Dork Day Afternoon

Overview

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

Other entries

Safety tools 101: Why safe players are brave players
Guides & How-to

Safety tools 101: Why safe players are brave players

Guides
You have found a D&D group, your characters are ready and the players are hyped for the start of the game. However there is a thought that keeps cropping up in the back of your head: “What if they take the story in a direction I don’t feel comfortable with?” Tabletop roleplaying games are built on imagination and improvisation. Therefore setting boundaries might feel wrong or tricky. Perhaps you or someone else has a phobia of spiders, or some situations might make you uncomfortable. This is where safety tools come to play. Before you start thinking that these are borderline “censorship” methods - they are communication shortcuts that ensure everyone in your group is having fun, even if the story gets dark or brutal. What are safety tools? Think of safety tools as subtle “safe words” in a stunt show or a timeout in sports. It doesn’t mean that the show can’t go on, instead it allows for the participants to pause, edit or skip certain bits of content that might not be something everyone is comfortable with. It avoids the need for that awkward, long speech about themes and decisions while making some people feel uncomfortable with either expressing their creativity or feeling targeted in another way. When everyone at your group knows where the “emergency brake” lever is, players usually feel more comfortable with intense roleplay situations, as everyone feels more in control of the direction the story is going. /images/general-media/1778077472_okHsoUPF.gifIf the game goes in a direction that everyone is comfortable with - rewind. The big three Lines and Veils This is a list that is collaboratively created during Session Zero. Everyone agrees upon setting limitations regarding various topics and when to let the story progress in a “skip cutscene” manner. Lines: Hard boundaries. If a “line” is drawn at harming animals, these situations do not occur in your games. Veils: A soft boundary - this is more of a “fade to black” moment, where the story overlooks specific details and situations, but still acknowledges their existence. The X-card If a situation makes you uncomfortable, signaling (either with a physical card with an X on it, or writing it in the chat) the X-card means that whatever is going on is skipped or retconned. The game continues but avoids the specific direction it is currently headed. This is a no questions asked situation. You don’t have to explain why this situation bothers you, a healthy group will respect your choice and preference and move on. Open door policy In a situation, where you do not feel comfortable, you are permitted to simply get up and leave the table to either “take five” or stay away until the current situation is resolved. Or if the theme is simply overwhelming, you can excuse yourself for the rest of the session. It is important that the group agrees beforehand to respect the open door approach and will not judge the person choosing to opt out. “This will ruin the mood!” As a DM (or a player), you might fear that using safety tools will break the immersion. In reality, the opposite is true - players knowing that they and their preferences are respected will keep everyone on the same page. When a group has no discussed boundaries beforehand, players are likely to simply “shut down” during specific situations and simply disconnect either mentally or digitally from the game at hand. Since the story involves everyone in the group, everyone should feel like they want to be part of it. Knowing beforehand which themes and topics may be an issue for your players will help everyone in the group focus more on the game, and less on worrying or playing the “guessing game”, wondering whether the topic at hand is appropriate for everyone. How to react when a tool is used If you are the DM and someone uses the X-card or reminds of a “line”, here is a professional way to handle it: Stop. Pause the narration or situation immediately. Acknowledge. Say “Thanks for letting me know.” Don’t ask “Why” or try to downplay the situation. Respect the player and their decision Adjust. Change the scene. Feel free to “rewind” the scene and take it in a different direction. Instead of spiders in the room, there are goblins, wolves, mimics, dragons (okay lets not overdo it…), or nothing at all. Check-in. A quick “Everyone good?” to check whether the situation has been resolved. And continue the game. Why do we promote using safety tools? When meeting new people for the first time, you don’t have years of history to know what their triggers or boundaries are. And circling back to the “guessing game” - you shouldn’t be expected to know these. Instead clear communication will help your group in the long run. Using safety tools should be seen as a strong green flag. It tells others that you are a thoughtful player or a DM, who cares about the people behind the characters. You will turn the group of strangers into trusted players much faster. Be a brave player Great tabletop gaming stories are ones where players take risks, are vulnerable, come up with stupid plans (that somehow work) and defeat villains. Safety tools will guide your game in a direction where you don’t step on anyone’s toes and lets you focus on the game at hand. Ready to get into a game? Post your player profile on Groupfinder, or find a group where you can gather other like-minded, respectful, players.  If you know of a DM, who is looking to level up their group management - then share this article with them and help make the tabletop community a better and more enjoyable place for everyone. If you are ready to jump into a game, head over to our directory to find a D&D group looking for players right now.

