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Listening to Acquisitions Incorporated Season 1!
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<blockquote data-quote="Iosue" data-source="post: 6404246" data-attributes="member: 6680772"><p><strong>Acquisitions Incorporated, Season 1, Episode 5</strong></p><p>Listen to it <a href="http://dnd.wizards.com/articles/podcasts/acquisitions-inc#submenu" target="_blank">here</a>.</p><p>The story begins in May 2008, before the 4e Core Books have even dropped. WotC invites (and pays) Jerry "Tycho" Holkins and Mike "Gabe" Krahulik of <a href="http://www.penny-arcade.com/" target="_blank">Penny Arcade</a>, and Scott Kurtz of <a href="http://pvponline.com/" target="_blank">PvP</a> to play 4e using the Quick Start rules, run by Chris Perkins and James Wyatt.</p><p></p><p>Story Summary: Having leveled up, the party again proceeds into the dungeon. With Splug in tow, they go through a door and come across some zombies...and a very tough ghoul. After a tough battle, they are then confronted by a homunculous and some more zombies and take those out. Over the course of the battle Omin goes down, but a successful Heal roll by Binwin stands him back up and he's able to take out the squirrelly homunculous. The homunculous opened a door before he died, and Binwin pulls a Dain at Moria (and sees an empty room), while Jim uses Ghost Sound to imitate a dragon roar to frighten any other foes from coming through before Binwin closes it.</p><p></p><p>Impressions: That's the entire episode. They go through a door. They fight zombies, a ghoul, and a homunculous, and then they have another door in front of them. I must confess a certain degree of encounter fatigue at this point. There's just not a lot for the guys to play off of to make the podcast really interesting. There are a few jokes here and there, but just no a lot of driving forward, making you want to see what happens next. James Wyatt seems a decent DM -- he does more "in-character" roleplaying than Chris Perkins did in the first four episodes. He has a good, up-tempo DM patter, and an excellent command of the rules. He automatically gives Scott his mark, which is nice because Scott played the first four episodes with no idea what marking was. Also, he's given to a bit more trash talk with the players. Unfortunately, James' voice isn't as clear on the audio as Chris's was, and sometimes it's hard to follow the action because they don't really describe it.</p><p></p><p>There's a bit of a disconnect from the first four episode and this one. The characters level up to Level 3 at the beginning. James doesn't seem to be up on any of the plot hooks and threads that Chris had worked into the adventure. I think perhaps Chris was supposed to DM the latter half as well, but wasn't able to, requiring James Wyatt to step in. He has no idea about the riddle over the armor the party found in the armory in Episode 4, and he quickly nerfs Splug by saying that he <em>didn't</em> actually know his way around the whole dungeon. There's a little metaphor shear there, and contributes to the idea that there's very little to interest the listener other than some occasional jokes. Of course, when originally released, there must have been a lot of interest in what the 4e rules are.</p><p></p><p>Quotes -</p><p>Mike: My new gray is that I run away really fast?</p><p>Jerry: You may need it.</p><p>James: It doesn't have to be away.</p><p>Mike: Oh, so I can really run fast.</p><p>James: So you move up to twice your speed, but “shift” means you're not provoking opportunity attacks with that movement.</p><p>Jerry: So shift means you can go anywhere you want with that movement.</p><p>James: Go right to the bad guys.</p><p>Jerry: If we wanted to get you far away, up close...</p><p>Mike: I see. Okay.</p><p>James: It can put you right into harm's way, that much faster.</p><p></p><p><em>Ghoul tries to bite Omin.</em></p><p>James: 15 against your Armor Class.</p><p>Jerry: That doesn't do it.</p><p>James: He is very sad.