The RPGBOT.Podcast
Welcome back to RPGBOT.Podcast, where Ash is a Top GM™, Tyler is still emotionally processing Bastions, and Randall has discovered that Eberron finally lets you live your best divorced-dad-with-a-houseboat fantasy. In Part 2 of our review of Eberron: Forge of the Artificer, we leave the artificer workshop behind and dive headfirst into dragonmarked intrigue, mobile bastions, noir detectives, political backstabbing, and the deeply dangerous question: “What if my base could walk?” This episode contains airships, crime fiction, economic monopolies, and at least one moment where we...
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Show Notes Elementals are the walking embodiment of the four classic forces—fire, air, water, and earth—and they’re one of the easiest monster families to drop into any campaign while still feeling mythic, dangerous, and thematically sharp. () In this remastered episode, the RPGBOT crew digs into how to make elementals more than “a pile of hit points with a damage type”—including encounter roles, terrain design, and how to telegraph threats so your table feels challenged instead of cheap-shotted. What elementals are (in play): not just monsters, but mobile hazards and “terrain...
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Welcome back to RPGBOT.Podcast, where optimism is optional, feedback is weaponized, and today we’re firing up the lightning rails straight into Eberron: Forge of the Artificer. This is Part 1 of our review, which means we’re here to ask the most important questions first: Does this book actually understand artificers? Does it respect Eberron’s magic-as-industry vibe? And will Ash rant about corporate design decisions like an angry warforged with a union card? Spoiler: yes. Probably several times. Grab your tool proficiencies and buckle up—this is Eberron, where magic is practical,...
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Show Notes The RPGBOT crew closes out Season 5 the only way they know how: with heartfelt gratitude, passionate rants, accidental comedy, and at least one derailment into pop culture discourse. In this end-of-year recap, Randall, Tyler, and Ash look back on a year of certified bangers, a few corporate-mandated stinkers, and the surprising joy of discovering that people are, in fact, listening. A lot of people. Like… three-quarters of a million downloads a lot. Along the way, the hosts reflect on: Why giving feedback is harder than it sounds (and why Josh should maybe just be hired already)....
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In this remastered episode of the RPGBOT.Podcast, we continue to shine a spotlight on building one of the most intriguing classes in the game: the Rogue. With their sneaky tactics and manipulative ways, Rogues add an essential element of mystery and cunning to any adventuring party. Join us as we break down the key components of building a successful Rogue character, and learn how to level up your game with this second part of our two-part series on Rogues. HANDBOOKS FROM RPGBOT.net RPGBOT.Podcast Episodes If you enjoy the show, please rate and review us on , or your...
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On this remastered episode of the RPGBOT.Podcast, we complete our 3-part series on Picking a TTRPG that is not DnD or Pathfinder by adventuring deep into the vast and thrilling universe of tabletop RPGs. From the spine-chilling cosmic horror of Alien RPG to the gritty nihilism of Death in Space, we’re exploring the diverse themes of space exploration, teenage superheroes, cyberpunk chaos, and even the villainous fun of Necessary Evil. Join us as we tackle the art of balancing crunch with accessibility, dive into the rise of one-page RPGs for quick and chaotic adventures, and share tips on...
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Ever wondered what beer chemistry, emo vampires, and broom mechanics have in common? Neither did we—until this episode of the RPGBOT.Podcast! We’re diving deep into RPG madness, from the grimy charm of Shadow Dark to the chaos of Warhammer's magic (spoiler: it’s messy). Then, we tackle Symbaroum, where sweeping is serious business, and Vison, the perfect game for overachieving detectives. Horror fans, brace yourselves! It's eldritch chills with Call of Cthulhu, slapstick terror with Pulp Cthulhu, and Appalachian nightmares with Old Gods of...
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Farewell 2025, Hello 2026 As the dice finish rolling on 2025, we want to take a moment—before the initiative tracker resets—to say thank you. This year was packed with bold experiments, deep dives, hot takes, re-releases, masterclasses, actual plays, rule arguments that absolutely mattered, and more than a few moments where we stopped mid-recording and said, “Wait… does that actually work?” Thanks to you, the listeners, it did. In 2025, RPGBOT.Podcast explored new systems, revisited old favorites, broke down mechanics piece by piece, and kept doing what we love most: helping players,...
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"Crunchy rules or simple vibes? Political intrigue or straight-up dungeon brawls? Survival in a dying world or low-power fantasy feels?" This remastered RPGBOT.Podcast dives into everything you love (and fear) about tabletop RPGs that aren't D&D or Pathfinder. From decision trees to help you find your perfect game match, to the storytelling magic of Powered by the Apocalypse, and the chaotic survival of Mork Borg, there's something for everyone if you're willing to look past what you already know. Tune in if you’ve ever wondered, "Is my game too crunchy, or am I just lazy?" Summary...
