About this episode
Keith, Wayne, Kristian, and Scott hit the mean streets and step into the shadows of noir adventuring in Eberron. Time Markers 00:00:00 – Introduction 00:01:54 – Why Was Noir Included in Eberron? Readings: 00:07:21 – Chapter 9 of Eberron Campaign Setting 00:08:01 – Magewright, Marked, Cabal, Claw 00:10:17 – “Hardboiled Adventure”, Kobold Quarterly #3 00:11:01 – “Neo-noir Intrigue” and “Callestan”, Wayfinder’s Guide to Eberron 00:12:14 – Definition of Noir 00:13:21 – Moral Ambiguity and Motives 00:16:56 – Conveying Noir 00:19:41 – Agreeing on How Dark 00:23:33 – Consequences 00:26:09 – Attachment to a Place 00:27:53 – For GMs 00:28:12 – Pacing in Noir 00:29:19 – Use the Players’ Backstories 00:31:25 – Stories Don’t Always End Well 00:33:59 – Customized Stories 00:35:14 – Off-the-shelf Noir Adventures 00:37:55 – Backstory Cards 00:39:11 – Fiasco Game for Session 0 00:39:33 – Tools in Wayfinder’s Guide 00:42:04 – Tying to The Last War 00:43:20 – The Role of the Dragonmarked Houses 00:44:13 – Shadowrun as Inspiration 00:45:44 – Start with a Mystery as Noir Light 00:47:47 – Play with Players’ Perceptions 00:50:56 – For Players 00:51:07 – Dealing with Dragonmarked Houses 00:51:44 – Motivation and Disposition 00:54:02 – Roots and Connections 00:57:12 – Bonds in Powered by the Apocalypse Games 00:59:10 – Idea: Prescribe Terrible Things That Will Happen to Your Character in the Future 01:01:41 – Define Your Loyalties 01:05:12 – Wrap Up