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  • RPGBOT.Podcast

    PF2e IMPOSSIBLE MAGIC REVIEW Pt. 1: Finally, the Summoner Reads It's Own Job Description

    24/08/2026 | 1 h 3 min
    Impossible Magic promises to break the boundaries of spellcasting, which apparently means letting the Magus move, allowing the Summoner to actually summon things, and giving Ash even more ways to kill player characters. We've got lightning-powered sword dashes, six-action summon turns, weapons made out of your own soul, teleporting rogues, and an archetype that looks at another caster's spell and says, "Actually, I'm in charge of this now." Paizo may have called the book Impossible Magic, but after reading some of these archetypes, the only impossible thing is pretending Pathfinder still has a three-action economy.
    Show Notes
    Impossible Magic is here, and Pathfinder 2e's magic users are getting some long-overdue attention. We start with the returning Magus and Summoner, two classes that had great concepts but spent years fighting their own mechanics almost as often as they fought monsters.
    The Magus gets one of the biggest glow-ups. More spell slots and dramatically improved action economy mean Spellstrike finally feels like the centerpiece of the class instead of an elaborate three-action hostage situation. New options like Running Recharge, Sprinting Spellstrike, Twofold Twine, and the gun-toting Volatile Spark make the class more mobile, flexible, and gloriously anime.
    Then we tackle the Summoner, which has accomplished the revolutionary feat of becoming good at summoning. Expanded spellcasting means you can actually spend spell slots on summons without feeling like you just burned half your daily resources. Combined with Act Together, an Eidolon, and summoned creatures, the class can start doing deeply irresponsible things with the action economy. Just remember: summon creatures for useful abilities, not just attacks. Unicorn healthcare is apparently the future.
    We finish by digging into Impossible Magic's archetypes. Captivator weaponizes being ridiculously charming, Hedge Mage becomes the master of an absurd number of little spells, Living Nexus eats magic and turns it into violence, and Soulforger gives you a magical weapon powered by your convictions and potentially your terrible life choices. Spell Shifter gets especially weird by manipulating spells already in play, while Veil Dancer offers teleportation, concealment, and stabbing people from gaps in reality. World Rouser rounds things out by turning the surrounding environment into a growing magical support zone.
    And somehow, despite spending more than an hour on all of that, we still barely scratched the book.
    Key Takeaways
    Magus is dramatically better thanks to more spell slots and major improvements to its action economy.
    Running Recharge looks like an extremely strong Magus option because it combines movement with recharging Spellstrike.
    New Magus options lean heavily into the class fantasy, including dual weapons, firearms, area Spellstrikes, and extremely anime movement abilities.
    Summoner finally has enough spellcasting to actually summon creatures without sacrificing most of its daily resources.
    Act Together combined with an Eidolon and summoned creatures can produce some spectacular action-economy nonsense.
    Utility summons may outperform creatures chosen purely for damage. Healing, spellcasting, and special abilities are where summoning really shines.
    Hedge Mage is built around mastering low-rank magic, cantrips, and heightened spells rather than gaining a traditional collection of high-rank spells.
    Soulforger is extremely flavorful and potentially powerful, but brings enough rules and subsystems that it practically deserves its own episode.
    Spell Shifter can manipulate ongoing magic by sustaining, redirecting, altering, or dismantling spells, making it one of the book's most unusual archetypes.
    Veil Dancer is essentially teleportation plus stealth plus stabbing, or as the episode puts it, a little bit of Misty Step: The Archetype.
    Impossible Magic appears very willing to bend Pathfinder 2e's sacred three-action economy in the name of making magic more fun.
    The overall verdict is strongly positive: there is a lot of mechanically interesting, flavorful material here, and there is far too much of it to cover in one episode.
    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelydm.com/
    Randall James
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
  • RPGBOT.Podcast

