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#Reddington New Hampshire
ouamotw · 2 years
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Ahhhh! 
The @audioverseawards has posted their 2022 finalists, and Once Upon a Monster of the Week has 20 nominations in 4 categories! PLUS, several of our players have multiple nominations for other shows they’re part of!! 
A list of the 2022 Nominations can be found here...
And you can vote up through December 5th here! 
Once Upon a Monster of the Week is Nominated for: 
Best Player Direction of a New Production (for Megg Griffin)
Best Guest Player in a New Production (for Redd Griffin for Artie Jackson and Paige Mattox Burns for Bloody Mary) 
Best Player in a New Production (all sixteen members of our cast are nominated! Even players who have left us since. it is amazing to see them acknowledged here! <3 ) 
and finally, Best New Improvisation Production! 
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equalseleventhirds · 2 years
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ok! some of my running around has paused for a bit, so here am i, reccing a podcast i'm in:
Once Upon a Monster of the Week, a MOTW-driven ttrpg podcast but edited down to make it more like an audio drama (but improv!). Has a pretty big cast so you get multiple groups (and I adore all of them so much) solving multiple mysteries.
The story: in the small town of Reddington, New Hampshire, monsters and magic run... not exactly wild, but there are a bunch. Luckily, the town council has called on some Reddington citizens to help out! This is definitely a normal part of everyday life in Reddington, and all of the people called on for this understand that this is a totally normal thing that they should not question. At all.
Of course, the town council doesn't just hire monster hunters or whatever. No, these groups of citizens are working to improve the community! Meaning they have 100% real non-monster-hunter jobs and just, maybe, happen to help out the town by solving mysteries and hunting down monsters. You know.
All four groups have episodes out now, so have a listen and meet: The news bulletin (yes that's me i'm on that one), who run the Reddington Daily something-or-other, a perfectly normal town newspaper which is definitely not reporting on weird monster activities. Or swamp people.
The parks & rec department, who help with things like planning the fall festival and catching stray unicorns, and who definitely all get along great, there is no overt hatred and refusal to cooperate going on with them! No you cannot still hear CB screaming in their car.
The historical preservation society, currently working on an exhibit about the Titanic, which is integral to Reddington's history. Some of them may be a little anxious... or a little spooky... or talk to the dead a tiny bit... but surely this will just help with making a great exhibit!
The neighborhood watch, dedicated to keeping Reddington safe! As the neighborhood watch, all of them are upstanding members of the community, and none of them are doing any crimes or chaos or anything. Of course not, they're the neighborhood watch!
All four of these groups are coordinated by Wendy, our puppetmaster jailer secretary narrator, and representative of the mysterious town council. She's here to make sure all of these Reddington citizens remember to do their jobs and keep their hometown safe, as any member of a wonderful community like Reddington would.
(check us out on most podcatchers, but also there is a website, a twitter, and also now a tumblr! you can ask wendy questions! she will definitely answer honestly. also check out our patreon; we've got lots of fun bonus content coming up.)
(pls note, do listen to the teaser trailers, as there is extra content in there not in the main episodes! you get a little peak into reddington and our characters. also note, sorry to say we don't have official transcripts just yet; one of our goals if we start making money is to hire a paid transcriber tho!!)
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kiss-my-freckle · 6 years
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Liz dialogues
Liz: I know I’m gonna have to answer for what I’ve done. But right now, all that matters, is we find out who put that in Navarro’s head and whether it can lead us to Tom’s killers - and the truth. Red: The truth? Liz: The last time I spoke to Tom, he told me, “I figured it out - Why Nik died, everything.” That’s why I went home - to find the truth. But they got to him first.
Liz: Do you know what Tom was talking about? When he said he figured it out? Red: Tom was a man of many truths. Which of those he was going to divulge, I can’t say.
