No Plot, Only Lore

PODCAST · leisure

No Plot, Only Lore

Two old men talking about the art and craft of collaborative storytelling games.

  1. 93

    Building Theory-Craftable Worlds: Lessons from Deltarune and FNAF

    How do you build a world that players can’t stop talking about between sessions?In this video, we analyze the narrative techniques used by Toby Fox in Deltarune and Scott Cawthon in Five Nights at Freddy’s to create "theory-shaped holes." Using the lens of a Tabletop RPG Game Master, we break down five specific strategies for building mysteries that encourage deep engagement and player speculation.Topics covered in this breakdown:Character Gaps: Using selective backstories—and conspicuous absences—to create narrative anchors like Ralsei.Lies and Misinformation: Why unreliable narrators and conflicting information are essential for player agency.Bicameral Division: The power of dual worlds (Light World vs. Dark World) in creating doubt and curiosity.Mechanical Echoes: How "useless" items, like the Egg, serve as fuel for community theories.The Art of Silence: Why the most important thing a narrator or DM can do is stay quiet.Whether you are a Game Master looking to improve your campaign's mystery or a fan of mascot horror lore, these principles of "shutting up" and "environmental storytelling" provide a roadmap for creating immersive, theory-heavy worlds.

  2. 92

    Steal Everything: One Piece Lore

    Last week, someone pointed out that I accidentally did a plot. Well we can't have that, not around these parts! So today I'm going to go through One Piece Lore that I barely understand and look at how we can apply that to a tabletop RPG!

  3. 91

    One Piece Season 2 is a Chaotic D&D Game

    Crazy twists and turns, sudden ass-pulls, quick stops to change the story because a player couldn't make it this week, and forcing your little brother to play the cleric - all in this season of One Piece.

  4. 90

    Failure to Thrive

    Josh isn't around, so I have an opportunity to do something proper philosophical and In the Weeds about games theory, but instead I'm gonna get personal and talk about failure. Failing at things in life, failing at podcasts, why games fail to thrive, and also why I'm going to keep doing this podcast with Josh as long as he'll let me because I like having an excuse to talk to him about nerd stuff.Visit https://hecticelectron.com/ for more information about Defy the Gods and Raccoon Sky Pirates: Total Chaos Edition! Raccoon Sky Pirates: Total Chaos Edition Kickstarter

  5. 89

    Meditations on Evil

    D&D dropped some "evil" class options. What does "evil" actually mean in this case? Can you be a *good* plague cleric? If having evil ancestors makes you evil, what does that mean for tieflings?

  6. 88

    Badaptation

    In this episode of No Plot, Only Lore, Kris and Josh dive deep into the messy, often heartbreaking world of media adaptations. Whether it’s a sprawling fantasy book series becoming a TV show or a legendary video game hitting the tabletop, the transition is rarely smooth.The guys kick things off with a post-mortem on the Wheel of Time television series—discussing how a show can find its footing in season three only to be unceremoniously canceled. They then pivot to the core of the discussion: Why do so many adaptations fail?

  7. 87

    Tabletop Adaptations - What works and what doesn't when adapting an IP to the game table?

    This week we delve into the world of... worlds! What needs to be in place for a successful adaptation of your favorite smutty romantasy series? Why does Magic's Universes Beyond piss us off so much? What are some games that have gotten it very right?

  8. 86

    Seasons of Dungeons & Dragons - Examining the Change to the Publication Format

    Dungeons & Dragons is moving to a seasonal release schedule. Josh and Kris get into what that means for the hobby at large, and their feelings around subscription-based gaming.