    2014 DnD 5e DRUIDS Levels 1 - 4 (Remastered) - Druidic is just Elvish for Hipsters

    22/08/2026 | 1 h
    Druids are what happens when a wizard looks at civilization and decides indoor plumbing was a mistake. You get questionable armor, inexplicable scimitar proficiency, the ability to become a bear, and a secret language apparently reserved for people who think Elvish is too mainstream. This week we build three dirt wizards, including an emo mushroom warrior, a cosmic hippie named Rain Shadow, and a Moon Druid who discovers that inside him there are apparently two wolves per short rest. Nature is healing. Unfortunately, it has also prepared Spike Growth.
    Show Notes
    We're digging into the 2014 DnD 5e Druid from levels 1 through 4, starting with ability scores, weapons, armor, spellcasting, and the ancient mystery of why Druids can wield metal scimitars but get weird about metal armor. We also confront Druidic, the secret language nobody asked for, before getting into the real reason most people showed up: Wild Shape.
    At level 2, we break down the Druid Circles and discover that not all hippies are created equal. Tyler embraces complexity with Circle of Spores and begins his transformation into an angry mushroom with a stick. Ash creates Rain Shadow, a Circle of Stars Druid fueled by cosmic energy, Guiding Bolt, and an aura that desperately needs balancing. Randall chooses Circle of the Moon because sometimes optimization means turning into a bear and eating the problem.
    By levels 3 and 4, second-level spells bring control options like Spike Growth, summoning gets increasingly useful, and the builds start finding their identities. We talk feats, Wild Shape tactics, concentration, battlefield control, and why a group of Druids working together might actually be more frightening than whatever encounter the DM prepared.
    Key Takeaways
    Wisdom comes first, with Dexterity and Constitution doing important work keeping your poorly armored nature wizard alive.
    Druidic is basically Thieves' Cant for people who compost, and the episode's theory that it is Elvish for hipsters remains disturbingly plausible.
    Wild Shape varies enormously by subclass. Moon Druids turn it into a major combat tool, while other Druids often have better uses for those resources.
    Circle of Stars is exceptionally versatile, offering damage, healing, and better concentration through its Starry Forms.
    Circle of Spores can be powerful but complicated, rewarding careful building while offering plenty of opportunities to accidentally build an underperforming mushroom.
    Circle of the Moon is the straightforward animal violence option, especially at low levels when Wild Shape provides a ridiculous pile of extra hit points.
    Spike Growth is fantastic battlefield control, particularly when combined with summoned creatures, mobile Wild Shapes, and party members waiting to maul anything that escapes.
    At level 4, the builds take shape: Tyler goes Spores, Ash goes Stars, and Randall goes Moon, proving there are at least three completely different ways to weaponize a hike through the woods.
  • RPGBOT.Podcast

