Passive (Aggressive) Perception

By: Ivan Potocnik & Steve Jones
  • Summary

  • 🎲System-agnostic tabletop roleplaying game discussions. Level up your TTRPG sessions with topic deep-dives, news, and tips for D&D and so much more. 🌲New EVERGREEN episodes every Wednesday. 🤹‍♂️Always as goofy as they are sincere, Ivan and Steve are two forever GMs obsessed with making your next TTRPG session the best one yet. 🗣Covering topics including •metagaming •interviews with industry leaders •bringing real life socio-political issues into your campaigns •TTRPG news, and beyond. 🧙‍♂️Passive (Aggressive) Perception investigates any and all games/systems including D&D, Pathfinder, Savage Worlds, Call of Cthulhu, Star Wars, Vampire the Masquerade, and anything else they can get their hands on. If it can be played it's fair game. 📚The conversation is never limited by any one game, but all of the topics, tips, and core principles easily apply to Dungeons & Dragons or whatever else you happen to be playing at the time. 💻icastspells.com & anywhere you get podcasts.
    © 2024 Passive (Aggressive) Perception
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Episodes
  • So Long and Thanks For All The Crits (Final Episode)
    Oct 1 2022

    I won't bore you with an overly-verbose description for this one. I'll only use this opportunity to say THANK YOU for accompanying us on this grand journey, and we hope that your next session is the best one yet.

    -Ivan & Steve

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    18 mins
  • Ep 61 - Bright Lights, Big City (Playing In City Settings)
    Sep 21 2022

    Do your players (or yourself as a player) behave differently when your PCs enter a city, village, or township? Today we're discussing some of the unique challenges of playing in a city setting.

    We go in-depth on how specific game times associated with city play differ from a traditional gaming model which heavily incorporates the TTRPG pillar of exploration. We run down several methods for keeping the action moving, avoiding boredom, and maintaining canon.

    We also cover the idea of player pragmatism, and the unique phenomenon of behavioral shifts caused by a change of locale.

    Our Website: https://icastspells.com
    Our Twitter: @passive_podcast
    Our Email: passiveaggropod@protonmail.com

    Show Breakdown:

    • 0:00: Intro
    • 0:30: TTRPG News
    • 08:35: How some adventure types lend themselves to city settings.
    • 09:30: Adapting the TTRPG pillar of exploration for intuitive city play.
    • 11:50: Making a locale robust without getting stuck in the trap of endless prep.
    • 20:15: Lore is great for reinforcing a city's character.
    • 22:43: Maintaining canon.
    • 26:32: Cities provide much more immediate consequence for questionable behavior.
    • 31:58: How to avoid alienating certain player types while in different locales.
    • 36:48: Pragmatism, character integrity, and how locale can influence the behavioral shifts of players.
    • 44:07: Ways to regain tone after out-of-character conversations short circuit encounters.
    • 49:44: Avoiding getting into a boring string of fetch quests.
    • 54:33: Outro
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    56 mins
  • Ep 60 - Campaign Length (and Knowing When To Quit)
    Sep 14 2022

    To have the problem of finishing a campaign milestone and have your players still wanting more, even though the story is over, is a much better problem to have than your players being bored because there is no end in sight.

    How many campaigns have you been a part of that have languished and died because of a lack of payoff. Is your gaming group losing steam? Are you scrambling to wrap up story arcs? We address these challenges and more as we discuss how we think many stories are better for having an ending.

    Our Website: https://icastspells.com
    Our Twitter: @passive_podcast
    Our Email: passiveaggropod@protonmail.com

    Show Breakdown:

    • 0:00: Intro
    • 02:40: TTRPG News
    • 16:19: Main Topic
    • 18:32: Personal examples of TTRPG campaigns that suffered from having shaky conclusions.
    • 22:30: Consider playing your TTRPG campaign in chapters.
    • 27:23: How unclear campaign goals can affect pacing.
    • 29:20: The fantasy of the never-ending campaign can stand in the way of good games.
    • 32:03: How many times have you as a GM/DM had to scramble to tie up a campaign?
    • 33:42: Examples of TTRPG systems that nudge players toward campaign conclusions.
    • 35:39: Foregoing a game's natural conclusion can prevent you from trying other things that you might find you enjoy.
    • 37:52: Framing the conclusion of your game.
    • 45:40: Outro
    • 47:31: Absolute Mayhem
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    49 mins

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