  9. 85

    Why We Like Nazis

    Why do Nazis make the ultimate antagonists for your tabletop campaigns? In this episode of No Plot, Only Lore, Josh and Kris break down the mechanics of using fascist-coded villains to create high-stakes, morally clear, and narratively complex stories without falling into the "both-sides" trap.We discuss why fascist structures provide perfect hierarchical challenges for players, how to use anti-intellectualism and bureaucratic evil to build tension, and the essential "do’s and don’ts" for maintaining a meaningful narrative. From creating identifiable symbols and scapegoats to portraying joyful resistance, learn how to build villains your players will love to hate—and why it’s always okay to throw them off a train.Key Topics Covered:Why the "banality of evil" works in fantasy settings.Distinguishing between lawful, chaotic, and bureaucratic villainy.How to handle Nazi-coded antagonists without letting your table "empathize" with them.Building a resistance movement that feels like a real, joyful counterforce.The dangers of making your D&D world feel too similar to real-world rhetoric.If you enjoy deep dives into game design theory, one-page RPGs, and the tables we play them at, subscribe to No Plot, Only Lore.Visit us at noplotonlore.com for more episodes and resources. Please rate, review, and share this episode with your party!

  10. 84

    Too Much Lore: Sumo 2, Fatter and Sassier

    We’re back with part two of our deep dive into Sumo history! This episode covers the transformation of the sport from the Meiji era to today. We discuss the formalization of the Yokozuna rank, the impact of international wrestlers on Japanese tradition, and the fascinating, messy politics of the JSA. Don’t miss this look at the world’s most intense, high-speed game of chess.

  11. 83

    Too Much Lore: Sumo Part 1

    Join Josh and Kris on No Plot, Only Lore as they dive into the surprising world of professional Sumo—a sport Josh argues is the "purest representation" of physical will. This episode explores how Sumo transcends being a mere sport, functioning as a 2,000-year-old Shinto ritual deeply rooted in Japanese history and samurai culture.We break down the unique "stable" lifestyle where wrestlers live communally under a "stable master" who acts as a father figure. Discover the intricate traditions that define the life of a rikishi, from the ranking of hair stylists and the symbolic cutting of top knots to the burial of sacred items like salt and dried squid in the ring. Whether you're interested in the "crunchy math" of sports statistics or the "beauty of tradition," this episode unpacks the fascinating intersection of modern capitalism and ancient service.Key Topics Covered: The Shinto Origins: How Sumo matches served as harvest rituals and the mythology of the first divine matches. The Life of a Wrestler: Insights into the unpaid lower divisions, communal living, and the "discomfort" of traditional service. Rituals & Rules: The significance of the Yokozuna’s rope, the construction of the dohyo, and the strict bans on hair-pulling and punching. Historical Evolution: Transitioning from the "kicking people to death" era to a formalized courtly entertainment and military training for samurai.

  12. 82

    AI Re-revisited: Gray Ooze and the Enshittification of the Tabletop

    In this episode of No Plot, Only Lore, Josh and Kris dive deep into the "gray ooze" currently flooding the internet: Generative AI. What started as a potential tool for busy DMs has quickly spiraled into a self-fulfilling loop of mediocrity that threatens the very heart of collaborative storytelling.The guys pull no punches as they discuss:The "Enshittification" of RPGs: Why AI-generated content is mathematically designed to be average, and how it’s paving over the weird, human foibles that make TTRPGs great.AI Hallucinations: From making up database columns at work to "hallucinating" dead family members, the guys share their most bizarre (and slightly terrifying) AI encounters.The Dehumanization of Art: A passionate defense of "human-made" content—even if it's just a banana taped to a wall.Industry Fallout: From the Wizards of the Coast art controversies to the rise of AI-written lore videos and "35-minute novels," they examine how the tabletop community is fighting back against the machine.

  13. 81

    AI Revisited: The Turd in the Digital Pool

    The Honeymoon Phase is Over.This week, Josh and Kris revisit their stance on Generative AI. While early adoption promised a reduction in cognitive load for DMs, the reality has shifted toward a "net negative" across nearly every metric. From the environmental impact of data centers to the "enshittification" of search results, the hosts break down why the "word guessing machine" is failing the people it promised to help.Topics covered include:The Admission: Kris publicly admits Josh was right about the "AI bubble".The Tech Cycle: Late adoption vs. the "new toy" syndrome.Art Theft: Evaluating the "British Museum" argument for AI training.Linguistic Limits: Why English is a "hoarder language" and how "burstiness" keeps AI detectors effective.The DM’s Craft: Why the "lonely fun" of manual world-building remains an essential, deeply human artistic act.

