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A Podcast for Christian Geeks

Does it Hold Up: A Link to the Past

July 2, 2018 by Mike 1 Comment

Does it hold up?
Legend of Zelda: A Link to the Past

Back in 1992 when the SNES was still pretty new, Legend of Zelda: A Link to the Past hit the shelves, and the cartridges quickly hit our consoles. Still basking in the new found radiance of 16-bit graphics, SNES gamers like myself reveled in the layered graphics and dazzling sound. Though at Geek at Arms we have to ask, “Does it hold up?” Nostalgia clouds judgment, and far too often we find that the wonders of our childhood are baffling under more mature scrutiny. And today I’m taking a fresh look at a game I used to love to find out how it holds up with a fresh look.

The basic premise of the game – in case you have been in a coma since 1986 and are unfamiliar with the premise of almost every Zelda title – is a young boy, Link, is awoken in the middle of the night. A voice guides him to the castle where he helps Princess Zelda escape. No one is quite sure why you do this, since being a Zelda title, you’re pretty sure she’s going to get captured again. And the person responsible for all this evil you’re fighting is – spoiler alert – actually Ganon. You spend the majority of the game traveling back and forth between the Light World and Dark World versions of the overworld map gathering items, solving puzzles, and completing dungeons.

But how was the play through? In short, I felt a little frustrated at the beginning. You start your journey heading up a clear path. Once you rescue Zelda and take her to the sanctuary, you get your next destination marked on a map. Once you finish that dungeon, you talk to an old man who gives you the only thing that can get you a book you need. Once you get the book, you can gain access the second dungeon. In the second dungeon you get the one piece of gear that allows you to access Death Mountain.

What’s my problem so far? It’s the “follow the breadcrumbs” method of adventure design.

The great thing about the original NES Legend of Zelda was a pretty open game. Want to skip Level 1 and jump right on to Level 2? Go ahead. Want to go from Level 2 and march your way up to Death Mountain just to have a look around? No one is stopping you! Do you want to skip getting the wooden sword on the start screen and instead wander around swordless, until you get some hearts and grab the White Sword? You can do that. With only a few exceptions, the exploration is open enough that the map has soft barriers. It’s only the difficulty of the monsters that prevent a newbie player from marching right from the start screen to exploring more challenging areas.

By contrast, A Link to the Past forces you to complete the first three pendants before going to areas of higher difficulty. The first thing I wanted to do when I got to the Dark World was take a look around and re-explore areas I was familiar with in the Light World. No dice. You have to get the Hammer from Level 1 in the Dark World to even access any other area of the map.

That being said, on my second play through, I went right from the Level 1 – The Dark Palace to Level 4 – Blind’s Hideout. In Level 4, you pick up the Titan Mitt, which allows you access to almost the entire map. None of the rooms in Level 4 required either the Hammer or Hookshot to finish the dungeon. So, the game allows some limited non-linear play.

That frustration circumvented, the game was actually a lot of fun. Having the Light and Dark Worlds essentially doubled the map size. The levels were well designed, and legitimately a joy to explore. They were challenging without being ridiculously frustrating. The ability to have catwalks overlaying rooms on the same level adds a new dimension of play. But two things really stood out in my playthroughs: the monster design and Link’s arsenal of gear.

The brilliant thing about the monsters in this game is that there are so many diverse kinds of creatures. It’s got variety not only in stylistic design, but also in regards to individual creature effects and vulnerabilities. Striking a Hardhat Beetle knocks both you and the enemy back several squares; Terropins are only susceptible to sword strikes after flipping them with the hammer; Helmsaurs are most easily killed with a skull or jar. The point being, the dungeons are packed with their particular denizens, and all require a slightly different approach. It keeps every level fresh with different kinds of challenges.

The second piece of design excellence is the inventory. In some adventure games (and even later titles in the Zelda series), designers will place a treasure that is fundamental to that level, or level’s boss, and then it has limited usefulness in the rest of the game. And while there will always be items you lean on more heavily than others (I’m looking at you, hookshot), the treasures are pretty well placed through the game, and useful across dungeons and on overworld maps.

So, does it hold up? I’d say it’s a pretty solid yes. While modern graphics and sound have left 1992 in the dust, A Link to the Past shows its age without looking or sounding clunky. They feel like something representative of an age without feeling like you’re missing out on contemporary developments. Both in the 90’s and now, I still think that the sound effect when Link transitions between Light and Dark Worlds is cool and a little freaky.

