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TitreDateDurée
Turtle For Dean (Prowlers and Paragons)28 oct. 202602:43:29

Withered Wing, Markely, and Sofia investigate a missing person, a mysterious fire, and art that comes to life. But, most importantly, they prove their superhero skills by saving an injured kitty cat in this actual play podcast of Prowlers and Paragons. 

Trailer for Turtle For Dean28 oct. 202600:03:10

Withered Wing, Markely, and Sofia investigate a missing person, a mysterious fire, and art that comes to life. But, most importantly, they prove their superhero skills by saving an injured kitty cat in this actual play podcast of Prowlers and Paragons. 

Lava Hot Wheels (SlavBorg)14 oct. 202603:19:22

Firebreathing Kittens take to the streets! Join Zed, Wing, and Lia for an adventure of epic drifts, pranks, and macros in this actual play of SlavBorg, a gritty racing simulator TTRPG. 

Trailer for Lava Hot Wheels14 oct. 202600:01:13

Firebreathing Kittens take to the streets! Join Zed, Wing, and Lia for an adventure of epic drifts, pranks, and macros in this actual play of SlavBorg, a gritty racing simulator TTRPG. 

Stuff In Dreamland (Threadbare)07 oct. 202602:50:50

Hastily constructed airplanes, catapulted boulders, and a princess who isn't safe in her sweet dreams. Stuff In Dreamland is an actual play podcast of Threadbare, a PbtA tabletop roleplaying game. 

Trailer for Stuff In Dreamland07 oct. 202600:02:58

Hastily constructed airplanes, catapulted boulders, and a princess who isn't safe in her sweet dreams. Stuff In Dreamland is an actual play podcast of Threadbare, a PbtA tabletop roleplaying game. 

Party Trashers (Trashkin)30 sept. 202602:46:02

In this actual play of Trashkin, Queenie, Arthur and Zed find themselves on an island off the coast of St. Lumiere, where an auction for a very rare item is about to take place. Our intrepid heroes find themselves in a perilous and very smelly tale of intrigue… 

Trailer for Party Trashers30 sept. 202600:01:47

In this actual play of Trashkin, Queenie, Arthur and Zed find themselves on an island off the coast of St. Lumiere, where an auction for a very rare item is about to take place. Our intrepid heroes find themselves in a perilous and very smelly tale of intrigue… 

Zedzedzed Splinterhand Interview30 sept. 202600:15:04

Zedzedzed Splinterhand Interview

Undersea Shadows (Darksome Delve)16 sept. 202602:42:25

In this Darksome Delve actual play, Markely, Barnabas, and Stewart investigate the disturbances at SeaVenture Park and uncover hidden depths beneath the shadowy figures. 

Trailer for Undersea Shadows16 sept. 202600:03:03

In this Darksome Delve actual play, Markely, Barnabas, and Stewart investigate the disturbances at SeaVenture Park and uncover hidden depths beneath the shadowy figures. 

Summer 2026 Rules Feedback02 sept. 202600:33:45

Welcome to a special episode of Firebreathing Kittens. This is our rules discussion where we read feedback about the rules we played in the past few games, for summer 2026.  This feedback is from our actual play podcast episodes of the tabletop roleplaying games Nice Marines, Behold The Holy Grail, Call of Cthulhu 7e, Reverse Beastmaster, Gates of Krystalia, Discworld, Messerspiel, and Gun Craze. 

Bird On Bird Action (Gates of Krystalia)26 août 202602:45:43

In Gates of Krystalia, Queenie, Sofia, and Stewart rescue mad beasts, free trapped beastkin, and expose a professor's son's illicit soul-magic experiments poisoning the reservoir. 

Trailer for Bird On Bird Action26 août 202600:05:16

In Gates of Krystalia, Queenie, Sofia, and Stewart rescue mad beasts, free trapped beastkin, and expose a professor's son's illicit soul-magic experiments poisoning the reservoir. 

Pew Pew (Gun Craze)19 août 202602:22:57

Markely and Withered Wing find themselves on a dangerous expedition to a desert observatory, battling sand elementals, cranky robots, and their own past! Pew Pew is an actual play podcast of GunCraze. 

