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We Will NOT Play DnD

Dawn Somewhere

Four friends struggle to get through their weekly roleplaying campaigns together.

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  • 28 episodes
  • weekly
  • Avg 16 min
  • English
Counted on this page — what you have heard stays on this device, so it is not something the list can be paged by.
  • S17 · E48
    May 1 · 17 min

    Unstoppable Momentum, Part 48

    It's rare that two people at odds with one another can actually "change minds", exactly. Persuasive arguments usually involve convincing one side that they can get what they already want or already believe by adopting a different stance. When two sides can't achieve their goals by changing stance, the impasse is insurmountable.

  • S17 · E46
    April 18 · 15 min

    Unstoppable Momentum, Part 46

    A successful venture in the world of business monopolies and a success in the practical world everyone else lives in are not always totally aligned, but if the business world smells blood, they have their own rules. That's why no matter what Elvis finds in the evidence they seize, it has to somehow be evidence of a business success.

  • S17 · E45
    April 10 · 13 min

    Unstoppable Momentum, Part 45

    When people have super strength and can move at superhuman speeds, usually the one to act first and with the most comprehensive knowledge beforehand will be the victor. Losses stem from people having powers you know about, or couldn't prepare for. In a comic, this means the writers ultimately decide who wins, because they invent new powers out of nowhere. In a roleplaying, it's surprisingly more fair, because the GM and the players have to write down all the facts ahead of time.

  • S17 · E44
    March 30 · 17 min

    Unstoppable Momentum, Part 44

    Playing both sides as a double agent requires knowing when to attack, and when to give up just the right amount of information. If the enemy goes down at every location you touch, they'll get wise to you. Likewise, if you know too much, that could tip your hand as well. One trick is to act, or naturally be, just a little dumb, all of the time.

  • S17 · E43
    March 14 · 15 min

    Unstoppable Momentum, Part 43

    To be a villain, you have to be a little insane. The exact quantity and depth of the insanity varies, but if you aren't willing to put on a cape and scream about ruing the day, you really aren't going to live up to anyone's expectations.

  • S17 · E42
    February 28 · 16 min

    Unstoppable Momentum, Part 42

    Though we elevate the warriors and sing about the battles, behind every great action is a matter of logistics. Feeding your organization, housing it, and tending to its morale are all key to actually winning, because every battle is won before it even begins. Even our super heroes need a place to do their daily paperwork, and Lawry is on the case to provide that location.

  • S17 · E41
    February 24 · 16 min

    Unstoppable Momentum, Part 41

    The exact point at which something becomes "evil" or "villainous" is quite hard to define. There's generally a feeling, however. It's the point at which an otherwise innocent person no longer feels safe, the point at which a line is crossed and trust is no longer possible. And that line is crossed in many ways, from many angles - from the sides, diagonally, top, left, bottom, you name it. Every line is a little different.

  • S17 · E40
    February 13 · 15 min

    Unstoppable Momentum, Part 40

    Sometimes a meeting could have been an e-mail, but some meetings make so much sense you can't complain about them. If your office building got attacked by a criminal organization and thus no longer existed, for example, it'd be a good time to have a big all-hands meeting.

Showing 21–28 of 28 episodes