Apart from the previously mentioned merits, the game has clever level design, good play control, and satisfying boss battles. All of these make the game a classic and not a relic.

Posted in: Blog Posts Tagged: Game review, legend of zelda, Link to the Past, nintendo, retro gaming, snes, Super Nintendo, Zelda

11: Forbidden Planet and Solo: A Star Wars Story

June 23, 2018 by Bryan Leave a Comment
https://geekatarms.podbean.com/mf/download/iipcnz/Geek_at_Arms_Episode_11_Final.mp3

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We’re back with another super-sized episode! In Geek Out, Mike describes reading “The Princess Bride” with his daughters and how applying googly eyes to anything makes life better. James talks about revisiting the show Babylon 5 and his efforts to turn his daughter into a warrior princess by taking her to a local archery practice. Bryan relates how his recent trigonometry education is improving his visual effects work and how well the live-action adaptaion of Full Metal Alchemist holds up. Then, based on a listener suggestion, the guys begin a look back at classic science fiction & fantasy movies. The first they discuss is the 1956 sci-fi thriller Forbidden Planet. Finally, they share their thoughts on the most recent Star Wars movie Solo.

editor’s note: James makes reference to Destiny 2: Outcast. The actual title of the new campaign is Forsaken, scheduled for release in September.


Discussed in this episode:

                                                                             

Posted in: Film Club, Podcast Tagged: a link to the past, archery, atheism, babylon 5, babylon squared, bleach, brave, cgi, computer graphics, daredevil, death note, defenders, destiny 2, destiny 2 forsaken, fallout 76, forbidden planet, fullmetal alchemist, gene roddenberry, generation zero, googly eyes, humanism, incredible shrinking man, jeffrey sinclair, john sheridan, jrr tolkien, keurig, legend of zelda, legion, leslie nielsen, lord of the rings, lotr, merida, michael o'hare, misogyny, Night Vale, nintendo, pacific rim, princess bride, reading, robot abuse, robotech, robots, s morgenstern, secret of mana, shakespeare, snes, snes classic, solo, special effects, star trek, star wars, tales from the loop, the hobbit, the tempest, trigonometry, utopia, Visual Effects, war without end, Welcome to Night Vale, wii, william goldman, zathras

10: PAX East, Ready Player One, and Geeks in the Church

May 14, 2018 by Bryan Leave a Comment
https://geekatarms.podbean.com/mf/download/52hm6z/Geek_at_Arms_Episode_10_Final.mp3

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Geek at Arms returns with a super-sized episode! Bryan kicks off Geek Out by sharing the ups and downs, and possible opportunities, of the growing user-base of the visual effects software he uses. Mike gives us his PAX East report, and James jumps from Player Unknown’s Battlegrounds to Parks & Rec to Ready Player One, and more! Then, in a follow-up from last episode’s “Geek Budgeting” topic, the guys reveal which single item they would buy if they had the money to blow. Finally, Bryan asks the question “Have you encountered any difficulty when other believers discover your geeky hobbies?” They share stories and discuss the hurdles they’ve faced from sharing their interests openly.

Source for the Stan Lee stolen blood story: http://www.tmz.com/2018/04/05/stan-lee-stolen-blood-for-sale-black-panther-comic-books/

Michael Stackpole’s Pulling Report

Errata: Bryan referred to the “David Rumsfeld collection.” That should have been “David Rumsey collection.” He never opened a museum of his own, but he did donate the collection to Stanford University.


Discussed in this episode:

                                                       

Posted in: Podcast Tagged: blender, blender foundation, dog with a blog, dragonbone chair, dragonslayer, dungeons and dragons, fantasy, fringe, from dusk till dawn, game of thrones, god loves the freaks, higgins armory museum, high king of osten ard, how to train your dragon, legion, lord of the rings, memory sorrow and thorn, ncis, niccolo giganti, osten ard, parks and recreation, pax east, player unknown's battlegrounds, ready player one, smash up, steve weese, teen wolf, the last starfighter, the office, Visual Effects, witchwood crown

9: Black Panther, Forged in Fire, and Geek Budgeting

May 13, 2018 by Bryan Leave a Comment
https://geekatarms.podbean.com/mf/download/rjfef3/Geek_at_Arms_Episode_9_Final.mp3

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Looks like I totally dropped the ball on this episode and didn’t even realize it until I went to put up the blog post for #10. So here it is almost two months late!