Trailer for Pew Pew19 août 202600:02:52

Markely and Withered Wing find themselves on a dangerous expedition to a desert observatory, battling sand elementals, cranky robots, and their own past! Pew Pew is an actual play podcast of GunCraze. 

Dreams Of Electric Honey (Messerspiel)05 août 202603:03:07

Being a King is tough. Servants being drained, magic items going haywire, assassins, cursed statues?! Join Arthur, Kairos and Lia in this actual play podcast of Messerspiel as they battle against honey. 

Trailer for Dreams Of Electric Honey05 août 202600:01:54

Being a King is tough. Servants being drained, magic items going haywire, assassins, cursed statues?! Join Arthur, Kairos and Lia in this actual play podcast of Messerspiel as they battle against honey. 

Coffin Cough (Discworld)22 juil. 202602:48:27

A wealthy industrialist skips out on a tiny tax bill? Not on FBK's watch! Join Arthur, Sofia, and Stewart as they solve a missing magnate mystery.  Coffin Cough is an actual play episode of Discworld. 

Trailer for Coffin Cough22 juil. 202600:01:47

A wealthy industrialist skips out on a tiny tax bill? Not on FBK's watch! Join Arthur, Sofia, and Stewart as they solve a missing magnate mystery.  Coffin Cough is an actual play episode of Discworld. 

How To Play Discworld22 juil. 202600:18:17

How To Play Discworld

 

Hi everyone, this is a special how to play episode of Firebreathing Kittens podcast. I’m a player in an upcoming session using the rules for the official tabletop roleplaying game of Terry Pratchett’s Discworld. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my fellow players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Discworld game at home.

 

I’ll organize this how to play guide into sections.

  1. Game category

  2. Tests

  3. Traits

  4. Rolling dice

  5. Luck

  6. Group tests

  7. How to attack

  8. Magic (Jommetry)

  9. Dying

  10. Helping allies

  11. Building a character

 

Game category. Sir Terry Pratchett’s Discworld book series has sold more than one hundred million copies worldwide. In the 1990’s, Pratchett was the UK’s best selling author. Fans adore these forty one books, and their characters such as Rincewind, Sam Vimes, Granny Weatherwax, Tiffany Aching, Moist von Lipwig, and the anthropomorphic personification of Death. This is the official Discworld tabletop roleplaying game. Mechanically, this game uses opposed rolls to determine outcomes. Players cite one of their traits that they feel gives them experience at what they’re attempting to do. The Game Master thinks about how well prepared the player character is, and how this specific situation affects the difficulty, and tells the player to use either a four, six, ten, or twelve sided dice as their outcome dice. The Game Master always rolls a d8 for their narrativium dice. If the player outcome dice result is higher than the Game Master narrativium dice result, they influence the story as they intended. On a tie they still do, with a complication. When the GM’s narrativium dice result is higher, the story is influenced all right but in a way the player might not have been anticipating. The GM describes the complication. That’s a quick summary of the rules. Let’s go into more detail.

 

Tests. When your character tries to influence the narrative, they will make a test. If you pass the test, you influence the story in the way you intended. If you fail the test, you influence the story in a different way than you intended. Whether you succeed or fail depends on an opposed dice roll. You will roll a dice called the outcome dice that could have four sides, six sides, ten sides, or twelve sides. The words d4, d6, d8, d10, d12, and d20 refer to which dice you’re rolling, with the letter d meaning dice and the number meaning how many sides. The Game Master will roll a dice called the narrativium dice that has eight sides each time, a d8.