  14. 80

    Darkest Dungeon Board Game Disaster: Why Kickstarter is Killing Tabletop Companies

    In this episode of No Plot Only Lore, Josh and Chris dive into the recent collapse of the Darkest Dungeon board game by Mythic Games. We discuss the $5 million failure, the "wave two" cancellation, and the broader crisis facing tabletop crowdfunding.Topics covered:The Darkest Dungeon Debacle: How overconfidence and poor math led to one of the biggest Kickstarter flops in recent history.The "Infinite Kickstarter" Trap: Why companies like Tasty Minstrel Games (TMG) failed by using new projects to fund old debts.Brick & Mortar vs. Digital Noise: The vital role of local game stores as filters for quality in an era of social media hype and AI-generated shovelware.Success as a Double-Edged Sword: How overextending through stretch goals and secondary locations can sink even established brands.Wormwood’s Pivot: Why industry leaders are moving away from the "perpetual Kickstarter" model toward sustainable retail.Visit us at: www.noplotonlore.com Listen on: All major podcast platforms. Rate, review, and share if you enjoy the show!

  15. 79

    Kickstart Your Life - The Impact of Kickstarter on the Tabletop Gaming Space

    Josh and Kris talk about Kickstarter, the good, the bad, the really bad, and Exploding Minions.

  16. 78

    The Walled Garden - The Open Gaming License, History and Future

    We're back! We're doing audio and video now like a couple-a lunatics! We're doing a deep dive on the open gaming license and its impact on the entire tabletop RPG world, and we're blaming it on Kevin Siembieda! Not really. Maybe a little.

  17. 77

    December Sads

    Look, December low-key sucks when it comes to a lot of things, and gaming is no different. But it doesn't have to suck completely! Come hang out with us and we'll talk about it.

  18. 76

    Winter Celebrations (That Aren't Christmas!) in Tabletop Role-playing Games

    This week Josh and Kris take a look at some of the non-Christmas winter traditions around the world and discuss ways that those traditions could be utilized in your own games, as well as starting a conversation about how holidays mark the passing of time for a people.

  19. 75

    Best TTRPG Holiday Gift Guide 2023 | Lancer, Daggerheart & Dice!

    Josh and Chris for their second annual Holiday Gift Guide dedicated to the coolest tabletop role-playing games (TTRPGs) and accessories for 2023.Hear their takes on the year's biggest releases and hottest picks, including the tactical giant mech RPG Lancer, the Critical Role-backed Daggerheart, and the OSR darling Mythic Bastion Land.Plus, get recommendations for:TTRPG Books: Dive into the Cosmere RPG (Stormlight) Starter Set and the hilarious goofball game Pigeons 11.Accessories: Explore Hexbound aluminum dice, beautiful Dispels astral thread dice, gorgeous notebooks from Rook & Raven, and detailed minis from Arch Villain Games.Stocking Stuffers: Discover dry-erase condition rings, initiative trackers, and the Twice Dead King (Warhammer 40k) omnibus.If you're shopping for the D&D player, role-playing gamer, or TTRPG enthusiast in your life, you need this guide! Available on all podcast platforms and at noplotonly.com.

  20. 74

    Attention Economy and TTRPGs: Are We Krill in the Critical Role Pond?

    Hosts Josh and Kris tackle the Attention Economy and its uncomfortable role in the TTRPG space. From recognizing their place as "krill" in the same ecosystem as giants like Critical Role to debating whether the attention economy is "evil," they discuss how DMs can use its tricks—like rewarding quiet moments (the Mrs. Pots dinner scenario)—to keep players engaged and honor their time, without resorting to constant chaos. Plus, a tangent on Telltale's Dispatch and terrible modeling advice from grandmothers.

  21. 73

    The Ecology of Goblins: Deconstructing 'Goblin Mode' & Millennial Burnout

    What is the difference between Goblin Mode and Goblin Core? Dive into the ecology of the internet's most feral archetype. We explore why embracing your inner "cozy swamp creature" is a coping mechanism for millennial burnout and the pressure of perfect adulting.