    CYBERPUNK RED: How to Play 6 Series Wrap - Cyberware or Groceries: Choose Wisely

    20/08/2026 | 53 min
    After five episodes of Cyberpunk RED, we have finally reached the most dangerous part of Night City: giving each other constructive feedback. Randall begins with I mechanically didn't like this game, Tyler discovers he spent all his money on software that was permanently deleted, and Ash admits the five-page cheat sheet has ceased to meet any reasonable definition of cheat sheet. But somewhere between the action-economy arguments, cyberpsychosis, crushing rent payments, and the revelation that Tyler still wants to be a wizard even in a game without wizards, we arrive at an important conclusion: the vibes are immaculate, the rules are complicated, and apparently the real Cyberpunk experience is deciding whether to pay rent or install cooler robot parts.
    Show Notes
    We close out our Cyberpunk RED Quickstart with a full debrief of the system, the actual play, what worked, what didn't, and what we probably would have done differently if we had more time in Night City.
    Randall opens strong by saying he mechanically didn't like the game, but that position gets considerably more complicated as the discussion continues. The D10 itself wasn't the problem. In fact, the group generally liked the smaller die combined with large skill modifiers. When your character is good at something, they are really good at it, and that makes each role feel distinct. Combat also delivered the quick, dangerous feeling they expected, with armor degrading, damage piling up, and one bad decision potentially turning into a very short career.
    The biggest mechanical discussion is Netrunning. Everyone agrees that it is cool, but it creates an unusual action-economy problem. Dave could take three Net Actions plus a meat-space action while Marky might spend his entire turn doing something like hitting a guy with a chainsaw. That can make the Netrunner feel like they are playing an entire second game while everyone else waits for their turn.
    At the same time, the actual damage and effectiveness didn't necessarily feel unbalanced. Marky often accomplished more with his one physical action than Dave did with several Net Actions. The bigger issue was spotlight and pacing. The group thinks Netrunning would probably feel better when paired with simultaneous social challenges, physical objectives, security problems, and other jobs for the rest of the party instead of simply running two parallel combats.
    That leads into one of the biggest lessons from the actual play. Cyberpunk RED may work much better with a larger crew. A four-person team could have a Rockerboy distracting someone, a Solo handling security, a Tech solving a physical problem, and a Netrunner diving into the architecture at the same time. With only Marky and Dave, there were fewer opportunities to demonstrate that kind of coordinated job.
    They also acknowledge that years of D&D and Pathfinder trained everyone to solve problems by eventually rolling initiative. Cyberpunk seems to reward a different mindset. Talk first, manipulate the situation, use contacts, exploit skills, plan the job, and only start shooting when the plan inevitably catches fire.
    The skill system gets mixed reactions. The large modifiers make specialization feel meaningful, but there are a lot of skills, some of which feel extremely specific. Add difficulty values, environmental penalties, equipment penalties, conditions, combat rules, armor, range bands, critical injuries, and everything else, and Ash notes that the cheat sheet alone is five pages long. At that point, it is no longer a cheat sheet. It is another book.
    Cyberware is one of the systems everyone wishes they had more time to explore. Buying upgrades, improving your body, choosing programs, and slowly building a character over multiple jobs sounds like one of Cyberpunk RED's biggest rewards. The problem is that every improvement comes with pressure from Humanity and Empathy. The better the chrome gets, the more carefully you need to consider how much of yourself you are willing to sacrifice.
    That tension becomes even more interesting in a longer campaign. Cyberpunk RED has rent, lifestyle expenses, unexpected bills, jobs, downtime, gear upgrades, cyberware, and the constant temptation to spend tomorrow's survival money on something that might help you survive tonight. Do you pay rent, or buy the implant that might make the next job successful enough to solve the rent problem later?
    As Randall points out, that sounds suspiciously like real life.
    Ash clarifies that the fantasy is that sometimes you actually get to win.
    The group increasingly comes around to the idea that Cyberpunk RED is less a combat simulator and more a Night City life simulator. A long campaign built around episodic jobs, rival crews, personal contacts, planning between sessions, upgrading equipment, and roleplaying downtime could bring out parts of the system that a short Quickstart simply cannot.
    Randall especially likes the idea of extending that experience beyond game night. A campaign Discord could become part of Night City, with characters hearing about jobs, talking to contacts, gathering clues, competing with rival crews, and planning a heist during the week before everyone sits down to execute it.
    The conversation eventually moves from mechanics to the thing everyone seems to agree Cyberpunk absolutely nails: the world.