 

Traits. Every character has a few traits that define them. These traits are your character’s organization, background, species, niche, quirks, core and luck. During a test, you will cite one of your character’s traits as a reason why they should be good at doing something. The GM will consider how much experience the character has with the situation and what they’re trying to do, and will tell the player which outcome dice to roll, a d4, d6, d10, or d12. The GM can compel you to use a trait you’d rather not for a test if it’s more appropriate. If your character has a trait that fits the situation perfectly, lots of experience in what they’re doing, and it’s a well justified action, the GM will tell you to roll with a d12 outcome dice. If you’re trying to do something you’re entirely unprepared for, the GM will tell you to roll with a d4 outcome dice. For example, a character with the trait Hits Like A Troll will probably be told to use a d12 when smashing into a locked door with their shoulder, but a d4 when finely picking the lock. The difficulty of the situation can affect which dice gets used. The rule book uses the example that if a thief who is used to scaling roofs normally would be granted a d12 by the GM, the dice could be decreased to a d10 or even a d6 if the roof is covered in goose fat and the thief is having saucepans thrown at them while they carry a heavy bag of gold.

 

Core traits are different than other traits. Every character can only have one core trait. You don’t start out with one. When you have a particularly meaningful moment with your character, you can state what narrative trigger formed your core trait or brought it to the surface. If you’re using the core trait as part of a test in the moment of identifying it, use a d12 dice for that first test where it’s being formed. Not every character will claim a core trait. Don’t try to force the moment. Similarly, if someone is forming a core trait, let them have their moment. The rule book says, quote, “Don’t butt in. Butts are for goats, after all. Let them have their moment as their character realizes just who they are and what they stand for. Then, after a sufficient pause, crack that witty one-liner you’ve been holding back.” End quote.

 

Rolling dice. The Game Master and the player will both roll dice during the test to see what happens. If the player’s outcome dice is a higher number than the Game Master’s narrativium dice, then the player influenced the story in the way they intended. If the GM’s narrativium dice is higher, then a capital c Consequence happens. A Consequence is a twist in the narrative. A complication. If the outcome dice and narrativium dice are the same number, then both happen: the character is successful and there’s a Consequence. Consequences can be things in the story, and they can also be that the character gains a new, less than positive trait. Traits gained from capital c Consequences are temporary. If your character takes the time to deal with them, they go away.

 

Luck. All player characters start with four luck. Four is your maximum luck, too. There are two ways to spend luck during a test. The first way is that a player character may spend one luck to avoid the capital c Consequence of their action. The second way to use luck is that before a player rolls their outcome dice, their fellow players can offer that they’re going to spend one luck to help. The first player may accept or reject this offer of help. If accepted, the second player spends their one luck, then asks the GM what outcome dice they’d get if they rolled this particular trait from their character. The GM’s narativium dice does not get rerolled. The second player’s outcome dice then replaces the first player’s outcome dice, whether it was better or worse. By helping, the second player has opened themselves up to the consequences if this test fails. Because only one luck may be spent per test, there is no way to spend a luck to avoid the consequence if a player helped on a test. Luck doesn’t recover on its own. When the GM feels you’ve done a particularly ridiculous plan or excellent roleplay or wants to reward you in some way, they might tell you you’ve gained one luck.

 

Group tests. There are two types of group tests. Seeing if one person failed is a type of group test where everyone in the group is doing an activity and one person’s failure can stop the group from achieving their goal. For example, if the whole group is sneaking and one person’s lack of stealth would alert the guards. For seeing if one person failed, everyone rolls dice and the lowest outcome dice is compared to the GM’s narrativium dice. Seeing if one person succeeded is a type of group test where one person’s success lets the group achieve the goal.For seeing if one person succeeded, everyone rolls dice and the highest outcome dice result is compared to the GM’s narrativium dice. People involved in the group test can’t help one another because they’re all rolling.

 

How to attack. Physical fights and contests of wits are like other tests. Say what you want to do, what trait you’re using to do it, and roll the outcome dice the GM tells you is appropriate for your level of experience and the difficulty of the situation. If your result is higher than the d8 narrativium dice you succeeded. If lower, you impacted the story in a way you weren’t intending. If equal, then both things happen.

