“Our people once were warriors. But unlike you, Jake, they were people with mana, pride; people with spirit.”
– Once Were Warriors
Kia ora, mates. This installment of Warriors is about the original Kiwis: the Maori. You won’t be brassed off by this episode. We’re a couple of pakeha, but we give it heaps. This episode is a corker and chock-a-block with elements. Cheers, bros.
Ka mate! Ka mate! Ka ora! Ka ora!
(Tis death! Tis death! Tis life! Tis life!)
“We can certainly risk a few Legionnaires for France. After all, they are mostly foreigners.”
–March or Die
Those that make jokes about the French’s inability to fight forget the elite, battle-hardened French Foreign Legion. This collection of Germans, Eastern Europeans, Latin Americans … aaaaand that doesn’t help. Never mind.
In this installment of warriors, we look at the French Foreign Legion, a gang of murderers, rapists, and thieves, until Interpol stepped in with background checks. Now, it’s home to alimony-escaping ex-spouses, the unemployed, and probably still thieves (at least Interpol left us with that one).
Episode 136: Warriors: French Foreign Legion[ 1:02:02 ]Play NowPlay in Popup
With 2013 coming to an end, we decide to make gaming resolutions, the geekiest kind of all. Listen to find out what games we will strive to play and make in 2014. Chris’s first resolution opens with an apology of sorts. Unfortunately, as usual, no one can remember what he said before to warrant the apology. Wayne’s resolution kind of comes out of nowhere, as if he made it up just for this episode. It will be interesting to see if he’ll ever bring it up again. Lyal’s resolution is a repeat from an earlier episode. However, if 2013 has taught us anything, it’s that Lyal can and will repeat himself.
With male strippers, Vancian magic and the Hermetic Order of the Golden Dawn, this episode has something for everyone. It’s also the debut of our Magic series, which will examine real world examples of “magical” organizations and magic.
Plus: Another entry in our D&D Next Diary (yes, magic)
Episode 74: Magic: Hermetic Order of the Golden Dawn[ 1:03:16 ]Play NowPlay in Popup
War. Huh. Yeah.
What is it good for?
-”War” Edwin Starr
Well, a plus-sized podcast episode for a start.
In this episode, we look at the three stages of war, the buildup, during and the aftermath, and the kinds of stories you can play in them. We also discuss how a focus on technology can make for some pretty intriguing games no matter which era you play in.
Idle Red Hands, Episode 36: Time for War[ 1:36:04 ]Play NowPlay in Popup
Another Idle Red Hands first (for us, at least)! We debut Mashups, where we blend different elements to make new(ish) game settings. In this episode, we add twists to fictional and historical settings.
It’s an extra long episode (or as the Japanese say, plus alpha) because we had so much fun doing the first two mashups, we decided to do a third one. How much fun they are to listen to is up to you. The consensus is that the first one is the weakest link (or as the Japanese say, the red-headed stepchild).
The Hyborian Age is set after Atlantis sank, not before. Kull is part of the Thurian Age, not the Hyborian Age, and is actually from Atlantis. Both were created by Robert E. Howard. Lyal has since turned in his Conan Fan Club card.
Kirk Douglas was a contemporary of Burt Lancaster, not Kurt Russell. Yes, Lyal again. He refuses to turn in his Kurt Russell Fan Club card, however.
Jason Straham was in Crank, not Crash. Chris was going to turn in his Jason Straham Fan Club card until he was reminded that it was the only one in existence.
Idle Red Hands, Episode 14: Mashups: The Twist[ 1:18:23 ]Play NowPlay in Popup