  22. 72

    The Problem With Progress: OPR's Sentient Bugs and Fan Backlash

    One Page Rules (OPR) started as a quick, simple alternative to Warhammer 40,000, but now it’s charting its own path with unique lore. The results? A minefield of mixed audience reactions.In this episode, we dive into the difficulties OPR faces transitioning from a '40k knock-off' to an original game system, and how the inherent differences in audience expectations—especially those conditioned by the constant feedback loop of the internet—make that transition so volatile

  23. 71

    Anime Powers for TTRPGs: Can Groundhog Day Death & Turbo Granny Work in D&D?

    Welcome back to No Plot Only Lore! This week, your hosts Josh and Chris dive deep into the most chaotic and complex anime powers to figure out how to import them into your favorite TTRPG (like Dungeons & Dragons). If you love D&D mechanics, worldbuilding, and outlandish character concepts, this episode is for you.We break down the rules and roleplaying challenges of:The Social Credit Hero: A power set based entirely on a character's popularity and public trust. What happens to a superhero's power when their social score tanks?Death & Reset Mechanics: Examining the genre of "Groundhog Death Day" anime where a character resets time upon death, including the protagonist who killed himself 4,000 times to power up.Magical Garbage: Analyzing the unique ability to imbue mundane trash with extraordinary TTRPG powers.The Turbo Granny Problem: How to run an encounter against a villain with a bizarre, high-speed power, and the logistics of powers drawn from the series Dan Da Dan.Discover the best (and worst) ways to integrate these plot-bending abilities into your next D&D campaign or tabletop adventure.

  24. 70

    Cringe: Why Sincerity Still Matters at the TTRPG Gaming Table

    Let’s talk about being cringe! Pretend play is an essential part of growing up and learning social roles and shit.This goes back to Piaget and Vygotsky - pretending is how we experiment and try on identities and learn empathy and problem-solving. Adults often repress that because it’s fucking cringe as hell.Sitting down to play a role-playing game reactivates that early developmental muscle, but it’s occasionally awkward and weird.Kids: The floor is lava! Adults: If I do enough pretend violence I might be able to afford pretend real estate! Irony is the Armor of SincerityMemes, quotes, and in-jokes make the table feel safe — a shared cultural shorthand.Emotional detachment also feels safe. Not caring about fake people is cooler than caring about fake people, and we usually want to be cool.But irony can also block emotional engagement. If everyone’s half-laughing through their character arcs, no one has to risk being sincere.The Cringe FrontierWhy do we generally cringe at sincerity? Is cringe just a way of enforcing emotional conformity? Can being cringy be brave, or is it always the absolute worst? We both come from improv backgrounds where being cringe is kind of a necessity. Has that better prepared us for cringe at our tables? Circle of SafetyI was reading a post recently from someone who was wondering if maybe we’d gone a bit too far on making game tables a safe space. I’m pretty sure I disagree with that person, but I will agree that the tools we have aren’t ideal and probably never will be.What are your personal safety mechanisms? How do you invite people to be sincere without forcing them to “act” at the table? What is the DM’s role in creating an emotional stable space for Big Feelings? Huizinga’s Magic Circle suggests that normal rules, even rules about social conformity, are suspended during play. Does that work if the real space (outside of the liminal shared imagined space of play) is not safe? How can we support emotional safety in service to enabling bravery?