 

Magic. Some characters can do magic. There are lots of types of magic. The type performed by wizards is called jommetry. People of any gender can be wizards, which is the topic of the Terry Pratchett book Equal Rites. If your character can do jommetry, it goes like this. Step one, state what you want to do with your jommetry magic. Step two, name the trait you’d like to use, and why it will get you the largest outcome dice. This is usually your niche trait or quirk trait. Step three, spend luck. How much luck depends on the impact to the story. If the story isn’t impacted, there is no luck cost. If you minorly impact the story, the spell costs 1 to 2 luck to attempt. If you’re trying to majorly impact the story, that will cost either 3 or 4 luck. Huge impact spells could cost more, like a spell affecting the whole Discworld is estimated to cost 10 luck in the example in the rule book. Any character helping can contribute any amount of luck to help the spell get cast. So you spend the luck amount the GM says is required. The last step to casting jommetry magic is to roll the outcome dice and compare to the GM’s narrativium dice. If you succeed, name the spell and suffer a capital C Consequence because magic has consequences. Magical consequences can’t be avoided because you already spent luck on the test. If you fail, you didn’t cast magic and there is no capital c Consequence. Remember, you can’t magic another wizard without knowing their name. And you’re very very unlikely to permanently change someone’s shape.

 

Dying. The mechanic for dying in the official Discworld tabletop roleplaying game is that if you fail a roll so astronomically badly that the Consequence would see your character removed from the scene or possibly the story, this is called a capital e capital c Exceptional Consequence. There are two types of Exceptional Consequence: a near death experience, and a magical mishap. Examples of magical mishaps are that your character could become quote, “an orangutan, a talking dog, or pile of something particularly unpleasant.” Another magical mishap is teleportation, such as being hurled through the dungeon dimensions. The player should be involved in deciding how their characer changes, and help come up with an appropriate new or changed trait with which to return to the table. A near death experience is that Death, the person, not the state, appears. Wizards and cats can always see and interact with Death. Now you can, too. Everything fades to gray and all the other characters freeze as Death arrives on the scene. Death speaks in all capital letters. The player now has a choice. Do you take Death’s hand and let Death guide you to where you need to go? Or do you talk to Death about why you need to return tot he story to finish what you started? The decision is up to the player. If you choose to return to the party, then your character will have a new or permanently changed trait to reflect their near death experience. If you choose to take Death’s hand, then the player can continue in the session as a different character, for example a non player character who appeared earlier in the session.

 

Helping allies. The major ways that you can help allies in the official Disworld tabletop roleplaying game are that you can spend luck to help them on a test or when they cast magic. The person who spends luck to help their friend also suffers from any capital C Consequence if there is one.

 

Building a character. There are nine steps to filling out a character sheet. Consequences, Luck, Name, Picture, Organization, Background, Niche, Quirks, and Core. Consequences. Your character doesn’t start with any Consequences, so, you’re done. Voila. You’ll acquire Consequence traits when you fail rolls during gameplay. Luck. All player characters start with 4 luck, so write a 4 here. Name. Write your name here. Picture. You’re welcome to put a picture of your character here. The picture is called an iconograph on the example character sheet. The organization is the group your character travels with. For us, that’s Firebreathing Kittens. Background is where you’re from. Most people write their species and where they’re from here. Niche is something that you can uniquely do, compared to the other people your party. Each character gets three quirks. There are tables for them on pages 73 to 90 to give you ideas. Here are six examples. What is the first thing people notice about you? What is your favorite hobby? What class did you struggle with and why? What was the tipping point that caused you to take action? Why did you pick your career? What do you wish you weren’t? Lastly, leave core blank. You can gain a core trait during a defining character moment during the roleplay of the game.

 

Here is an example character sheet. Consequences start blank. Luck: 4. Name: The Luggage. Iconograph: there’s a picture of a wooden chest with many feet. Organization: Twoflower is mostly unaware of his Luggage’s habits, and would not believe you if you told him. Rincewind on the other hand is all too aware. Background: A large sapient pearwood chest supported by far too many legs. Niche: Dog-like righ tup until it becomes much more eldritch. Three quirks. Half suitcase, half homicidal maniac. More legs than most are comfortable with. Bigger on the inside. Core starts blank.

