marine Division has faired in the post apocalyptic world of Twilight: 2000.  Join us as we follow a small group of intrepid Leathernecks from small crafts platoon to see how they navigate the fjords of Sweden and the turbulent waters of the new political landscape. Will they complete their mission? Can they make it back home? Will they improvise, adapt and overcome or will they be doomed to the icy deep? Oorah!

Encore of the Lost

DDA's play through of the Extinction Curse adventure path written for the Pathfinder Second Edition game system, published by Paizo, Inc. Join us as we gracefully stumble through circus crowds and the Pathfinder Second Edition rules. Our intrepid adventurers put on a show...while putting on a show...while trying to unravel ancient mysteries.

Links

dorkdayafternoon.com https://www.dorkdayafternoon.com/ - Official website youtube.com https://www.youtube.com/@DorkDayAfternoon - Youtube channel patreon.com https://www.patreon.com/DorkDayAfternoon - Patreon page

Videod

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Järjestatud:

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Dungeons & Dragons 5e (2014)
Tabletop Roleplaying Games

Dungeons & Dragons 5e (2014)

TTRPG
Beginner-friendly
High-Fantasy
Dungeons & Dragons 5th Edition (D&D 5E) is a heroic fantasy tabletop roleplaying game published by Wizards of the Coast. Released in 2014, it is the edition that brought D&D from a niche hobby into mainstream pop culture - showing up in TV shows, podcasts, and actual-play streams, and introducing millions of new players to the hobby for the first time. 5E was designed after a massive public playtest ("D&D Next") with the explicit goal of being approachable to newcomers while still satisfying veteran players. The Basic Rules are free, and a game can start with nothing more than those rules, some friends, and a set of dice (or a digital dice roller app). In 2024 the core rules received a significant revision, now commonly referred to as Dungeons & Dragons 5.5E (2024). Both versions are fully compatible and most groups mix material freely. The system it directly evolved from is Dungeons & Dragons 4E (2008) Description In D&D 5E, players create fantasy adventurers (a half-orc barbarian, an elven wizard, a tiefling rogue) and one player takes on the role of the Dungeon Master (DM). The DM builds and describes the world, voices the non-player characters (NPCs), controls the monsters, and acts as both the lead storyteller and the rules referee. There is no board. The game is a conversation: the DM describes a scene, the players say what their characters do, and the dice decide what happens when the outcome is uncertain. A typical session runs three to four hours with a group of three to six players plus the DM. The game describes itself as resting on "Three Pillars": Combat, Exploration, and Social Interaction. A single session might include all three, from tracking a monster through the wilderness and negotiating with a shady merchant to fighting a troll at the entrance to a cave. Combat is the most mechanically detailed of the three and tends to take up the largest share of table time, though groups are free to lean as hard into roleplaying or exploration as they like. The default assumption is a high-fantasy world filled with magic, monsters, and ancient ruins. The flagship published setting is the Forgotten Realms, but Wizards of the Coast has released adventures across a range of worlds, and many DMs create their own. The game does not ship a single canon story. Every table's story is different, shaped by what the players do. 5E is designed to be approachable. The core philosophy is "rulings over rules," meaning that when something comes up that the rules do not explicitly cover, the DM is encouraged to make a quick call and keep the game moving rather than stopping to look things up. The rules reward creativity and improvisation, and the system explicitly expects that no one at the table has memorized the entire rulebook. That said, the DM carries most of the preparation work between sessions: building encounters, preparing maps, and keeping the story moving. Players can show up with nothing but their character sheet and a set of dice.

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Power Word Spill
Video

Power Word Spill

English
Guides
Power Word Spill is a popular content creator and platform dedicated to leveling up Tabletop Role-Playing Games, specifically Dungeons & Dragons. The creator, Kelly, provides a variety of resources including YouTube tutorials, physical props, digital tools, and merchandise designed to make DMing and playing more immersive Links youtube.com  - Youtube channel patreon.com  - Patreon page We Like D&D - Podcast

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Filhos de Miséria
Actual Play & Podcasts

Filhos de Miséria

Daggerheart
Actual Play
Brazilian Portuguese
A rotina diária na Academia Hidra está prestes a ser interrompida por um evento importante: a chegada dos inspetores imperiais. Entre aulas, treinamentos e os preparativos para receber a comitiva, os cadetes têm a oportunidade de mostrar tudo o que aprenderam e dar mais um passo em direção ao futuro que o Império preparou para eles. É melhor que estejam preparados, pois inspetores imperiais nunca se atrasam. Filhos de Miséria é a nossa campanha de RPG Daggerheart, inteiramente editada e sonorizada, que se passa em um cenário próprio, onde crianças nascidas em uma ilha prisão são levadas ao continente para servir ao Império que domina a região.

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