Natural Six is a chaotic, character-driven Dungeons & Dragons actual play series where the story is shaped as much by the players as by dice rolls. Join our party of adventures as they dive headfirst into a homebrew world of secrets, gods, and morally questionable decisions, all brought to life by a cast of friends who take the story seriously, but not always themselves.
Natural Six is made up of award-winning personalities and professionals from across the games industry:
Hosted on Acast. See acast.com/privacy for more information.
Natural Six is a chaotic, character-driven Dungeons & Dragons actual play series where the story is shaped as much by the players as by dice rolls. Join our party of adventures as they dive headfirst into a homebrew world of secrets, gods, and morally questionable decisions, all brought to life by a cast of friends who take the story seriously, but not always themselves.
Natural Six is made up of award-winning personalities and professionals from across the games industry:
Hosted on Acast. See acast.com/privacy for more information.
This week’s Action Surge is packed. Big battles mean big conversations, and we had plenty to talk about once the dice finally stopped rolling. From the chaos at the table to the (lack of) chaos behind the screen, there was no shortage of moments to break down.
We think it’s only fair to talk about what an incredible job Harry did. There was so much going on; the monsters, the cards, the chaos, and also those chromatic orbs, and somehow he kept hold of it all flawlessly (unlike the rest of us, who were mostly just panicking).
But it wasn’t just Harry. Minis mean business, and once again Mark from Crafted Campaigns had been hard at work. And what work it was, seriously, how are we ever meant to go back to theatre of the mind after this?
From there, we get into what made this battle so tense: why mobility matters so much for big bads, and how being able to move, and move quickly, can turn the tide (and keep Dolly running too). We also break down those bouncing orbs, chromatic and otherwise, and just how devastating they can be. Maybe a little too devastating, depending on who you ask.
Alex opens up about his plans for I, the choice to gift healing, and how close things came to going catastrophically wrong. And of course, we circle back to the Deck of Many Friends, the latest companions it’s produced, and the question of whether Raidion would really ever have given it up. (Short answer: probably. Long answer: probably, but at least he had a plan.)
Finally, we talk about the bigger picture: that moment of realisation where the party can’t back out anymore. They’re in too deep, the questions are piling up, and thankfully Elowen didn’t kill the one person who might actually be able to answer them. That’s progress!
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