  25. 69

    Bring out the Clowns: Humor and Jokes at the TTRPG Table

    We was talking clowns and that got me on the ha-has. The Party as a Comedy TroupeMost D&D tables accidentally become improv comedy theater.“Every game starts as Game of Thrones and ends as Monty Python.”Long campaigns kind of naturally develop bits and recurring gagsPlayers have a tendency to start to fall into roles associated with ensemble comedy subconsciously.QuotesI don’t know what to tell you, man - people are gonna quote D20, Critical Roll, Monty PythonThey aren’t necessarily meant to be funny? They’re more like a cultural shorthand and rituals for belonging.They say “I am one of you, I know the right scripts, I can do the call-and-response!” It’s like a meta-textual handshake of sorts.Often, the quotes mutate or change over time to become more specific to your group.The BitsEvery group, whether gaming or not, develops an internal economy. A bit is currency - you can buy attention or affection with it.You trade a bit for laughs or groans or the DM watching their soul evaporate into sighs.In some ways, tables will self-regulate this economy.Good bits live on, bad bits die, Legendary Bits may transcend this table or this game and be used at others. Modern table comedy is deeply parasocial.Many players have internalized the cadence of Brennan Lee Mulligan, Aabria Iyengar, or Matt Mercer.Quoting or mimicking them isn’t laziness — it’s a way to align tone and show respect.But it can also blur identity: Are we referencing their games, or ours?Is the humor derivative, or are we participating in a shared meta-culture of play?This creates a kind of folk comedy canon — the oral tradition of Actual Play media.The Function of Comedy in Collaborative PlayIt defuses tension, reinforces bonds, and stitches continuity across long gaps.Laughter is a feedback loop of participation — even disengaged players rejoin the moment when someone lands a good bit.Table humor = the heartbeat of the group.In many ways, the group’s sense of humor defines its culture more than its ruleset.The Meta Bit: When the Table Knows It’s a ShowFor Actual Play games, humor becomes performative.The “table” has a secondary audience.Every joke carries dual awareness:Does it land here?Does it land out there?The bit becomes both a bonding mechanism and part of the brand.You joke different if you know your joke could be on a mug forever.

  26. 68

    Ludonarrative Dissonance: When TTRPG Game Mechanics Don't Match the Story

    Time to get real pretentious with it again! Buckle up! Talking about the friction that takes place between a game's mechanics and that game's story, and how that impacts the art of gaming in general.

  27. 67

    Campaign Aftercare: What do You do When a Long TTRGP Campaign is Over?

    How do you make sure your players are ready to re-enter reality after the campaign is over?

  28. 66

    Playing With Yourself: Solo Board Games that Don't Need Other Players

    This week we talk about board games you can play all by your lonesome!

  29. 65

    Dungeon Parenting: Worldbuilding Challenges of Raising Kids in Your D&D Campaign

    Raising kids is hard. It would be harder with cockatrices and manticores and shit.

  30. 64

    Essential Board Game Expansions: Add-ons That Actually Improve the Core Game

    Board game expansions - a fun way to spice up your favorite board game, or just a cult of commercial cardboard?

  31. 63

    Lost Civilizations & Ruins: How to Use Fallen Empires for TTRPG Worldbuilding

    Lost CivilizationsOne of my least favorite tropes. What is a lost civilization? Not just Atlantis. Think of Eberron's giant ruins of Xen'drik, Skyrim's Dwemer, or Dark Souls' pile of forgotten kingdoms.Why are they useful in fantasy?Instantly adds history and depthAllows the GM/author to worldbuild without explaining everythingGreat excuse for dungeons, relics, and magic that no one understandsStorytelling functions:Symbol of hubrisCautionary taleBlank canvas for player projectionWhat do survivors remember? Oral traditions? Sacred ruins? Cursed bloodlines?Are they really gone?Sleeper gods or AI still running background processesInterdimensional echoes (like Shadow of the Colossus meets Echo Night)The civilization lives on… just not physically (digital ghosts, psychic imprints, inherited trauma)D&D examples: The Netherese Empire, the Sulat League (fiendish magic-scientists), or the ruins in Chult—each has different “flavor” of forgotten-nessWhat happens when modern civilizations try to revive or claim these ruins?Colonial critique: Who has the right to explore or excavate the past?Techno-magic horror: The past isn’t just misunderstood—it’s wrongFactions and relics: Everyone wants the magic battery that powers a floating city. Nobody knows how to stop it once it wakes upFun Hooks:A city that grew up inside a dead god’s ribcage (lol)A forgotten language that causes madness when spoken aloudA vault that only opens if you betray someone you love

  32. 62

    Slipperiest Game 2: The Failure of Narrative Design in Squid Game's Later Seasons