Liz: Do you not know, or you can’t say? The truth Tom discovered. I asked if you knew about it, and you said, “I can’t say.” Does that mean you don’t know, or is “can’t say” some clever turn of phrase that makes it possible for you to be honest and secretive? Red: What is this about? Liz: You’ve asked me to trust. All I do, is trust. I trusted Tom - forgave every lie, believed every promise that he would stop keeping things from me. And then he went off on some secret quest and got himself killed. And now, I have killed someone trying to figure out what it was he was keeping from me. And you have kept so many things from me, I would have to be an idiot to believe that this is not one of them.
Red: I told Tom not to pursue it. Liz: What? Pursue what? What is it? Red: An item Mr. Kaplan unearthed that I wish to keep hidden. Liz: An item? What item? Red: I can’t say. Liz: Tom died because of it. Red: Tom ignored my warning. That is why he died. Liz: And this item - did Tom have it? Red: Yes. Liz: And now his killers do. That’s why you’re here. That’s - not to help me, not to avenge Tom’s death, but to help yourself and get your precious secret back.
Red: You won’t miss a day more with her than is absolutely necessary. You have my word. Liz: And you have mine. That I’m gonna honor Tom’s dying wish. Red: Which was? Liz: For me to know your truth. Before this is over, I’m going to find out what it is.
Liz: I’m only interested in the man who murdered Tom and finding out the secret that got him killed Red: I’m going to help with the former and prevent the latter. 50-50 split. Like a good divorce. .
Liz: Answer me - did you or did you not steal Tony Mejia out of FBI custody. Red: You know that I did. Liz: Because Garvey has your duffel bag? He owns you. You betrayed me - the entire Task Force - so that he wouldn’t expose the truth?
Liz: You make it sound like you did me a favor. Red: I told you Garvey isn’t afraid of legal threats. He’s afraid of losing power. The ledger tells us how to take it from him. Liz: Through this Mosadek. Red: Garvey is a drug lord masquerading as a cop. If we get leverage over his supplier, we get leverage over him. Once we have that, you’ll have your revenge. Liz: After you get the duffel bag. Red: Must be nice. Liz: What? Red: Not having anything precious you want to keep to yourself.
Red: Mosadek has ordered Garvey to bring me the duffel bag. Garvey thinks he’s going to give it to me and walk away. I wanted you here to tell you I’ve made other arrangements. Liz: To get your man and the bag. Red: To get our man and keep my privacy. Liz: Hoover believed knowledge is power. He used his to hurt a lot of good people. You’re using yours to hurt me. Red: That is ridiculous. Liz: Tom died for a reason. You know why, and you won’t tell me! Red: I won’t tell you something that’s none of your business. It was none of Tom’s business. You may feel entitled to know what it is because he died trying to figure out what it was, but you’re not. A fact which I have patiently tried to get you to understand. Be hurt. Blame me. Howl at the moon for all I care. But this is my problem, not yours.
Red: So, how does it feel? Liz: How does what feel? Red: To know the man responsible for killing Tom is dead. Liz: Tom died so I could know the truth - the secret hidden inside that bag. That’s still out there.
Liz: Reddington is gonna try and get to this girl. Samar: I thought he was on bed rest. Liz: He is, which gives us a head start on finding out how she’s connected to Ian Garvey and the missing duffel bag. Ressler: A girl with leukemia found walking alone on the western edge of New Hampshire. Liz: No name, no parents, no fingerprints or I.D. on file. They think she walked out of the woods. Cooper: What makes you think the article has any connection to the location of the bag? Liz: Reddington was reading it this morning, and when I saw him, he tried to hide it. Samar: Not very well, apparently. Liz: This girl is important, I’m telling you. Look at this story - It has all the hallmarks of a case on the Blacklist. Aram: A young girl appears out of nowhere, completely untouched by modern medicine. Not only is there no evidence of vaccinations, she has zero trace of the toxins we encounter on a daily basis. Liz: I’m telling you, the only thing that Reddington cares about, is finding that bag. Do you really believe he would stop his search to read some random article about a girl with cancer who suddenly walks out of the woods? Cooper: Pay the girl and her doctors a visit. See what we’re dealing with. Whatever Reddington’s hiding, it’s time the truth came out.