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You survived the one-shot. No one died permanently. Only some rules were misunderstood. Now comes the most dangerous phase of any tabletop experience: questions. In this episode, the RPGBOT crew sits down after the Pathfinder 2e one-shot to answer the things every new player asks—what worked, what didn’t, what we forgot, and why Pathfinder 2e somehow makes rules discussions feel productive instead of like a rules-lawyer cage match. Pathfinder 2e Re-Releases! Perfect timing for learning, teaching, and holiday one-shots: RPGBOT is re-releasing our Pathfinder 2e Quickstart episodes for...
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In this episode, the RPGBOT hosts take a deep dive into the origin, design, and legacy of the Pokémon Jr. Adventure Game—a tabletop role-playing game released at the height of the Pokémon craze. Despite achieving strong initial sales, the game was ultimately considered a failure by its creators due to issues surrounding pricing, marketing strategy, and corporate oversight.
The discussion navigates through the creative process behind the game, its design for a young audience, and how it served as many players' first introduction to TTRPGs. The episode also reflects on broader topics such as missed opportunities in the tabletop space, the tension between business decisions and creative intent, and what lessons developers and publishers can learn today.
Links
Bill Slavicsek, designer on Pokemon Jr. Adventure Game
- https://www.billslavicsek.com/
- Youtube Interview about Pokemon Jr with A.A. Voigt
Stan! (Steven “Stan” Brown), designer on Pokemon Jr. Adventure Game
- YouTube
- Interview with David Wise - Great discussion of the late days of TSR and the early days of D&D and Wizards of the Coast, including the d20 System+OGL era
- Wikipedia: Steven Stan Brown
- Pokemon Jr. on Archive.org
- Wikipedia: Pokemon
Other Folks Mentioned in the Episode
Ben Riggs, DnD historian
Brian Lewis, formerly in legal at WotC, now co-owner of Gen Con and a lawyer at Azoria Law, which manages the ORC license
Cindi Rice, brand manager at WotC from 1997-2001
David Wise, director of WotC publishing group from 1997-2002
Ryan Dancey, VP and brand manager at Wotc from 1997-2001
Main Discussion Points
The Genesis of Pokémon Junior
- Inspired by Pokémon’s massive popularity and the need for a child-friendly RPG
- Designed as a simple, parent-child bonding experience
- Game mechanics were intuitive and accessible for young children
Game Development and Team Dynamics
- Created by a small, dedicated team
- Emphasis on storytelling and character interaction over complex mechanics
- Collaborative design process, shaped by focus groups and child feedback
The Paradox of Success and Failure
- Launched with high expectations and massive initial orders
- Sold over 800,000 copies in the first year
- Despite strong sales, it was considered a commercial failure due to pricing and overproduction
Marketing and Business Decisions
- Pricing was initially too high, hindering accessibility
- Internal sales team competition and lack of communication impacted distribution
- Marketing decisions were made independently of the designers’ input
The Impact and Legacy
- Planned expansions and sequels were ultimately shelved
- Nostalgia for the game remains strong, particularly among those introduced to RPGs through it
- Reflections on missed opportunities in extending the brand and community-building
Broader Industry Implications
- Highlights the fragile balance between creativity and profit
- Demonstrates the importance of aligning marketing with product design
- Suggests future success depends on community engagement, smart strategy, and risk-taking
Key Takeaways
- The Pokémon Jr. Adventure Game is a notable piece of RPG history despite its short lifespan.
- High sales numbers can mask deeper structural and strategic failures.
- Overestimation of demand and poor pricing strategies led to the game's early demise.
- Designers had little control over critical business decisions, including marketing and pricing.
- The game was meant to be a gateway for young players into the world of TTRPGs.
- Focus groups revealed that intuitive, non-text-dependent design was crucial for child audiences.
- Nostalgia plays a powerful role in how the game is remembered today.
- Internal company dynamics, including sales team competition, had real impacts on product success.
- Missed opportunities included additional product lines and long-term brand building.
- The industry must find ways to support innovation and community engagement to ensure future growth.
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How to Find Us:
In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
Tyler Kamstra
- Twitter: @RPGBOTDOTNET
- Facebook: rpgbotbotdotnet
- Bluesky:rpgbot.bsky.social
Ash Ely
- Professional Game Master on StartPlaying.Games
- Twitter: @GravenAshes
- YouTube@ashravenmedia
Randall James
- @JackAmateur
- Amateurjack.com
Producer Dan
- @Lzr_illuminati