    Randall loves the gig-economy structure and the importance of personal networks. In a world where institutions have largely failed you, the people you know matter. Your friends, family, contacts, crew, and community become the thing keeping you alive.
    Ash takes that idea even further. Cyberpunk may look nihilistic from the outside, but the point isn't that nothing matters. The world is rigged, corporations control everything, society may never improve, and your story may end badly.
    Your friends still matter.
    Your community still matters.
    The time you have with them still matters.
    That, more than the chrome, guns, Black ICE, or chainsaw hands, becomes the group's real takeaway from Cyberpunk RED. The setting is bleak because caring about people in a world designed to grind them down makes those relationships matter even more.
    And naturally, the episode ends with chat comparing Cyberpunk and Shadowrun, Ash being accused of practicing trickle-down hero-point economics, and Tyler floating Shadowrun as a future Quickstart.
    Because apparently five episodes of dystopian corporate misery were not enough.
    Key Takeaways
    The vibes are immaculate. Even when the group disagreed with individual mechanics, everyone responded positively to Night City, the lore, cyberware, jobs, and overall Cyberpunk atmosphere.
    The D10 system worked better than expected. Large modifiers mean characters feel genuinely specialized, while the smaller die keeps results uncertain without making experts suddenly incompetent.
    Combat feels dangerous. Armor degradation and substantial damage support the fast, dirty, lethal tone the group expected from Cyberpunk RED.
    Netrunning is cool but creates spotlight problems. Three Net Actions plus a meat action can make the Netrunner appear to be playing considerably more game than everyone else.
    The action economy may be less unbalanced than it looks. Marky often accomplished more physical damage with one action than Dave accomplished with several Net Actions. The real issue was how much table time each character received.
    Netrunning probably works best as part of a larger encounter. Mixing hacking with social manipulation, physical objectives, security challenges, and combat would give the rest of the crew meaningful things to accomplish at the same time.
    A larger party might showcase the system better. Four characters with different roles could divide responsibilities during a job and make specialization feel more rewarding.
    D&D habits do not always translate. The group repeatedly drifted toward combat because that is how they are accustomed to solving encounters. Cyberpunk RED appears to reward planning, social interaction, contacts, infiltration, and avoiding unnecessary fights.
    There are a lot of rules to track. Skills, modifiers, range DVs, armor, conditions, cyberware, Netrunning, Humanity, and other subsystems create significant cognitive load, especially for a GM learning the game.
    Some skills feel overly specific. The huge skill list gives characters strong niches, but it can also make the system feel cluttered.
    Cyberware deserves a campaign, not a one-shot. Saving money, installing upgrades, changing your capabilities, and balancing improvements against Humanity looks like a major part of the long-term appeal.
    Humanity makes upgrades a meaningful choice. More chrome can make you more capable, but characters have limits, and traumatic experiences can create additional pressure.
    Downtime may be where Cyberpunk really shines. Rent, expenses, jobs, gear, cyberware, lifestyle choices, and trying to climb out of poverty reinforce the setting between missions.
    The game seems built for episodic campaigns. Take a job, prepare, execute it, survive the consequences, get paid, upgrade, pay your bills, and hope the next job goes better.
    A persistent roleplaying community could be fantastic. Contacts, rival crews, job offers, planning, and investigation could continue between sessions and make Night City feel alive.
    Community is one of the setting's strongest themes. When institutions cannot be trusted, your crew and the people you care about become your real support system.
    Cyberpunk is bleak without being completely nihilistic. The system may be rigged and the future may be awful, but relationships, loyalty, hope, and choosing what matters to you still have value.
    The Quickstart only showed part of the game. The group repeatedly stresses that they did not experience martial arts, car chases, much of the downtime system, long-term cyberware progression, or many other mechanics.
    Their opinion improved with familiarity. The second combat flowed better once everyone understood Netrunning and the basic mechanics, suggesting experience would smooth out some of the rough edges.
    The final verdict is complicated but positive. Cyberpunk RED has mechanics that frustrated them, but also enough depth, atmosphere, character specialization, campaign potential, and thematic weight that the group clearly sees why people love it.
    And perhaps the most Cyberpunk RED lesson of all: you can lose your money, your apartment, your Humanity, several expensive programs, and possibly your limbs, but at least your friends will be there to watch it happen.
    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelydm.com/
    Randall James
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
  • RPGBOT.Podcast