James kicks off Geek Out by describing his new favourite show, Forged in Fire. Mike shares the latest news from Reality Zombies and his plans for attending PAX East. Bryan gives us an update on his Gaming Corner, and all three share their thoughts on Black Panther. Next, James shares the result of a recent survey about what geeks spend their money on, and the guys relate how they each work their hobbies into their own budgets.


Discussed in this episode:

                                             

 

Posted in: Podcast Tagged: accounting, arrow, babylon 5, betrayal at house on the hill, black lightning, black panther, blacksmithing, bunisher, collectibles, deep space 9, eaglemoss, fabris, five year mission, forged in fire, funko pop, g'kar, graphing calculators, green arrow, highlander, imperialism, iron crown enterprises, killmonger, londo mollari, looney labs, oliver queen, pax east, peter jurasik, race issues, racism, reality zombies, retirement, seax, shuri, social class, star trek five year mission, t'challa, taxes, texas instruments, ti-84, veronica mars

The Rules

March 5, 2018 by Mike Leave a Comment

The first time I’d ever taken the GM seat for an RPG campaign, I kept all my campaign notes in a college-ruled notebook. On the inside cover I wrote three rules. These rules were to be my guideline for preserving the flavor of the kind of game I wanted to run. Since I had little experience as a GM, I wrote them out of my body of experience as a player. I based them on what I found fun, and I wanted to keep that perspective as I shaped adventures for my players.

Over the many years I’ve been gamemastering, I’ve added to those rules, and I’ve re-worded them, but the core of their message hasn’t changed. Recently, a friend has found himself as a first-time GM and asked what those rules were. And so, I thought it was fair to share with everyone.

1. Don’t kill player characters lightly.

To contextualize this, I was running a game that had no resurrection. There were no second chances. Combat was dangerous, and when you died your character was gone. Roll up another one. And if that’s the case, make death mean something.

PCs were never there to just get caught in a trap they couldn’t have seen coming. They’re not Red Shirts there to show how dangers worked. This isn’t to say that I wouldn’t kill a player character, but it either had to serve a purpose, or they had to really have it coming.

How do you make a death mean something? Sometimes a player wants a change of pace. Maybe this character isn’t working out they way they wanted it, so rather than having their PC wander lamely into the distance, their departure would be heroic. It might have been self-sacrifice to save the party. They may have the chance to score a major victory at the cost of their lives. But one way or the other, the character could have the chance to go down in a blaze of glory.

That assumes the player wants the character to go. That isn’t always the case. That is, of course, why I said “or they really have it coming.”

If what they’re doing is a really bad idea, you really should give them some sort of warning. If there is no chance of success, they should have the chance to back down. But if they persist, let the dice roll, and what happens is what happens. If they patently ignore a dangerous situation, turn up the heat. If they still choose to pass on opportunities to change their gloomy disposition, then it’s their funeral.

2. Make their choices count.

The players are not here to just experience your narrative. This is an interactive activity where you can give the PCs some agency. Do your best to make sure that they are making choices that they understand and have real impact on how the narrative plays out.

Failing to make their choices count usually plays out in two ways. The first is by railroading players along a pre-planned path of how the narrative should go. Railroading is common enough that I don’t need to spend a lot of time on it, but suffice to say few people enjoy being forced in a narrative direction.

The second is by giving them a choice, but taking away their understanding of how their choices matter. A GM can lay out an adventure where the players can pick blindly between opening Door A or Door B. This scenario can play out a number of ways in a badly designed adventure. The GM can make the players choose whether they visit one town or another, save person X or person Y, or who to back in a conflict they just got introduced to yesterday. Whichever they choose it will irrevocably impact the way the adventure plays out. Which door they open may even set a chain reaction of events that determines the whole campaign. But these were never legitimate choices if they couldn’t foresee any of the outcomes. This doesn’t mean that a legitimate choice won’t have surprises, but they should have a chance to contemplate the potential outcomes, and choose accordingly.

To make the player’s choices matter, allow room for them to surprise you, and try to be flexible enough to follow the new path the players are taking the narrative. Perhaps they have a creative solution to a problem, and now the adventure you planned is a sandbox of potential assets and complications instead of an outlined sequence of events.