    My big problems:The Murder Game. Until Tag was introduced, there was never a game where one player had to go out of their way to murder another player in order to win and survive. In every other game, murder was an *option* and the consequence of loss was always death, but it was possible to win without killing a person yourself. The “System” outsourced most of the actual violence. Tag fundamentally changed this and by doing so changed the dynamic and the social contract of the show entirely. There was no longer a plausible separation between winning and murder. The staff did the murder. The consequence for losing was death and your life was equally on the line. Not so in Tag. The fucking baby. One of the fundamental rules of the Squid Game event is that everyone is there by choice. It’s one of the themes that was hammered on in the first season, and it mirrored the capitalist rat race beautifully. Everyone was doing this of their own free will, and the second season even introduced voting between rounds to ensure that people were kept in the games by the Will of the People. But the baby didn’t consent and couldn’t consent to being involved in the games. The baby was an unwilling participant, and making the baby a ‘player’ undermined any trust the real players may have had that the games were in any way fair. Now, the games are _not_ fair. They never were. They rely on financial coercion, the illusion of fairness, random chance, positional chance, and the exploitation of personal relationships. But it maintains a facade. All of that breaks down with the baby.And I kinda get where they were going with this. I get that it’s illustrative of the unfairness of the institutions Squid Game is trying to criticize. The rules were never fair, the people running the games never cared about fairness at all, the whole thing is spectacle. But it also fundamentally undermines the premise of the games in a way that would be ruinous for anything other than a shadowy international rich-man’s dog fight. 

  33. 61

    The Slipperiest Game, Pt 1: The Narrative Design Masterpiece That Didn't Need a Sequel

    So, we’ve both finally seen all of Squid Game. Season 1 was a masterpiece that didn’t need a sequel.Season 2 started strong, but there was some strange decision-making. Best character in the series was introduced, though (Cho Hyun-ju)Season 3 undid all of my goodwill for seasons 1 and 2. Let’s get into it. General Issues: Repetition Lack of Innovation, even in the new games Focus on time between games, but not in like, an interesting way? More luck, less strategy (this was an issue I had with season 1, too, with the bridge) Less morality, more preaching, no evolution of themes.

  34. 60

    The Crossover: Dora the Explorer in Mortal Kombat, FNAF Lore, and the Star Wars Ewok Debate

    In which we put characters from beloved children's stories into stories that uh... Aren't so child-friendly...

  35. 59

    The Gritty Reboot pt 2: Pokémon, The Boys, & James Bond, Too Real for TV?

    How much realism is too much? This week, we discuss the trend of gritty reboots and the concept of "HBO-ification" as seen in shows like The Wheel of Time and Andor. We lay out our dark, grounded plans for classic IPs, including turning Zorro into a Punisher-style vigilante and making Inspector Gadget a violent cyberpunk monster. Join us to find out how to make Narnia and Space Above and Beyond dark, serious television.

  36. 58

    The Gritty Reboot pt 1: Gritty Reboots for Zorro, Inspector Gadget & Narnia

    Josh and Kris dissect the trend of gritty TV reboots and the "HBOification" of classic IPs. We criticize Amazon's The Wheel of Time for killing wives and ditching character depth (like Perrin's blacksmith/axe dichotomy). Then, we pitch dark, adult TV series for beloved franchises: a post-apocalyptic dragon show based on Reign of Fire, a politically charged modern Zorro fighting ICE, a cyberpunk Inspector Gadget gone mad from his augments, and a Battlestar Galactica-style Space Above and Beyond/Starship Troopers reboot.

  37. 57

    The Chosen One: Buffy, Star Wars, Wheel of Time & The Problem with Fate in TTRPGs

    Josh and Kris dissect the Chosen One trope in media, from the TTRPG mechanics of the Buffy the Vampire Slayer RPG's Drama Points to the huge distortions in The Wheel of Time's pattern. We dive into the best (and worst) uses of the trope in Star Wars (Was Anakin really the Chosen One?) and Harry Potter (He's just a guy!). Plus, a deep-dive into how Buffy's secondary characters are systemically made essential.