</p><p>Jerry: I'm not, so maybe it evens out.</p><p></p><p><em>Jim uses scorching blast to fry both zombie and ghoul.</em></p><p>Mike: Now you see the Jim Darkmagic magic!</p><p></p><p>Mike: Jim feels like that was pretty good.</p><p>Jerry: That was a good round for Jim.</p><p>Mike: Jim thinks Jim's all right.</p><p></p><p>Mike: Jim is considering his options.</p><p>Scott: He wields the power of arcane</p><p> His moves are never tragic;</p><p> Can you see what I'm setting up?</p><p> A rhyme with Darkmagic!</p><p> It's Jim....Darkmagic!</p><p></p><p><img src="http://wizards.com/dnd/images/podcast_pa8TH.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Mike: I'm just going to set this whole room on fire.</p><p></p><p>Scott: So what the hell is our goblin friend doing?</p><p>Mike: He's way back here.</p><p>Jerry: He's just cowering.</p><p>Mike: Shove <strong>him</strong> in there.</p><p>James: He's sure you have everything well under control.</p><p>Jerry: Can we use him as a thrown weapon?</p><p></p><p><em>Binwin hits the homunculous for 5 damage.</em></p><p>Mike: Jim goes to the bathroom and does 5 damage.</p><p></p><p><img src="http://wizards.com/dnd/images/podcast_pa9TH.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><em>Binwin seems to nail the homunculous—but his maul instead nails Omin.</em></p><p>Mike: Jim doesn't like what he just saw. Jim's going to be honest.</p><p>Jerry: Please do not set the room on fire, Jim!</p><p></p><p>James (<em>to Binwin</em>): So you're dazed until you make a save, and you can't see the little clay guy anymore. He hit you with this thing and then just winked out of existance. (<em>To Jim</em>) You can still see him fine.</p><p>Mike: Oh yeah. Jim can see anything Jim wants.</p><p></p><p><em>Omin fails second death roll</em></p><p>James: Jim?</p><p>Scott: <strong>Heal him!</strong></p><p>Mike: Jim sees if he wants <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> done he's going to have to do it himself. So Jim enters, and Jim is going to cast Jim's magic missile. … What?</p><p>Jerry: Nothing.</p><p>Mike: I'm not going to heal you! Jim is not a nurse.</p><p>Jerry: I know, I know. I know what Jim is. I'm often reminded.</p><p>Mike: So Jim rolls 8...9-10-11-12...</p><p>Jerry: But Jim doesn't hit either.</p><p>Mike: ...13!</p><p>James: Jim does not hit.</p><p>Scott: Thanks, Jim.</p><p>Jerry: Jim is such a <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />ing jackass.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6404246, member: 6680772"] [B]Acquisitions Incorporated, Season 1, Episode 5[/B] Listen to it [URL="http://dnd.wizards.com/articles/podcasts/acquisitions-inc#submenu"]here[/URL]. The story begins in May 2008, before the 4e Core Books have even dropped. WotC invites (and pays) Jerry "Tycho" Holkins and Mike "Gabe" Krahulik of [URL="http://www.penny-arcade.com/"]Penny Arcade[/URL], and Scott Kurtz of [URL="http://pvponline.com/"]PvP[/URL] to play 4e using the Quick Start rules, run by Chris Perkins and James Wyatt. Story Summary: Having leveled up, the party again proceeds into the dungeon. With Splug in tow, they go through a door and come across some zombies...and a very tough ghoul. After a tough battle, they are then confronted by a homunculous and some more zombies and take those out. Over the course of the battle Omin goes down, but a successful Heal roll by Binwin stands him back up and he's able to take out the squirrelly homunculous. The homunculous opened a door before he died, and Binwin pulls a Dain at Moria (and sees an empty room), while Jim uses Ghost Sound to imitate a dragon roar to frighten any other foes from coming through before Binwin closes it. Impressions: That's the entire episode. They go through a door. They fight zombies, a ghoul, and a homunculous, and then they have another door in front of them. I must confess a certain degree of encounter fatigue at this point. There's just not a lot for the guys to play off of to make the podcast really interesting. There are a few jokes here and there, but