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Session Zero Heroes
Actual Play & Podcasts

Session Zero Heroes

TTRPG
English
Actual Play
At Session Zero Heroes we believe in the power of storytelling through tabletop roleplaying games and use a wide variety of systems to create these stories which we share through the podcast medium. From hilarious to emotional our stories and themes come in all shapes and sizes and help us to create amazing series and one-shots for your listening pleasure! Our first show: Benders & Brews: An Avatar Legends Actual Play is the one that started it all! In this series, we jump into the world of Avatar the Last Airbender as a group of teens fight back against rival tea shops and the occasional run-in with pirates and the Fire Nation in order to save their own tea shop: The Blissful Brew. Our other, a Dungeons & Dragons series called Criminals of Isla Numus where a group of characters are thrown into a deity's pocket dimension with the goal of making 1,000,000 gold in the span of a year’s time. Will they be able to overcome a variety of obstacles and struggles and accomplish their task? Links sessionzeroheroes.com - Official website youtube.com - Youtube channel discord.gg - Discord server

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Mörk Borg (2020)
Tabletop Roleplaying Games

Mörk Borg (2020)

TTRPG
Beginner-friendly
English
Mörk Borg is a doom metal apocalyptic fantasy tabletop roleplaying game, published by Free League Publishing in 2020. It was created by Pelle Nilsson and Johan Nohr. The game is famous for its aggressive, award winning graphic design and incredibly bleak tone. Players navigate a dying world destined to end, playing as miserable scoundrels, heretics, and broken souls simply trying to survive their final days. The system it is heavily inspired by is Old School Renaissance (2000s) Description In Mörk Borg, you do not play heroes. You play tomb robbers and outcasts exploring a grim, rotting world under a black sun. The setting is actively counting down to the apocalypse as prophesied by the two headed basilisk. Gameplay is highly lethal, fast paced, and completely unfair. It prioritizes atmosphere, quick rulings, and embracing the inevitable doom of your character. System Overview & Key Features Player Facing d20 Rolls The core mechanic is incredibly simple. Players roll a 20 sided die (d20) and add a stat modifier to beat a Target Number, which is usually 12. Players roll for all attacks and all defense. The Game Master never touches the dice during combat. The Calendar of Nechrubel The world is literally ending. Each morning, the Game Master rolls a die to determine if a Misery occurs. When the seventh Misery is rolled, the world burns and the game is permanently over. The players cannot stop this. Omens Characters have a small pool of Omens each day. These are points that can be spent to reroll a failed test, maximize damage dealt, reduce damage taken, or neutralize a critical hit. In a highly lethal game, Omens are the only thing keeping a character alive. Unpredictable Magic Magic is cast by reading ancient Unclean or Sacred scrolls. Any class can attempt to read a scroll, but doing so requires a Presence test. Failing this test results in a terrifying Arcane Catastrophe, causing massive damage or permanent mutations. Zero HP and Broken Bodies When a character reaches zero Hit Points, they are Broken. The player must roll on a brutal table to determine their fate. They might simply be knocked unconscious, lose a limb, or die instantly and gruesomely. Additional links youtube.com MÖRK BORG RPG Trailer morkborg.com - Official Mörk Borg website freeleaguepublishing.com - Official Free League Publishing website

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