Episode 41

full
Published on:

20th Mar 2023

Lonely TTRPG EP 41 - Waveform City Blues by Thunderegg

Jack into Waveform City, a half-digital megalopolis of the tomorrow that should have been. Inspired by synthwave and darkwave music, the art of Patrick Nagel, and the ethos of the Outrun movement, Waveform City Blues is an immersive take on classic 80’s design and aesthetics.

This is a solo cyberpunk game that presents evocative plot generators, scene creation and narration tools, then steps back to allow you to discover the emergent story. It’s based on the DOMINUS system created by the Dominus Collective, an anonymous group of authors and designers from Brazil. There are an extra set of pages in this book that provide for easier NPC generation, as well as guidance for conflicts, including several options for non-combat challenges.

Thoughts: This is a game with a strong aesthetic and great prompts to help develop gameplay.

You can find Waveform City Blues at https://www.drivethrurpg.com/product/418081/Waveform-City-Blues.php?affiliate_id=3362048

Find our merch at https://my-store-d24802.creator-spring.com/

Find our games here at https://www.drivethrurpg.com/browse/pub/20990/Black-Dragon-Dungeon-Company.php?affiliate_id=3362048

BDDC logo by https://www.instagram.com/craftyteapotfox/

You can find us on Twitter @bddc_pod or Tumblr @bddc-pod

You can support us on Patreon https://patreon.com/blackdragondungeoncompany for early releases and exclusive content.



This podcast uses the following third-party services for analysis:

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Transcript
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Greetings Weary Wander and welcome back to Lonely T T R P G, the

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Solo Actual Play and Review podcast.

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This week we are playing Waveform City Blues by Thunder Egg

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Jack into waveform city, a half digital megaopolis of the tomorrow

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That should have been inspired by synth wave and dark wave music.

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The art of Patrick Nagle and the ethos of the Outrun movement, waveform

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City Blues, and an immersive take on classic eighties design anesthetic.

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This is a solo cyberpunk game that presents evocative plot generators,

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scene creation and narration tools.

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Then step back to allow you to discover the emergent story.

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It is based on the dominus system created by the Dominus Collective

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and anonymous group of authors and designers from Brazil.

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There are an extra set of pages in this book that.

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For easier NPC generation, as well as for guidance for conflicts, including

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several options for non-combat challenges.

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So waveform city blues, diving on into the rules.

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There are five core rules and then some special rules.

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So first rule is gonna be preparation, choose or roll an archetype from the

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table and give your character a name.

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Then roll a die for each of the three columns in the plot table.

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History to start your story, choose or roll a place in the scenes table.

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Whenever you enter a scene, roll a die if it shows a three or less.

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Roll a character.

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If it rolls a four or more roll an event, you can move on to a new scene

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if you feel it is appropriate and you have resolved any apparent conflict.

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All right, so basically you're gonna roll up a scene, and then you're

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gonna decide if it's gonna be a character focus or event focus.

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That what?

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That's what that is.

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Challenge.

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Whenever your character tries to do something that could go

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wrong, you have a challenge.

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Roll a die.

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If you get four or more, you manage to beat it.

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If there is something in this situation that will give you an

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advantage in the challenge, roll two dice and choose the higher one.

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If something would give you disadvantage, roll two dice and choose.

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The lower advantage.

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Cancels out disadvantage and vice versa.

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Dilemma, whenever you have a question whose answer is not

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obvious, determine two possible options, yes or no, left or right.

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A happens or B happens, et cetera, and roll a die.

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If it shows three or less, it is the first option.

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Four or more is the second.

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and Rule five is the Idea Bank.

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Whenever you need to better elaborate a place, character or event, roll through

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the Idea Bank and interpret the results of any column according to the scenario.

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Finally, there is Rule X, which are special rules.

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The scenario may have special or unique rules, so that is the basic

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of Dominus for Waveform City Blues.

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We have adventures in a half digital world of neon lights, chrome gear,

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and pulsating synth wave music.

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So we have ourselves a plot table roll three D six one for each

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column and choose your plot.

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You have your operator archetypes.

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Scenes and Idea Bank for some of your rule Xs.

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First one, we have advancement.

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Keep track of complete admissions.

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Whenever you wanna level up, roll a D six.

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If it is equal to or lower than your completed missions, you level up gain

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plus one max grit and gain the thing in the idea bank equal to your roll.

