Gamewoven is an Actual Play podcast born from a frivolous idea that we think has been bubbling under the surface of AP for a few years now.
You've heard of building a setting with The Quiet Year and then playing in that setting, but at Gamewoven we ask "can we go deeper?"
Our goal is to build an entire world one game at a time. Rather than write out our worldbuilding ideas to make them coherent and internally consistent, we will pick a game every 2-4 weeks and see what kind of world emerges through play. If we find an interesting thread we have to leave behind, we might revisit it with another game that we think is tailor-fit to suit that particular hook.
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Gamewoven is an Actual Play podcast born from a frivolous idea that we think has been bubbling under the surface of AP for a few years now.
You've heard of building a setting with The Quiet Year and then playing in that setting, but at Gamewoven we ask "can we go deeper?"
Our goal is to build an entire world one game at a time. Rather than write out our worldbuilding ideas to make them coherent and internally consistent, we will pick a game every 2-4 weeks and see what kind of world emerges through play. If we find an interesting thread we have to leave behind, we might revisit it with another game that we think is tailor-fit to suit that particular hook.
The time has come for the high houses to show off their martial prowess in arena battles. Monsters are fought. Traps are laid. And connections are made.
Anatel and Bahamut finish their conversation with Cecil Dunes. Lauralai strikes an accord with Dr. Kierenthal, inspiring a move against Magmallo that brings his actions into question.
The kids take their drakes deep into the mines, hunting down the monster that hurt Bryn’s mom. On the way, they encounter the most unexpected allies and a surprising enemy.
Gamewoven is an Actual Play podcast born from a frivolous idea that we think has been bubbling under the surface of AP for a few years now.
You've heard of building a setting with The Quiet Year and then playing in that setting, but at Gamewoven we ask "can we go deeper?"
Our goal is to build an entire world one game at a time. Rather than write out our worldbuilding ideas to make them coherent and internally consistent, we will pick a game every 2-4 weeks and see what kind of world emerges through play. If we find an interesting thread we have to leave behind, we might revisit it with another game that we think is tailor-fit to suit that particular hook.