just no a lot of driving forward, making you want to see what happens next. James Wyatt seems a decent DM -- he does more "in-character" roleplaying than Chris Perkins did in the first four episodes. He has a good, up-tempo DM patter, and an excellent command of the rules. He automatically gives Scott his mark, which is nice because Scott played the first four episodes with no idea what marking was. Also, he's given to a bit more trash talk with the players. Unfortunately, James' voice isn't as clear on the audio as Chris's was, and sometimes it's hard to follow the action because they don't really describe it. There's a bit of a disconnect from the first four episode and this one. The characters level up to Level 3 at the beginning. James doesn't seem to be up on any of the plot hooks and threads that Chris had worked into the adventure. I think perhaps Chris was supposed to DM the latter half as well, but wasn't able to, requiring James Wyatt to step in. He has no idea about the riddle over the armor the party found in the armory in Episode 4, and he quickly nerfs Splug by saying that he [I]didn't[/I] actually know his way around the whole dungeon. There's a little metaphor shear there, and contributes to the idea that there's very little to interest the listener other than some occasional jokes. Of course, when originally released, there must have been a lot of interest in what the 4e rules are. Quotes - Mike: My new gray is that I run away really fast? Jerry: You may need it. James: It doesn't have to be away. Mike: Oh, so I can really run fast. James: So you move up to twice your speed, but “shift” means you're not provoking opportunity attacks with that movement. Jerry: So shift means you can go anywhere you want with that movement. James: Go right to the bad guys. Jerry: If we wanted to get you far away, up close... Mike: I see. Okay. James: It can put you right into harm's way, that much faster. [I]Ghoul tries to bite Omin.[/I] James: 15 against your Armor Class. Jerry: That doesn't do it. James: He is very sad. Jerry: I'm not, so maybe it evens out. [I]Jim uses scorching blast to fry both zombie and ghoul.[/I] Mike: Now you see the Jim Darkmagic magic! Mike: Jim feels like that was pretty good. Jerry: That was a good round for Jim. Mike: Jim thinks Jim's all right. Mike: Jim is considering his options. Scott: He wields the power of arcane His moves are never tragic; Can you see what I'm setting up? A rhyme with Darkmagic! It's Jim....Darkmagic! [IMG]http://wizards.com/dnd/images/podcast_pa8TH.jpg[/IMG] Mike: I'm just going to set this whole room on fire. Scott: So what the hell is our goblin friend doing? Mike: He's way back here. Jerry: He's just cowering. Mike: Shove [B]him[/B] in there. James: He's sure you have everything well under control. Jerry: Can we use him as a thrown weapon? [I]Binwin hits the homunculous for 5 damage.[/I] Mike: Jim goes to the bathroom and does 5 damage. [IMG]http://wizards.com/dnd/images/podcast_pa9TH.jpg[/IMG] [I]Binwin seems to nail the homunculous—but his maul instead nails Omin.[/I] Mike: Jim doesn't like what he just saw. Jim's going to be honest. Jerry: Please do not set the room on fire, Jim! James ([I]to Binwin[/I]): So you're dazed until you make a save, and you can't see the little clay guy anymore. He hit you with this thing and then just winked out of existance. ([I]To Jim[/I]) You can still see him fine. Mike: Oh yeah. Jim can see anything Jim wants. [I]Omin fails second death roll[/I] James: Jim? Scott: [B]Heal him![/B] Mike: Jim sees if he wants :):):):) done he's going to have to do it himself. So Jim enters, and Jim is going to cast Jim's magic missile. … What? Jerry: Nothing. Mike: I'm not going to heal you! Jim is not a nurse. Jerry: I know, I know. I know what Jim is. I'm often reminded. Mike: So Jim rolls 8...9-10-11-12... Jerry: But Jim doesn't hit either. Mike: ...13! James: Jim does not hit. Scott: Thanks, Jim. Jerry: Jim is such a :):):):)ing jackass. [/QUOTE]
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