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Also, roll a quality for that thing.

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Reset.

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Your complete emissions is zero.

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So basically in order to level up, anytime you complete a mission

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you're gonna mark that down.

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And if you wanna level up, you roll your D six.

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If you've completed three missions, then you have to roll a three

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or lower , and then you also get a thing from the Idea Bank

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to add to your inventory.

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Another Rule X is training.

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You automatically have advantage for any role in which your

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archetype is listed as an expert.

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So, for example, one of the archetypes is driver expert in handling vehicles.

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So if you're trying to escape somebody in a vehicle , you will

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have advantage on that roll.

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As you're playing the game, you also have twists.

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So whenever you resolve a challenge, roll an additional die of a different

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color . Or roll an additional dye and remember which side it's supposed to be.

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If it rolls a one, you get a bad twist or a glitch.

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If it rolls a six, you get a positive twist or an ace.

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If you don't wanna think of a glitch on the spur of the moment, you can

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always choose to inflict minus one grit, especially during conflicts.

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As an optional rule, you can stop rolling the twist thigh for the rest of

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the scene after you've rolled a twist.

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Rule X iconic gear.

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You have one piece of truly special gear.

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It might be a mask and implement a car or something else.

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Describe it and its purpose.

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Once per session, you may nullify a glitch or turn a regular

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twist die roll into an ace.

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Declare how your gear caused this, or how you use it to change the outcome.

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Gear also gives you advantage once per session on a roll

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related to the gear's purpose.

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And finally, grit.

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Each operator has four.

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Grit lose grit.

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When you take damage from failed challenges regardless of the source.

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At zero grit, you are out of the scene or fired.

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You do regain one grit per night, however, and more if you have

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more luxurious accommodations.

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There is an NPC roster table here, so that'll allow you to keep track of NPCs

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if you're running a more long form game.

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In addition, you have advanced NPC abilities, and that'll happen if you

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have any NPC level four or higher.

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Conflict the plot in virtually any story revolves around conflict.

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Waveform City Blue Story Generator allows you to create

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your own conflict from nothing.

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Now, this conflict doesn't need to be warfare or combat.

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Each of the six actions in the IDEA Bank represent one half of a binary conflict.

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If you're escaping, someone else may be pursuing.

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If you're sneaking someone else's seeking.

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As you investigate, you're working to find something that another person

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is hidden, so use the idea bank.

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You don't always have to have violent conflict.

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And for our last page, we have a couple more tables.

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We have character distinctions in order to make your character

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or NPCs more interesting or unique motivations and desires.

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So a nice little table to give you some emotional and material motivations

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and desires for NPCs or the pc.

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and story twist.

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This will be your glitch and ace table.

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So anytime you roll a glitch or an ace roll on this table, find out whatever

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it is and you'll be good to go.

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But with that, we're gonna go ahead and dive on into our gameplay.

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So first things first, we need to get ourselves a character archetype.

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And we rolled one.

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So we are a driver.

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So we are a driver, so we're gonna go with the name Hemit.

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And of course, because this is a cyber punk synth wave type thing we

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are going to be using some of the more leet speak in our spelling.

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And let's get a character distinction up on here.

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So for that I'm just gonna roll a D three and a D six.

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The D three is gonna determine the table or the column that I'm using,

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and then the D six will determine what I got, and that is the advantage.

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Using digital dice

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as I can roll a D three.

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All right, so I got first column, fourth option,

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a Castoff Gestalt member.

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And I'm going to assume that Castoff gestalt member is some form of

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some form of gang or crew that I used to run with, but.

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Something had happened and I was kicked out from them.

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And then for our iconic gear, I have decided that we are going to

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have a chain link steering wheel.

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This is gonna be, this is gonna be my little lucky charm.

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All right.

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It is that steering wheel made out of welded chain.

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and as we are in the near future, I am going to say that steering

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wheels are easy to pop on and off.

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So anytime I'm in a vehicle, I am going to be swapping out with

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my particular steering wheel and.

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This is also a little bit of code that I carry with me.

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So any vehicle that I would be operating in the digital space

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as well would also have that particular type of steering wheel.

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So now that we know a little bit more about Hemet, let's

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go ahead and get our plot.

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So again, to determine plot, we're gonna roll three D six

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and just go down the columns

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and we got ourselves six, one, and four.