3. Their ideas are better than your ideas.

I once heard of a GM that completely shut down the players’ idea to raise a zombie army to storm a castle. The rest of the adventure was about following the GM’s breadcrumbs so they could raise a vampire army to storm same said castle.

That’s a lost opportunity.

Even though the GM’s adventure notes might have pointed to a castle, and pointed to a means to taking it, that adventure was still a failure. When the players had an idea, you find a way to say yes. Better yet, if they come to an independent idea and it is what so happened to be in your adventure notes, you let them think it was their idea. If they come up with a means to accomplish the task in the adventure notes, then you reward that.

I once had a group where I planned a set of complications and built in a solution. The castle they were trying to sneak away from was patrolled by guards flying on griffon-like mounts. Solution? Escape undetected through tunnels. In my mind, everything else in the sky was just window dressing to enhance the setting.

One of the players said, “Let’s find the rookery, and steal some mounts!” I had to build some mechanics on the fly, but what resulted was a fantastic evening of swoops, dives, falls, near misses, and someone catching another player in mid-air. Not only was it much better than a dungeon crawl, but also, anything that they can do to take ownership will be more rewarding than the loot, quest items, and XP at the end.

4. Everyone gets their time to shine.

If your group is at all put together well, they have a diverse set of strengths and weaknesses. Design your adventures so everyone has an opportunity to solve problems. This does not mean that in every single adventure everyone takes turns sharing the spotlight. If they are working cooperatively then everyone should be engaged. But every few adventures a PC should have their moment.

Maybe this is letting the gear-head repair a device that allows them to overcome an obstacle. Sometimes this is an NPC from the player’s past bringing the narrative forward. Sometimes this is just someone’s crazy idea that everyone else can get behind.

Just make sure that no one is left in the dark. Don’t just imprison someone for three-quarters of an adventure. Don’t leave them knocked out in the corner. Don’t let three hours of real-life time just pass by while a player sits at the table fidgeting with their dice. If they do something stupid and there is no choice but to capture them, let them try to escape. Let them meet a helpful NPC in a cell. If they’re out cold, at least give them a dream sequence.

5. Keep them challenged.

One mistake that I made early on was to give players all they ever wanted. At the end of every adventure they got experience, new gear, and sticker that says “YOU DID IT!” Every time. It got boring. Nothing is worse than perpetually having your cake and eating it too.

If they don’t have to work hard, then rewards don’t mean as much. If they don’t have high risks, then it isn’t as satisfying. The challenge is what makes it worthwhile.

A great example of how this works is in the TV show Firefly. The characters are almost always being chased by the Alliance, nearly out of gas, or getting one-upped by the quiet farm girl turned ship thief. On the show, even the basics are a struggle.

6. Let them have their win.

On the flip side of #5 is letting them have their reward. If the players are always struggling, then they’re going to suffer from drama fatigue. If the universe is a never-ending dumpster fire that they can never put out, they’re going to lose interest. Being on the run must be met with some period of rest. Constantly pushing should be met with having a meaningful victory. Once you have one chapter of struggles close, let them have their parade or throne-room medals. You can always set up another challenge the next session, and build to a greater level of tension in the as the next chapter unfolds.

Posted in: Blog Posts Tagged: game master, game mastering, gamemaster, gamemastering, roleplaying, rpg roleplaying games, rpgs

Episode 8: Virtual Zombies, Veronica Mars, and tips for preserving your games

February 1, 2018 by Bryan Leave a Comment
https://geekatarms.podbean.com/mf/download/ku8xyd/Geek_at_Arms_Episode_8_Final.mp3

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With a brand new year comes a new season of Geek at Arms! In Geek Out James shares his thoughts on the books A Theft of Swords and Goblinopolis, and how he has finally started watching Stranger Things. Mike describes his virtual zombie hunting adventure, and Bryan takes us through his journey of watching Veronica Mars and geting back into the legendary pc game, Myst. The guys then do a do a special To The Future where they share what geeky events they’re looking forward to in the upcoming year. From running new rpgs to SCA events and more, they all agree that Avengers: Infinity War cannot get here fast enough! Finally, Mike shares some tips on keeping your board and card games in good shape, even when children and new players abound.

