Role Playing Public Radio presents a weekly Actual Play podcast of tabletop role playing game sessions. We play a wide variety of RPGs, from popular classics like Dungeons and Dragons and Call of Cthulhu to indie hits like Red Markets and Fate. Some of our episodes are stand-alone scenarios and we also feature ongoing campaigns in games like Delta Green, Eclipse Phase, and Base Raiders. Give us a listen if you want to hear a great gaming crew fight evil, try outrageous plans to save the day and joke about it.
The Eighth Sea, a new criminal syndicate on Mars, has taken a job to destroy multiple Night Cartel safe houses. The Night Cartel is embroiled in a system-wide gang war with other larger cartels, and the Eighth Sea hopes to profit from the chaos.
Protests rock Seattle over a G8 summit meeting held there and new laws expanding the powers of the police force. A group of intelligence experts are retired from their former careers and now work with activists to teach them basic tradecraft and help j...
A group of desperate and ambitious criminals on Mars plan to start their own gang. Named the Eighth Sea, after the restaurant serving as their front, the crew realizes they need to learn how to work with and trust each other. To that end,
A group of children have been chosen to participate in the greatest contest of their young lives. The Undetected Sanctuary offers magical power to any worthy competitor who can best its challenges. Cool Rat, friend of all kids, runs the contest.
A group of soul-trafficked egos awaken in a simulspace and told they have a shot at freedom if they can complete a job. A notorious criminal hacker, the Motivator, wants the hapless captives to steal a shipping container of morphs from Les Ghoules,
News: The RPPR Patreon has a special offer going on right now. Back at the $10 level to get B-Sides Volume 5: Gaming Gains! It has 20 new Actual Play episodes, including Zweihander, Red Markets, Delta Green, and some of the games we're working on,
Laser Chainsaw, a notorious criminal, is gunning for the Oddballs! It turns out that the Oddballs have inadvertently framed him for their many space crimes, so he has come to seek vengeance on them. Outwitting the deadly (and aptly named) criminal will...
The stranded crew of the Montero struggles to survive against deadly aliens and other threats. Repairing the Chronus and dealing with its possibly infected crew poses its own challenges. As people begin to disappear in the corridors of the ship,
The Oddballs need to retrieve an artifact from a dangerous cult of mutants. After finding the cult's lair, they'll need to navigate a dark underground maze without lights because the mutants don't need light. Simple enough right?
The job was routine, the money fair. Then the damn company diverted a crew to answer a distress call from a ship that disappeared almost 80 years ago—a derelict carrying something bizarre, twisted, and alien.