Liz: I just spoke to the good doctor at your apartment. Imagine my surprise when she told me you were headed to Costa Rica when you told me you’d be convalescing at home. Red: I said those are the doctor’s orders. I never said that I would follow them. Liz: And I never thought you would. But you knew that, didn’t you? Which is why you played that little game with the newspaper article - the one about mysterious girl? You knew I’d clock it, follow up on the case, and go on a wild goose chase while you went after the duffel bag. Red: Ah. Best laid plans.
Garvey: How did your husband come by it? And why didn’t he tell you what was in it? Red: Because you killed him before he could. And if you try and tell it now, I’ll do the same to you. Utter one word. One article “A” - “An” - “The” - and I’ll shoot you. Liz: No, he won’t. Because if he does, I’ll shoot him. You’re right. I am unwilling to accept that I am not entitled to know why my husband died. I am hurt. I do blame you. And pulling this trigger, something I desperately do not want to do, is me howling at the moon! Which is definitely your problem, not mine. Tell the story. Tell it!
Red: He’s a broker of sorts. An associate recommended him to me after Mr Kaplan passed. Liz: She did not “pass.” She killed herself so I could get the duffel bag. It was her dying wish. Feel free to honor it.
Liz: I’m ashamed of this. Cooper: You shouldn’t be. Liz: Samar is in the hospital, fighting for her life, and instead of being there for her and Aram, I’m trying to find this duffel bag before Reddington does. Cooper: Agent Navabi needs our thoughts and prayers. We don’t need to be at the hospital to send those. As for the duffel, Tom died trying to figure out what it contains. Your determination to find it makes perfect sense, and we’re happy to help, so talk to me.
Red: You follow me to where you don’t belong, watch tapes that are none of your business. You do what you know I don’t want you to do. You disappoint me. And yet, somehow, at the same time, you impress me. You persevere.
Liz: What?! Red: You need to leave Ross to me. Liz: Is that a threat? Red: Advice. Liz: As soon as I get the duffel bag, he’s all yours. Red: You need to pull over. Liz: You’re a fugitive. I’m a cop. You get in my way, I swear to God, I’ll arrest you. Red: Let me look at you. Come here. Liz: Raymond Reddington, you’re under arrest. Red: Ah, that’s a deep cut. You’ll need stitches. Liz: You have the right to an attorney. You have the right to remain silent. Anything you say will be used against you. Red: Keep pressure on it. I’ll call you an ambulance. Liz: I’ll get you for this.
Ressler: You arrested Reddington? Liz: I was too dazed to actually arrest him. 
Liz: This is my fault. I should’ve just let it go. Mr Kaplan, Tom - we all should’ve just left it alone. They didn’t because they thought I deserved to know, but I don’t. Whatever this is, it’s yours. I should have respected that. The only reason we’re here, is because I didn’t. And I’m so sorry.
Dom: She may not know your secret, but she knows you’ve got one. She’s never gonna let it go.
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sethpeck · 4 years
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An Interview with Ford Ivey
(note: I originally published this in September 2001, back when I ran a NERO fan site, no longer maintained.  I’ve kept the raw text and have provided here for perpetuity.  I publish it here today, March 21st 2021, the day after Ford Ivey passed away. I have edited it for spelling and censored the former name for the current NERO Gadabari race.)