 

                                                            MS 133                                                                                                  

Posted in: Podcast Tagged: 7th sea, animal upon animal, arkham horror, arnor, avengers, babylon 5, before the mast, bill, black panther, carcassonne, chromecast, chrononauts, civilization, dixit, doctor who, dominion, fate core, goblinopolis, gondor, incredibles, incredibles 2, infinity war, iron crown enterprises, jodi whittaker, lord of the rings, magic the gathering, marvel, mary rose, merp, michael j sullivan, middle earth roleplaying, monopoly, munchkin, myst, nardole, obduction, peter capaldi, pixar, puerto rico, reality zombies, riven, Riyria Revelations, robert g ferrell, sca, smallworld, smash up, society for creative anachronism, solo, star wars, star wars d6, stranger things, tales from the loop, the flower of battle, theft of swords, tor chronicles, veronica mars, west end games

Episode 7: Superheroes and Board Games for Beginners

December 9, 2017 by Bryan Leave a Comment
https://geekatarms.podbean.com/mf/download/fsr92j/Geek_at_Arms_Episode_7_Final.mp3

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In this very slightly holiday-themed episode, Mike Geeks Out about the sci-fi novel Binti, Bryan talks incessantly about Green Arrow and the possibility of a roleplayer’s lair, and James continues to rave about the Mary Rose (and a big thanks to the Museum for sharing our last episode!) We… well, mostly Bryan talks about superhero movies, and then we give some tips on introducing people to better board games than they are used to. Thanks to James’ impressive lists for several tiers of game nerd from the Eurogames virgin to the “holy cow I can’t believe we’ve already spent 1000 hours playing this” wargamer, the links section below is pretty full.

We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for us to earn fees by linking to Amazon.com and affiliated sites. So yeah, if you buy something after clicking on one of the links below, we may get a little income.


Since there are a couple of individual TV episodes mentioned, I thought I’d track them down for your convenience. James makes reference to an episode of Justice League Unlimited—Season 2, episode 4, “To Another Shore.” Bryan mentions the How I Met Your Mother episode “Monday Night Football,” which was Season 2, episode 14.

James also talked about a scene between Green Arrow and Harley Quinn in the “Arrow Cave.” Bryan misremembered the book that occurred in, crediting it to Kevin Smith’s Quiver story line, but it was actually in Injustice: Gods Among Us issue #5. Quiver‘s really good, though, so I left in the link.

 

                                                                                                                                                      

Posted in: Podcast Tagged: 12th doctor, 7 ages, 7 wonders, 7 wonders duel, A christmas carol, Andrew Henry, apples to apples, aquaman, arrow, axis & allies, bang!, batman, batman v superman, battlestar galactica, battletech, beekeeping, before the mast, binti, call of cthulhu, campaign for north africa, carcassonne, catan, chronicles of robin hood, codenames, coup, dawn of justice, dc comics, dead men tell no tales, doctor who, dominion, elf, five crowns, gandalf, gloom, gondor, green arrow, green arrow/green lantern, green lantern, hard travelling heroes, harley quinn, heir to the empire, how i met your mother, injustice gods among us, john bainbridge, justice league, justice league unlimited, kevin smith, kill doctor lucky, king of tokyo, loxley, man of steel, mary rose, michael cray, michael j sullivan, middle earth roleplaying, munchkin, my little pony, new 52, new jedi order, nnedi okorafor, oregon trail, peter capaldi, pillars of the earth, pirates of the caribbean, pirates of the caribbean dead men tell no tales, placebo, puerto rico, quiddler, quiver, red dragon inn, religion for breakfast, risk, Riyria Revelations, robin hood, save doctor lucky, scattergories, settlers of catan, smallworld, smash up, splendor, star wars, star wars aftermath, star wars ccg, star wars miniatures, star wars rmada, super friends, supergirl, superman, sushi go, sushi go party, the crystal star, the doctor the widow and the wardrobe, the flash, the return of doctor mysterio, theft of swords, thor ragnarok, ticket to ride, timothy zahn, tolkien, tsuro, warhammer, white christmas, wild storm, will ferrell, wonder woman, yuuzhan vong, zombies

Episode 6: Star Trek, Summer Movie Recap, and GM Tips for Running an RPG for Beginners

November 25, 2017 by Bryan Leave a Comment
https://geekatarms.podbean.com/mf/download/64cc2w/Geek_at_Arms_Episode_6_Final.mp3

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In Episode 6, the guys Geek Out about Tudor-era warship Mary Rose, Star Trek and The Orville, and Ken Mondschein. We also express our opinions of the movies we saw over the summer and look forward to the ones coming up in the holiday season. After that, it’s a look at introducing roleplaying to new players and a not-so-fresh suggestion for public school lunches.