    CYBERPUNK RED: How to Play 5 Actual Play Conclusion - Unpaid Internship Edition

    17/08/2026 | 43 min
    The good news is we found J-ZK. The bad news is her skull is open, Dave is fighting a man inside the internet, Marky has replaced diplomacy with a hand chainsaw, and everyone involved is eventually on fire. Welcome to the Cyberpunk RED finale, where friendship conquers evil, violence solves several problems, and our heroes save the girl, kill the villain, jump out of a twentieth-floor window while playing guitar, and discover the most important rule of Night City: heroic acts are not reimbursable.
    Show Notes
    Marky Day and Dave Costanzo face off against Mr. Frommiter, better known as Gangster 3D, in the finale of our Cyberpunk RED actual play. Marky handles things in meat space with his hand chainsaw while Dave battles Frommiter inside the Net Architecture. Both sides unleash Black ICE, people catch fire, programs get deleted, and Marky continues rolling numbers that make everyone suspicious of his dice. Dave finally chases Frommiter through the network and kills him by hacking his life-support systems. He then pushes deeper to disconnect J-ZK while Marky handles the important physical tasks, including putting out Dave's flaming head.
    With security closing in, Marky reveals that his escape plan has always involved parachutes. They smash a window, strap J-ZK to Marky, leave Hyperactive Hyena behind as a distraction, and BASE jump from the twentieth floor while Marky plays guitar. J-ZK is safe, Frommiter is dead, and Marky may finally have upgraded from backup romantic interest. Unfortunately, J-ZK missed her Sanru meeting, so nobody gets paid.
    Welcome to Night City.
    Key Takeaways
    Marky attacks Frommiter with a hand chainsaw while Dave fights him simultaneously in the Net.
    Black ICE turns the battle into a second combat happening inside the first one.
    Dave kills Frommiter by hacking his life-support systems.
    Dave successfully disconnects and rescues J-ZK.
    Hyperactive Hyena remains the team's extremely temporary murder-mascot ally.
    The crew escapes by parachuting from the twentieth floor while Marky plays guitar.
    J-ZK survives, but missing the Sanru presentation means the team earns nothing.
    Final accounting: save the client, kill the villain, lose money. Peak Cyberpunk.
    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelydm.com/
    Randall James
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
  • RPGBOT.Podcast

    THE PLANE OF BYTOPIA (Remastered): Land of Nice Weather and Adamantine Dragons

    15/08/2026 | 53 min
    Welcome to Bytopia, the Upper Plane for people who looked at Heaven and said, "This is nice, but could we make everyone work a little harder?" The weather is lovely, the neighbors are aggressively helpful, the economy is apparently powered by ethical commerce, and there's another entire world hanging upside down over your head. Also, there are adamantine dragons, because apparently even paradise needs something capable of turning your adventuring party into a fine red mist. Pack a lunch, bring your climbing gear, and try not to become so content that you forget you were supposed to leave.
    Show Notes
    This week on the RPGBOT.Podcast, we head to Bytopia, D&D's plane of good neighbors, hard work, beautiful weather, and deeply questionable planetary physics.
    Tyler, Randall, and Ash explore Bytopia's two facing layers, the people and creatures who live there, and what happens when an entire plane is infused with enough goodwill that visitors might simply decide everything is fine and never go home. We dig into travel between the layers, life and trade in Bytopia, intelligent plants, adamantine dragons, and the planar marketplace of Tradegate, where even the currency seems determined to make capitalism behave itself.
    Along the way, we consider the strange implications of an afterlife built around productive happiness and tackle the question of the week: if you built an "oops all" party using ancestries outside the Player's Handbook, what glorious collection of weirdos would you bring to the table?
    It's paradise. There's nice weather. Everyone is helpful. Naturally, we're suspicious.
    Key Takeaways
    Bytopia is good, but not lazy: The plane emphasizes community, cooperation, work, and the satisfaction that comes from building something worthwhile.
    The geography is wonderfully ridiculous: Its two layers face each other, creating one of the strangest landscapes in the D&D multiverse.
    Being happy can apparently be a planar hazard: Bytopia's pervasive goodwill and contentment could make visitors surprisingly reluctant to leave.
    Tradegate takes ethical commerce seriously: Its unusual currency and trading rules reinforce Bytopia's broader themes of fairness and cooperation.
    The wildlife gets weird: Intelligent plants and adamantine dragons help ensure that "pleasant Upper Plane" does not mean "nothing interesting happens here."
    Bytopia has strong adventure potential: Its unusual physics, settlements, trade, inhabitants, and planar travel offer considerably more than a peaceful celestial vacation.
    Oops All Weirdos remains a valid party-building strategy: The episode's non-PHB ancestry discussion proves that sometimes the best adventuring party looks like everyone ignored the character creation instructions.
    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelydm.com/
    Randall James
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
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The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot. You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs. Support us at the following links: Patreon: https://www.patreon.com/rpgbot BlueSky: https://bsky.app/profile/rpgbot.net TikTok: https://www.tiktok.com/@rpgbotdotnet The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.
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