  38. 56

    Folklore with X Dialed Up to 11: Gross Selkies, Melancholic Santa, Queer Baba Yaga & Domestic Anansi

    Josh and Kris roll the dice to create bizarre, twisted versions of classic folklore characters! Hear our takes on a "gross" Selkie that violently tears its way out of its seal form, the melancholic, depressed Santa Claus (inspired by Neil Gaiman) who hates his job, a queer-coded, sequined Baba Yaga with chicken-feet leggings, and Anansi the trickster god as a charmingly fat, retired, domestic dad (like a mystical Nobody). Plus, a detour into the real-life history of the Pied Piper of Hamelin!

  39. 55

    The End? The Apocalypse, Star Wars, and Why D&D Campaigns Never Finish

    Josh and Kris talk about their favorite apocalypses, from Fallout-style nuclear war (and the haunting film The Road) to the underrated movie The Book of Eli and terrible ones like Waterworld and After Earth. The conversation shifts to the ultimate TTRPG challenge: finishing a campaign. They discuss why most D&D groups never finish a multi-year story, the shift from collaborative world-building to "being entertained," and the influence of actual-play shows like Critical Role and D20 on modern player expectations and "doing bits."

  40. 54

    Your Premise Doesn't Matter: Anime, Star Wars, Airbud, and D&D

    Josh and Kris dive into the secret to great storytelling: taking absurd concepts seriously. They discuss the silly anime premise of More Than a Married Couple, But Not Lovers, the "tits and fight" genre, and how movies like Airbud and the original Star Wars script turned goofy ideas into classics by playing them straight. The segment concludes with advice for D&D DMs on how to ground a ridiculous campaign—like dragon tyrants or a halfling mafia—with genuine emotional resonance and "heart."

  41. 53

    100 Men vs. 1 Gorilla: Setting the Fight's Absurd, NSFW Rules

    TW: SA, bestiality... Yes, really...Look, this one got away from me for real. I'm an improviser - I'll yes-and anything. But this shit got real weird and stayed in that space for a while. This is the first time I've ever had to put a trigger warning on a podcast episode.Josh and Kris tackle the viral "100 men vs. 1 gorilla" question by defining the most absurd win condition: achieving sexual dominance over the gorilla. They argue for the terms of the encounter, debating if the fight should allow tools (no!), clothing (minimal!), and whether a coliseum-style arena favors the humans (it doesn't). The hosts settle on a "dominance display" where one human must penetrate the silverback gorilla, and at least one human must survive.

  42. 52

    Rule of Cool: Is It a DM Crutch or a Creative Tool?

    Josh and Kris clash over the "Rule of Cool" in TTRPGs. Josh argues it's a crutch for lazy problem-solving and a logistical nightmare for DMs, leading to player attention-seeking. Kris defends it as a necessary tool to reward player creativity, encourage "big swings," and increase narrative momentum—provided it's negotiated, reserved for unique moments, and tied to real consequences. They debate its history and the problem of canonizing "community stupidity."

  43. 51

    Loot Fatigue

    Talking about the problem of catching too much loot, or too much of the same loot, or progressing too quickly in RPGs.

  44. 50

    Long or Short Fork When Dining on Elf

    Eating monsters! How would you cook them? What would they taste like? Are they dangerous? Poisonous? Does a gorgon have metal blood?

  45. 49

    Table Apocalypses and Chaos Goblins

    In this episode of No Plot, Only Lore, DMs Josh and Kris explore what happens when the dice, the players, or the DM’s own ego send a campaign spiraling into a "table apocalypse." The guys kick things off with a detour into the "bad old days" of Nerdcore hip-hop, debating the flow of MC Frontalot versus rappers who actually know their music theory.The heart of the episode tackles the moments where games go off the rails:The Lone Wolf Disaster: Kris recounts a cringeworthy "main character syndrome" moment from the year 2000 involving a level 3 rogue, a rowboat, and a total party kill.The "Session 0.5" Solution: Why the initial session zero rarely survives first contact with the plot, and the importance of checking in mid-campaign to see who the characters have actually become.Interpersonal vs. Mechanical Friction: How to tell if your table is struggling because of 3.5 grappling rules or because two players legitimately can't stand each other.The "Goblins?" Safety Net: A deep dive into the philosophy of the backup plan—specifically, using a sudden goblin ambush as a tactical distraction to force teamwork when things get grumpy.From accidentally playing a "good cop" in a party of dirty cops to characters inspired by Gwyneth Paltrow's "Goop," learn how to embrace the liminal space of storytelling and roll with the punches—even when those punches come from a dragon turtle in an underground lake.