 

Hopefully this little rules chat helps my players build their characters and understand how to play. For everyone listening, if you’d like to hear an example adventure, the episode of Firebreathing Kittens podcast right after this is a demonstration of us playing Discworld in a oneshot game session. We invite you to listen to it to hear an example of Discworld in action. We encourage you to find the official tabletop roleplaying game of Terry Pratchett’s Discworld rule book yourself, and play a game with friends.

Suit Yourself (Gates of Krystalia)15 juil. 202603:06:08

Just dropped: a floating island east of New Inthera! Join Barnabas, Belle, Lia and Markely as they explore this new land and whiffs of their past. This is an actual play podcast of Gates of Krystalia. 

Trailer for Suit Yourself15 juil. 202600:02:19

Just dropped: a floating island east of New Inthera! Join Barnabas, Belle, Lia and Markely as they explore this new land and whiffs of their past. This is an actual play podcast of Gates of Krystalia. 

Merlinus "Markely" Katsaar Interview15 juil. 202600:11:30

Merlinus "Markely" Katsaar Interview

Songbirds From Hell (Reverse Beastmaster)01 juil. 202602:52:34

A shadow, rockstar and undercover dragon go BEAST MODE! Tune into an actual play podcast of Reverse Beastmaster as Withered Wing, Muse, and Lia dismantle relics of oppression and follow animals’ whims. 

Trailer for Songbirds From Hell01 juil. 202600:01:55

A shadow, rockstar and undercover dragon go BEAST MODE! Tune into an actual play podcast of Reverse Beastmaster as Withered Wing, Muse, and Lia dismantle relics of oppression and follow animals’ whims. 

Withered Wing Interview01 juil. 202600:14:34

Withered Wing Interview

Gaslight It Up (Call of Cthulhu)17 juin 202603:04:16

The Firebreathing Kittens Guild members find themselves in possession of a mysterious package that points to the death of a famous and acclaimed member. Varek finds himself in a leadership position of two new initiates, Lia and Kairos, to discover what eldritch horrors have both killed such a high ranking adventuring veteran and also made villagers near the Tzu River disappear. Gaslight It Up is an actual play podcast of Call of Cthulhu. 

Trailer for Gaslight It Up17 juin 202600:01:53

The Firebreathing Kittens Guild members find themselves in possession of a mysterious package that points to the death of a famous and acclaimed member. Varek finds himself in a leadership position of two new initiates, Lia and Kairos, to discover what eldritch horrors have both killed such a high ranking adventuring veteran and also made villagers near the Tzu River disappear. Gaslight It Up is an actual play podcast of Call of Cthulhu. 

The Sword And The Metronome (Behold The Holy Grail)03 juin 202602:45:02

Reports of werewolf attacks bring Varek, Tink, Barnabas, and Arthur to Castle Madrigal. Sadly, silver bullets will not solve this particular problem. An actual play of Behold The Holy Grail! 

Trailer for The Sword And The Metronome03 juin 202600:02:02

Reports of werewolf attacks bring Varek, Tink, Barnabas, and Arthur to Castle Madrigal. Sadly, silver bullets will not solve this particular problem. An actual play of Behold The Holy Grail! 

Scamantha In The Sky (Nice Marines)27 mai 202602:24:50

In this actual play podcast of Nice Marines, the Firebreathing Kittens return to Blutburg on a diplomatic mission. Join Arthur, Lia and Muse as they… fix things? Sow the seeds of chaos? Why not both? 

Trailer for Scamantha In The Sky27 mai 202600:05:37

In this actual play podcast of Nice Marines, the Firebreathing Kittens return to Blutburg on a diplomatic mission. Join Arthur, Lia and Muse as they… fix things? Sow the seeds of chaos? Why not both? 

Arthur 331 Interview27 mai 202600:13:27

Arthur 331 Interview

May 2026 Rules Feedback Chat20 mai 202600:36:03

May 2026 Rules Feedback Chat. Welcome to a special episode of Firebreathing Kittens. This is our rules discussion where we discuss the rules we played in the past few games, for May 2026.   We’ll discuss the tabletop roleplaying games Cottages & Cerberus, Pride & Extreme Prejudice, Ecryme, Kaiju Girls, Tiny Dungeon 2nd edition, Call of Cthulhu 7th edition, Tunnel Goons, and Alloyed version 2.2.  