Blast from the Past
An evening with Ford Ivey
Older players recognize the name, but for those of you just joining us, Ford Ivey is often attributed with being the grandfather of NERO.  Not twelve hours after releasing the first issue of NEROtics.com back in July, Ford offered me an interview in the future.  Like I was going to say no. Seth Peck, NEROtics.com: How are ya? Ford Ivey: [laugh] I'm fine--and in much better health than the old days. I have lost 256 pounds. I'm weighing in at 244, and don't have diabetes nor high blood pressure any more, and the heart is a LOT healthier. SP: Wow--that's quite a change. Any secrets you wish to divulge? FI: Yeah.....surgery! [grins] Seriously. I had a gastric bypass. I was gonna die if I didn't lose weight. That was a year ago on July 5th. SP: Well, it's good to hear that you are in good health. FI: Well, it's good to be in good health. SP: As NERO gets larger and more and more newbies join the game, I hear more and more people asking about the origins of the game and "stories from olden days". Being a relatively new player myself, compared to the life-span of NERO, I find myself wondering also. How did NERO get its start? FI: Wow...big question. It started way back in 1986. I heard about a game in New Hampshire called "Midrealms Adventures". I heard about it about six months before I could get up to play it...and imagined what it would be like when I did play it. When I finally did, it was not a lot like what I imagined. It was a module based game--a few hours and it was over, and a marshal had to be with you all the time. I wanted a game where the players could be free to do what they wanted. SP: So what did you do? FI: I ran my own. At the time, I had just started a group for Friday night table-top gaming at a Boy Scout explorer Post in Newton, Massachussets, and we had available to us a Boy Scout Camp--Nobscot by name--and we decided to run a game of our own there. I had a group of 7 or so guys helping me. We wrote it, cast it, and ran it. We invited a group of 6 or so friends of one of the guys to PC it. SP: Did this game have a name yet? FI: Nope, no name. We called it "Weekend Warriors" for the first year or so. I ran a bunch of different variations on the game. I wrote the plots, bought the props, paid for everything, and ran them myself. SP: So how did it go? FI: The first game was pretty bad, to be honest. SP: [laughs] Care to elaborate? FI: Yeah--it was bad because we had very few costumes or props, we basically told the PCs where to go. We had some major problems with the PCs not picking up on things. It was amazing to us how much stuff gets missed when you are doing it for real rather than around a table. We had one point [where] we had gone to great lengths to make sure they knew that the "Ranger" character they met on the trail was a good guy and they could trust him. Well, he had been captured and was going to be sacrificed. We drug him out, proceeded to sacrifice him, knowing the PCs were watching, expecting them to save the guy--they didn't. They just watched. Poor guy had to steal a dagger, and save himself. They got to him as he was breathing his last--one guy got to him, and he said: "Beware the Dark Lord! Seek the Man of the Mountain!" When the other players got there, they asked him what he had said. He replied, "He said something about a man and a rock." SP: [laughing] FI: But we kept trying things, getting closer to the vision I had. Then, in November of 1988, we ran a game called "Shandlin's Ferry". It was the immediate ancestor of NERO. SP: how long did first several events last? FI: We did set up on Saturday and started mid afternoon on Saturday. Then we ran until Sunday afternoon. The Shandlin's Ferry game started at noon on Saturday and ran 24 hours. It was notable for several reasons: first, it's the game where we figured out how to do the NERO style play--players running around with no marshals. It was also notable because the founders of the game came together for the first time--Craig and Debbie Walton, Mike Ventrella, Heidi Hooper, me, Bob King--all of us were there. We decided after the success of that game to try and run what turned into NERO. Craig Walton came up with the name. Shandlin's Ferry remained on the NERO map, and what happened at that game became part of the NERO world. We even had a Shandlin's Ferry campaign in the Massachusetts chapter a few years later. That gave me a lot of satisfaction. SP: Speaking of the creators: I did some checking on the other LARP games (Amtgard, Dragoncrest, Camarilla) that are still being played today, and with the exception of the SCA, none of them have been around longer (although IFGS was starting the same time you were). Did you consider yourselves innovators in RPGs? FI: Did we consider ourselves innovators? Not at the time, I don't think, though we finally started to realize what we had done a year or so later. In retrospect, it was quite an innovation. It was a break from the old-style module based game, which was started at Treasure Trap in England--that's what Middle Realms was based on. The IFGS is a module-based game. Treasure Trap and a bunch of English games have been running longer than us or IFGS. Also, the ILF (Interactive Fiction Society) has been around quite a while. SP: What was your experience with RPGs prior to all this? FI: Wow. I started playing Dungeons & Dragons way back in the 70's with my brother. I owned everything they put out, all the way back to the three little book set. I made a huge jump into role-playing when I started a store--The Gamemaster. It's really the home of NERO. We got everything started there after NERO was set up. SP: Tell me about your store. FI: It was a great store--we had everything. It was upstairs at 444 Massachusetts Ave in Arlington, MA. We had six or so tables for gaming in the store in the front. They were well-used. We had everything that had to do with roleplaying, and most stuff that had to do with miniatures. I used to have mini-conventions there every month. A guy named Brian Reddington-Wilde helped me run them. He's a game designer of some renown nowadays in miniatures rules--runs a business called "Goblin Tooth Enterprises" SP: I've heard of them. Do you no longer run the store? FI: Nope--NERO took over the store. We moved it twice, and the store part of it got smaller every time. Finally, we just dropped the store part and got an office. That was after Mike Ventrella wrote the article about NERO that made it into Dragon Magazine. After that article, we suddenly had, like, 5,000 members. There was no WAY we were ready to handle that many people. I'm afraid that customer service suffered a lot then. We used to have huge games. In 1992, we ran what is now known as the "Brood" weekend--the first game run by Rob Ciccolini. We had over 700 players there, including something like 150 NPCs. That was at Camp Wing, a really cool place with an old stockade and everything. SP: How many chapters were there when that happened? FI: Chapters? None. We were trying to get a couple started. The first was a New Jersey chapter, which later broke away from us and became LAIRE. Then Georgia--they later broke away and became SOLAR. The first chapter that remained was PRO, in Pennsylvania. Another Georgia chapter formed about then, too. All of this was about late 1992 and early 1993. We didn't have ANYTHING ready to support other chapters, though we got REAL anal about them conforming to our standards. A big mistake, in my opinion. SP: I've read the 3rd edition rulebook and know how much different the rules are today--and I've heard a few stories about some of the different classes and races and spells. Can you try to convince me that Stone Elves aren't Vulcans? [grinning] FI: Naw, I wouldn't even try to convince you of that. [laugh] Have you read about Metamorph and Obliterate It's true: Obliterate used to be a spell like any other. SP: What was Metamorph? FI: It was a spell that took a small representation of something--say a mouse--and allowed you to turn someone into one of them. It got, as you can imagine, severely abused. We even had a Truth spell--you'd be amazed how people remember the same event in very different ways. We had folks who sincerely thought they were telling the truth, and whose accounts of things just didn't match other people just as sincerely telling us about the same event. [It] makes you sympathize with the court system. Did you know I hate modules? SP: [laughing] What do you prefer? FI: Need them for the game, but I hate 'em. I've only been on maybe 3 in my entire career. I prefer the characters playing themselves, and getting into whatever because that's who they are. I don't know--I love the social aspect of the game, and the big problems that land in your lap, and having to deal with those. Modules are good because we have a chance to do special effects and marshalled calls that we can't do anywhere else, but--I don't know--it's the most artificial part of the game. SP: So do you like massive combat encounters at the edge of town? FI: Lord, no. I prefer hanging out in the Tavern, telling jokes with bad accents, being with friends, and being a hero when something visits. Combat encounters? I like them sometimes, but I'm not out there for the combat. But then, I'm not typical. I love the ceremonial stuff, the Tourneys, the Pomp and Circumstance, the armor, the look of the thing, the chance to make myself a part of a great movie moment. That's what I like, and that's what I tried to give to other players. Though I found over the years that those things are not as valuable for many of the other players as they are to me. SP: Some of the other races, while not unseen elsewhere in other forms, pique the interests of many new players. Where did Biata come from? FI: They were based on griffins. In the early days, we were still feeling our way as to what we could and could not do in a Live game. Heidi had a cool concept for them that included some mind powers that, so it turns out, just can't be included in this type of game. They became a group of Northmen/barbarians sort of Shaman-type people. Their mind powers got severely cut back. You live and learn. SP: I also heard an interesting story about the first formal component ever placed in a treasure count. FI: What first component was that? SP: I don't know what it was, but something about how no one else knew either and it got passed around for awhile until someone became formal-capable. FI: Oh, yes. We put out components for several events before people knew what they did. The