  46. 48

    Mouthful of Blood: Hooks and Player Buy-In

    In this episode of No Plot, Only Lore, DMs Josh and Chris dive into the messy, often unpredictable world of player engagement. The conversation starts in a surprisingly morbid place as Josh shares stories about his family’s paramedic background and their unusual desensitization to medical trauma—ranging from "cool" injury photos to eating dinner while watching surgery broadcasts.Shifting from real-world gore to the gaming table, the guys discuss the challenge of securing and maintaining player buy-in. They explore:Reading the Room: Identifying the physical cues of disinterest versus the "focused fidgeting" of players with ADHD.The Power of the Hook: Breaking down Brennan Lee Mulligan’s iconic "mouth filled with blood" opening from Calamity and why immediate physical stakes work.Preparation vs. Improv: Why Josh’s DM screen usually just says "Goblins?" and how to handle players who choose "North" when you only planned for East and West.The Threat of Death: Discussing the transition from "padded room" D&D to high-stakes games where character death serves as a primary motivator.Whether you’re a "soft" DM or a "killer" DM, learn why respecting player agency—and being ready to bullshit when they inevitably ignore your rails—is the key to a legendary session.

  47. 47

    Too Much Lore: Star Wars Worldbuilding

    DescriptionIn this special "Too Much Lore" installment of No Plot, Only Lore, Josh and Chris take a thermal detonator to the concept of over-explanation. What starts as a debate over the "Star Wars Canon Reset" quickly turns into a passionate critique of how "lore dumps" can actually kill the imagination of a franchise.The DMs dive deep into:The Mystery of the Force: Why "The Force" is the perfect name for a magic system and how George Lucas’s introduction of Midi-chlorians sapped the wonder out of the galaxy.The Scale of Power: A breakdown of "lore creep"—from Yoda struggling with an X-wing to Starkiller pulling Star Destroyers out of the sky.Wasted Opportunities: Why the Book of Boba Fett should have been a Coruscant-based "bounty hunter procedural" instead of a desert-bound story about mobility scooters.The "Kermit" Problem: A heated discussion on Yoda’s prequel fight style. Was the "flying gerbil" combat a neat moment, or did it diminish the character’s status as a masterful teacher?Relatable Villains vs. Uber-Sith: Comparing the tragic, slow-burn fall of Jacen Solo (Expanded Universe) to the "somehow, Palpatine returned" storytelling of the sequel trilogy.From "Hut Jedi" to why Tatooine needs to burn in hell, this episode explores the fine line between building a world and burying it under too much detail.

  48. 46

    Too Much Lore: Dads, Robots and the Keywork Trap - Coheed and Cambria

    Concept vs. Reality: The Coheed Lore MapThe "Keywork" is a fascinating visual concept that suffers from what the guys call "amateur writing syndrome"—where a cool name (like a "Jackhammer" spaceship) is eventually revealed to be a literal, giant space-laser-drill.Hard vs. Soft WorldbuildingThe DMs emphasize that when you define your rules too rigidly, you lose the ability to surprise your players (or listeners).Soft Lore (The Original Trilogy): The Force is a mystical energy field. It feels infinite.Hard Lore (The Prequels/Comics): The Force is a biological byproduct of microscopic lifeforms. It feels like a math equation."The problem with over-explaining things... is that once you start establishing hard and fast rules, things have to obey rules. You get a dissonance that happens when something doesn't fit that rigid rule set."

  49. 45

    Dragon Claus 4: Last Minute Christmas Shopping

    In which we discuss some of our history with tabletop games retail, and also what sorts of things you can buy for your favorite D&D nerd!

  50. 44

    Dragon Claus 3 - The Christmas Dungeon

    Decorating your dungeon! Villains and henchmen and items galore!

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ABOUT THIS SHOW

Two old men talking about the art and craft of collaborative storytelling games.

HOSTED BY

Josh Varty and Kristoffer Hansen

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