My Girl Scamantha (Alloyed)13 mai 202603:04:56

Join Sofia, Belle, and Queenie as they save the town of Blutburg from Scamantha's nefarious... oats? This adventure is an actual play podcast using the mechanics from Alloyed. 

Trailer for My Girl Scamantha13 mai 202600:01:58

Join Sofia, Belle, and Queenie as they save the town of Blutburg from Scamantha's nefarious... oats? This adventure is an actual play podcast using the mechanics from Alloyed. 

Back To Futures Past (Tunnel Goons)06 mai 202602:46:21

Join Professor Tinkerton Shellton & Kairos SabyTass as they explore ancient Turtle Tunnels, musical puzzles, a mysterious scroll, and something darker lurking below. Back To Futures Past is an actual play of the Tunnel Goons tabletop roleplaying game. 

Trailer for Back To Futures Past06 mai 202600:03:20

Join Professor Tinkerton Shellton & Kairos SabyTass as they explore ancient Turtle Tunnels, musical puzzles, a mysterious scroll, and something darker lurking below. Back To Futures Past is an actual play of the Tunnel Goons tabletop roleplaying game. 

Kairos SaybTass Interview06 mai 202600:16:38

Kairos SaybTass Interview

Professor Tinkerton Shellton Interview06 mai 202600:13:01

Professor Tinkerton Shellton Interview

Dreamwalk Estate (Call of Cthulhu 7e)29 avr. 202602:10:51

Gadzooks! Adraias and Belle try to keep their wits about them within the insanity-inducing Ashford manor. Join them in the adventure Dreamwalk Estate - an actual play podcast of Call of Cthulhu. 

Trailer for Dreamwalk Estate29 avr. 202600:05:27

Gadzooks! Adraias and Belle try to keep their wits about them within the insanity-inducing Ashford manor. Join them in the adventure Dreamwalk Estate - an actual play podcast of Call of Cthulhu. 

Adraias HowlThorne Interview29 avr. 202600:06:59

Adraias HowlThorne Interview

My Best Friend Cthulhu (Call of Cthulhu 7e)22 avr. 202602:10:35

Caiyra, Dante and Sofia take a job to clear out a spooky mansion of its unwanted guests. Certainly nothing strange or mysterious is going to happen with this investigation. My Best Friend Cthulhu is an actual play podcast of Call of Cthulhu 7e.

Trailer for My Best Friend Cthulhu22 avr. 202600:05:16

Caiyra, Dante and Sofia take a job to clear out a spooky mansion of its unwanted guests. Certainly nothing strange or mysterious is going to happen with this investigation. My Best Friend Cthulhu is an actual play podcast of Call of Cthulhu 7e.

Caiyra Daevi Interview22 avr. 202600:08:15

Caiyra Daevi Interview

Spiders And How To Care For Them (Tiny Dungeon 2e)15 avr. 202602:00:54

Spiders And How To Care For Them is an actual play podcast using the mechanics of Tiny Dungeon 2nd edition. Join Kyyyvvyynn, Sofia, and Muse as they battle other worldly arachnids in the silence of the library.

Trailer for Spiders And How To Care For Them15 avr. 202600:01:46

Spiders And How To Care For Them is an actual play podcast using the mechanics of Tiny Dungeon 2nd edition. Join Kyyyvvyynn, Sofia, and Muse as they battle other worldly arachnids in the silence of the library.

April Fools Day 202601 avr. 202602:01:05

Happy April Fool's! Surprise!  We have a collection of solo play adventures for you.  These are games played with just one person.  They can be journaling games, games played against an oracle or a table, by flipping cards, etc.  This year we have The Tower of Icarus, O Patron Mine, Exclusive Interview, and The Eternal Duel.  We hope you enjoy this unusual episode.  We did.  

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