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So for plot, we have new game is neuro oppressive.

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Which is what happened.

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We need to gain the source card.

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If not street class folk will suffer.

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So now that we have everything all together,

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it is time to set up our first scene.

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So to set up our scene, we're gonna roll another 3D six to determine place,

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character and events in the scene.

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All right, so now we need to set up our first scene.

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So first of all, we need to roll a D six for our location

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and we need to roll another D six in order to determine if there are

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gonna be characters or an event.

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So we'll just roll two D six.

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Our first one will be our location, and then our next one will determine.

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If it is a character scene or an event scene.

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All right, so we got a three for our scene location, which is a nearby empty street,

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and then we got a one for.

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Whether it was gonna be character or event.

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So now we need to roll one more D six to determine what character

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is also in the scene with us.

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And that is a four, which is an ar virtuoso.

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So in my mind, in my mind,

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this virtuoso

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has.

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Is part of this new game.

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And they're the ones who, they're the ones who understand that

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the game is neuro oppressive.

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And this virtuoso is trying to, trying to get the people together in order

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to find this source card, because.

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Again, they're, they're involved in the production of this game.

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They're obviously a big name.

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They offer a lot of credibility to the project.

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So they're being, they're being chosen as some type of, they're doing, they're

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doing some type of voice acting.

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So just think of it like anytime a popular media personality is.

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Attached to a project as a voice actor.

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That's what's going on with his virtuoso.

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But that's also how the virtuoso found out about the oppressive nature of

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this game, that their voice and their music was going to be used to dull

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the rational senses of the people.

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and that's not something, that's not something they want to

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have attached to their legacy.

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So they have reached out to, they've reached out to Hemet,

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they're able to track Hemet down.

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Hemet does have a bit of a reputation and, and, you know,

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talking with, talking with Hemet.

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Hemmet kind of shrugs and is like, look you need a driver.

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I can drive.

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You need somebody to run a boat.

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I can run a boat.

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You need somebody to operate a digital vehicle.

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I got you.

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What I ain't got though is a crew.

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My last crew, my last crew all kind of split, and so we're in a little bit of a,

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like, I'm in a little bit of situation.

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I will help you.

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Especially for the payday that you're talking about.

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However, you're gonna have to, you're gonna have to find some other people to

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put together, cuz my connections right now, my connections right now are a little

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slim and this virtuoso is going to, I.

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This Virtuoso is going to nod and take that information under advisement,

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and we're gonna do a roll here just to see if the virtuoso, is

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able to put a crew together or if.

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, they just find another pre-made crew.

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And now Hemet is out of luck.

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So we're gonna, we're gonna call that a dilemma.

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So one to three.

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The Virtuoso is able to find some other people to be part of the crew.

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Four to six.

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Hemet is out of luck as another group is put together, and that is a six.

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It looks like Hemet is out of luck, unfortunately.

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So we are gonna have to roll ourselves a new plot line.

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So that'll be another three D six,

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and we got 3 6 6..

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So three A building burned down.

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We need to catch the shadow.

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If not zero corp acheives

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panopticon.

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And for those at home who don't know what a panopticon is, because

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neither did I, I had to look this up.

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This is a disciplinary concept brought to life in the form of a

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central observation tower placed within a circle of prison cells.

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And panopticon theory is that people can be controlled when they believe to be.

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Under constant surveillance, even if no one is watching.

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So we had a building burned down and we need to catch the shadow.

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Otherwise, zero Corp will achieve this surveillance state..

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So we're gonna go ahead and say that we've skipped forward a little bit,

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and we are going to give, we're gonna give Hemet a new crew to run with.

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At the very least, Hemet was sought out by a new crew in order to.

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Help figure out what's going on with this burned down building.

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So Hemet has been hired on as a driver

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and.

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We're gonna skip a few scenes ahead, actually.

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We're just gonna roll for a place on our scene, but we're gonna say

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that we're already in the chase, so

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we will roll our one D six to see what the location is, and we got a

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three, which is a nearby empty street,

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but we are already gonna be in the middle of the chase.

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So one of the members of our crew was able to track down the shadow

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and got a lead on their location and.

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as, as everybody was getting ready to move in.

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There was a bit of a curfuffle, a little bit of a fight.