In this episode:

                                               

Posted in: Podcast Tagged: agrippa, alcatraz, alcatraz versus the evil librarians, amazon, beginning the trek, blade runner, brandon sanderson, coco, curse of the farmer's wife, destiny, duncan hamilton, family guy, fate core, fudge, gagh, galaxy quest, garrison keillor, guardians of the galaxy, it devours, justice league, keeping up with the cardassians, ken mondschein, lord of the rings, mary rose, ministry of silly walks, monty python, monty python's flying circus, movies, murder on the orient express, nightvale, pie rats of the carob bean farm, primetime adventures, redshirts, renaissance, roleplaying, school lunches, seth mcfarland, star trek, star trek discovery, star wars d6, stargate sg-1, std, super mario bros, tabletop, tales from lake woebegone, the huntsman's amulet, the orville, the space between us, The Tattered Banner, the telastrian song, thor, thor ragnarok, valerian and the city of 1000 planets, welcome to nightvale, west end games, wonder woman, zombies

Geek at Arms Episode 5: Cyber Security, Bug Out Bags, and the Retro Revival!

September 29, 2017 by Bryan Leave a Comment
https://geekatarms.podbean.com/mf/download/pebknh/Geek_at_Arms_Episode_5_Final.mp3

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From swordfighting manuscripts to Destiny 2, the guys discuss what they’ve been Geeking Out to recently. Bryan relates his experience combating a hacker and the safeguards he’s taken while giving some good advice for online security. Also, with the large number of natural disasters our country has seen recently, James describes the emergency bug out bag he built for his family. Finally, with so many shows and characters from our childhoods being revived, the guys share which one they are currently enjoying in a new segment called Retro Revival!

In this episode:

A blog post Bryan wrote on his personal site about his experience fighting that hacker:
Defense Against the Dark Arts

Red Cross emergency supplies list

FEMA emergency supplies list

       

                             

Sorry, nunchcucks are so dangerous that you apparently can’t order them on Amazon. Unless you want foam practice ‘chucks. Probably just as well.


We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for us to earn fees by linking to Amazon.com and affiliated sites.

Posted in: Podcast Tagged: bug out bags, destiny 2, disaster, fiore, hacking, longsword, munchkin, pell challenge, security, shakespeare, survival

Geek at Arms Episode 4: Good Books, RPGs for Newcomers & the Morality of Hacking a Video Game?

August 25, 2017 by Bryan Leave a Comment
https://geekatarms.podbean.com/mf/download/5jygus/Geek_at_Arms_Episode_4_Final.mp3

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Mike rejoins the podcast, James shares the books he’s recently plowed through, the guys answer a listener question about suggested RPGs for newcomers, and they tackle the question “Is hacking a video game a sin for Christians?”

Mike wishes to to issue a correction: I had a brain glitch during recording and I claimed that the Greek word “hamartia” was a Hebrew word from the Old Testament. The translation and theology is correct, just not the source.

In this episode:

A couple of days after this episode recorded, Bioware fulfilled James’ prophecy by announcing that there would be no single-player DLC for Andromeda. Disappointment abounds, but perhaps an energetic modding community can find ways to fill in the holes.


We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for us to earn fees by linking to Amazon.com and affiliated sites.

Posted in: Podcast Tagged: a wise man's fear, adventures in middle-earth, Aeronaut's Windlass, Amazon Kindle, American Gods, christian gamers guild, codex, computer graphics, cracking, dnd, dresden files, dungeon world, dungeons and dragons, edge of the empire, fiasco, firefly, guy windsor, hacking, hangar reflex, harp, high adventure roleplaying, jrr tolkien, lord of the rings, mass effect, mass effect andromeda, merp, middle-earth, modding, mods, moo baa la la la, name of the wind, overwatch, palantir quest, patrick rothfuss, rifts, rolemaster, roleplaying, siggraph, SIGGRAPH 2017, skyrim, Slow Regard of Silent Things, star wars, The Dragon and the George, The Greatest Knight, the hobbit, The Last Wish, The Tattered Banner, The Witcher, thomas the tank engine, thriller, warrior rogue and mage, x card
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