Every week, Rag-NERD-rok brings you a new Actual Play, with occasional episodes dedicated to discussion, diversion, and geekery in general. We play many different tabletop RPGs, from Eclipse Phase to Fiasco, from Call of Cthulhu to New World of Darkness--and we're trying new systems all the time!
For more information about our ongoing campaigns, be sure to check out our website, www.ragnerdrok.com. You can also follow us on Twitter @ragnerdrok, or even “like” us on Facebook. If you have any questions or comments for us, feel free to email us at email@example.com.
The Fools are back! While searching the floating continent for Fate in order to call them an asshole, some of the Fools’ past starts to catch up with them. People that they have wronged have come for revenge.
Well, this is it. The posse has its final target in its sights. Killing the devil ain’t no small thing. He’s a wily one, and likely to have a few tricks up his sleeves. But the posse is here to see this to the end,
Blaseball. It’s Almerica’s pastime. There’s nothing like spending an afternoon at the blall park and watching your favorite team play. But blaseball is different for the men, women and objects that play it. For the up-and-coming Oshkosh Donut Holes,
The posse is continuing their trek through the strange, twisted caves that Death built for them. The tests are getting more difficult as they go. And they still need to find Jessamin. Will they be able to conquer Death’s challenges?
After a long, long journey, the group finally makes it back home to New York City. But their homecoming may not be everything they bargained for. They left a lot behind when they went to save the world — some more than others.
In this week’s episode, the posse is waylaid by a troublesome critter known far and wide as Death. But even Death can’t stop our heroes, as Mr. Cooper is well aware. Y’see, Death knows that they’ve got an enemy to face,
Their mission done, the group sets out from Los Angeles on the long ride back home to New York City. The ride west was dangerous. Why would the ride back east be any different? Will the group actually be able to make it home?
This week, the gang of gatecrashers heads for the other survivors, hoping to rescue them and make a quick exit. However, the xenobiologist who has been conversing with Whisper has an idea, one that may eliminate the threat from Teragula once and for al...
It seems their mission worked. And even more unbelievably, they survived. Now the group convalesces and tries to see what they’ve accomplished Sorry for the short episode. It just kind of worked out that way this time!
With their newly minted Smeriff in tow, the posse sets out to get the Ranger some pants, and then to investigate the strange tower being built in the center of town. What will they find when they get there?