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The shadow managed to break out and get away, and they are zooming away

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on their, on their motorcycle, and we are following along behind them.

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In Hemets vehicle.

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So Hemet is going to attempt to keep up with these guys.

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Hemet is gonna attempt to keep up with the shadow and Hemets

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gonna try and overtake the shadow.

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And because this is driving, we get to roll with advantage.

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So that is two twos, which is a failure on.

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Which is a failure on pulling up next to 'em.

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Let's roll our glitch and, Nope, no twist in that.

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Luckily.

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So as we're zooming down this empty street we aren't able to, we aren't

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able to pull up alongside of them.

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Let's see if.

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Stay in the, all right, we do stay in the empty street.

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They seem to be zig-zagging trying to zig-zag through some of the maze

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of streets going on, but they are sticking to the empty portions.

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We're still in a little bit of an abandoned, less utilized part of town,

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so, Getting up alongside of them didn't work.

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Let's see what happens if we try to tap their rear wheel

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with our, with our front bumper.

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And that is successful.

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We were able to actually we're able to speed up just enough and tap their rear

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wheel that causes their motorbike to go out of control and kareen off into the

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karine off into the side of a building.

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Luckily, they were Let's see if we have any glitch or anything.

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Nope.

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No twist in this.

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So, yeah.

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Yeah, they kind of carry off outta control and hit the curb.

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Bite goes one way, they go the other, and Hemet is able to pull up alongside

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of them as the rest of the crew jumps out and manages to subdue the individual.

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The.

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Bright side is.

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The bright side is we have the person, we have the evidence that they're the ones

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who burned down the building and that,

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that there was some nefarious purpose for it.

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The downside is the downside.

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after, after taking control of them, but before getting them in front of

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a camera and getting them in front of some form of social media to spill

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the beans on what exactly happened and why exactly they were doing it.

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Their brain got a little bit scrambled and so they were unable to, they were

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unable to say that Zero Corps did it.

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Zero Corps ordered it.

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So while we, while we did help set Zero Corps back a little bit with

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this, by revealing the arson, we were unable to, we were unable to get

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the full confession that we wanted.

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and realistically, realistically, if I was playing multiple characters in

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this, that would've also been, that would've also been more roles for that

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scene just to make sure that, just to let the dice decide a little bit.

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But we're only playing one character right now, and he's a driver,

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so it's not like much of this is completely within his wheelhouse.

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But with that, we're gonna call that a evening on this game that is

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Waveform City Blues by Thunder Egg.

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And I really enjoyed this, this,

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it is a very small, very simple game to get into.

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You got a couple of tables and those tables are really just doing.

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A jumpstart of idea work, and I like that.

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I like when you get just enough direction to give you some ideas and

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you're able to run with those ideas.

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Typically what you see in a lot of small rules lite games is you don't

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get a whole lot of ideas with it.

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You're kind of left a lot on your own to figure.

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How you want to pursue it.

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And with this one, with this one, you're not being left up to

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your own devices, which is great.

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I really enjoyed that.

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It is a little, it is a little confusing upfront especially things like grit.

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The.

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, only time you see an explanation for grit is one very small sentence in the

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middle of a whole bunch of other rules.

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So it took me two or three read-throughs before I finally found

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out what grit actually meant and did.

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But I do appreciate the fact that you're not being bogged

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down by a whole lot of stats.

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You're not being bogged down by a whole lot of stuff.

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It, this is very much a roll, a handful of dice, jump into the

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game and then see what happens.

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And then with the fact that, losing all your grit just

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knocks you out of the scene.

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Really it becomes up to you on if you die or not, but you know, that is a

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lot of opportunity for your character being able to fail, but that failure,

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not necessarily meaning that failure, not necessarily ending the story, which.

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which I do appreciate when a game sets that up.

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Well, now don't get me wrong, I appreciate when, I appreciate when

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games have character death because the hero doesn't always survive.

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So you do.

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You do need that risk of that character story ending in order

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for, in order for that epic.

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Fantasy, high feeling to happen, but as this is more of a, as this

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is more of a synth wave, cyber, cyber punk noir type thing, I also

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appreciate the fact that you're not really worried about character death.

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You're only worried about whether or not, whether or not you

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succeed like you win the case.

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. So it does give you that, it does give you that good noir feel to it.

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You, you do feel like a noir protagonist where it's, where it's a case of,

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Hey, I'm not gonna win everything.

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And you know, even in stories where I do win, I don't win.

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So I like that.

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I like that feeling.

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I think it, I think it fits in well with the aesthetic.

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One thing to note is be careful which version you get

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if you do pick up this game.

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Because they have a printer friendly version and they

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have their normal version.

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Their normal version has solid black backgrounds.

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It's got a double page layout.

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Type situation.

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It's not printer friendly, like your printer is not gonna like it, but

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the printer friendly version, it's got the white background so you're

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not wasting all your black ink.

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It's in a single page format, so it does print a heck of a lot easier.

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So.

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If you're, if you're just keeping a digital version, by all means,

SteelStash:

get the, get the regular version.

SteelStash:

Some of the art in here is very lovely.

SteelStash:

The aesthetics of the thing are great.

SteelStash:

It's got a nice tron feel to it.

SteelStash:

But if you're the type who likes to print it out and flip

SteelStash:

back and forth between the.

SteelStash:

Between the pages, then make sure you are using the printer friendly version.

SteelStash:

But outside of that, yeah, no, great little game.

SteelStash:

Really enjoy it.

SteelStash:

This does have a lot of potential for a longer campaign.

SteelStash:

Definitely play out.

SteelStash:

Definitely play out those scenes a lot more.

SteelStash:

Definitely do more challenges in those scenes when you're playing.

SteelStash:

Just the format of the format of this show, we're not exactly diving.

SteelStash:

Super deep into, into scenes, because we're just trying to give you a

SteelStash:

feel for the game and the mechanics.

SteelStash:

But when you're playing, make sure that you're, make sure that you're

SteelStash:

diving in and if you need an idea of a.

SteelStash:

If you need an idea of what it looks like to dive into a scene and

SteelStash:

have multiple challenges in a scene go check out Errant Adventures.

SteelStash:

Errant Adventures does that really well with how they handle their

SteelStash:

scenes and their scene to scene work.

SteelStash:

They are not playing this game.

SteelStash:

A lot of the games that they're playing are, a lot of the games

SteelStash:

they're playing are iron sworn or.

SteelStash:

Powered by the apocalypse types games, but just how they, just, how they handle

SteelStash:

the scene work in that is really great.

SteelStash:

So if you're interested in this game, but you felt that I was a little light

SteelStash:

and you're trying to figure out how to really dive into a scene go check out.

SteelStash:

Go check out Errant Adventures, especially season two.

SteelStash:

Their pirate campaign between the Powered by Apocalypse Game they were playing and

SteelStash:

the Mythic game emulator, they did an excellent job at scene to scene work.

SteelStash:

Now you're not gonna need any of those tools for this game because this game

SteelStash:

does help set a lot of that up with, with the base rules, with the helping decide

SteelStash:

if a scene is going to be character focused or if it's gonna be event focused

SteelStash:

providing you places for those scenes to take place, that sort of thing.

SteelStash:

but great little game.

SteelStash:

Really enjoyed it.

SteelStash:

Definitely, definitely worth,

SteelStash:

definitely worth an hour or so of gameplay.

SteelStash:

Easily.

SteelStash:

Can easily do an hour or so of gameplay.

SteelStash:

They're just a little one shot.

SteelStash:

And if you wanna pick it up, you can find Waveform City Blues on drive through rpg.

SteelStash:

So make sure you check out the link in the show notes in order to go find that game.

SteelStash:

Cuz drive-through doesn't have nice links in order to say on, on the air.

SteelStash:

But go check out the link down below.

SteelStash:

Go check it out.

SteelStash:

If you pick it up, make sure you tell 'em that steel stash sent ya.

SteelStash:

And remember I mustache, y'all to stay.

Show artwork for Lonely TTRPG

About the Podcast

Lonely TTRPG
A Solo Play Podcast
Lonely TTRPG is a show where I play and review solo TTRPGs.

Every other week, we play another solo TTRPG from across the indie community.

So join us as we roll, draw, and journal our way through some fantastic games.

About your host

Profile picture for John Stum

John Stum

Black Dragon Dungeon Company is a TTRPG podcast. We do weekly actual play podcasts and bi-weekly discussion podcasts where we talk about certain things about the TTRPG world.

You can reach us at blackdragondungeoncompany@gmail.com or on Twitter at www.twitter.com/bddc_pod