early ones were tags taped to tongue depressors and then covered with plastic tape to help protect them from the weather. When they got used, the sticks were supposed to get broken. BOY, did I get sick of buying tongue depressors. SP: No matter how much things change--some things remain the same. FI: Yeah, that's true. The Formal Magic system was a fairly late addition to the game--probably in our third year or so. It was a good idea, but took years before it became even close to balanced. [grinning] SP: How come Sarr can't purchase Waylay? FI: Oh, Lord...well, that's a touchy one. Sarr were supposed to be all blood-lusty and like that--when they did damage, they wanted to see BLOOD, dammit! So, they were restricted to using weapons that were bladed, no blunts. And you [since] can't waylay someone with a blade... SP: Wow, was that ever an emotional reaction! FI: It was a silly thing. The designer of the race (Jade LeBlanc, I think) had one concept, and they guy who was in charge of approving it had another. Guess who won. Like I said--both touchy and silly. SP: Tell me about the Mystic Wood Elves. FI: Lorne Lehrer created them. Cool race, roleplaying intensive. I actually was sort of not paying attention to them as they were created--I came to an event and this guy showed up with these horns and ears. I had no idea who or what they were. I love Mystics--it took me a few years before I finally got a fair idea of their culture and stuff. SP: I guess the "bigness" of the game caught you up in that, especially with the increasing number of members and eventually chapters. How did you deal with that? FI: Slowly. It took us a while to get the game together enough to really be able to run a multi-chapter game. We really started to get it together in about 1994, by which time we had maybe 5 or six chapters. When we got our permanent site in Ware, Massachusetts in 1994, we really started to pull it together. The most useful thing was the annual symposium in September every year. Everyone got together for a weekend there, and we got a bunch of stuff done--not as much on the rules and stuff as we hoped we would, but mostly it was good to realize that we were all one game, and needed to work together. SP: When you were still in the development stages, did anything get left out that you wished could get in? FI: I guess you could say that. In retrospect, there were a lot of things that I wish we had done differently, or better. I wish there was a true economy, for instance, trading and getting the stuff to make the things you need to adventure. It gives so many more dimensions to a character--the closest NERO comes is the Formal Magic System and the components it takes to do the spells. But in general, no--we changed the bloody game ALL the time in the first few years. Heck, the first xp/bp ratio was: first level: 1 = 1; second level: 2 = 1, and so on. We made it a lot steeper, then had to make it steeper yet the next year. I think we needed to make it even steeper than that. The power scale is too steep, too--as in, the power of older players as compared to the power of a new, entering character. But now we're getting into game design, which would take forever. SP: (The current formula is (n^2 +5n)/2 xp/bp where n is your level.) Like Roddenberry and Gygax you've gone off to do other things. tell me briefly about your new project. FI: The Isles? Well, it's taking all the things I learned over the years and applying them to a new game. It's an attempt to solve the problems. I think it succeeds very well. Quiet combat, a real economy, and a bunch of skills that are very useful to the characters that are not combat related. SP: Do you have any other stories you wish to share? FI: A million or so. [grinning] I have been doing this a long time. I couldn't begin to cover the stories that it would take to do this justice. SP: I guessed. How about just one favorite? FI: How about, instead, I tell you why I do this? What "moment" do I do it for? It's those times--when I'm sitting in the Tavern, all the check-ins done, the cabin assignments finished, all of that stuff--the game is well underway, people involved in doing what their characters want to do, involved in the plot of the weekend, or on-going stuff with their group. All of them, standing around, weapons glinting dully in the candle light, talking low, in character, people gambling for gold in the back, [Gadabari] bellowing and laughing--all of it seems real. For a while, you're there. In that spot, in that reality, and it's those times I feel like what I did--what we did--really meant something. SP: Thank you for a most magical discussion! FI: Magical? [laugh] Well, you're welcome.
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ouamotw · 2 years
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God the best tourism ad for this podcast
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ouamotw · 2 years
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In order to give our showrunners a little bit of breathing room for the holiday, we dropped a bonus episode! We will be back December 2nd with our final episode of Mystery 6, then turn around and wrap up Mystery 2....
But just know that the teenz, while preparing for Homecoming...well, they’re not doing great just yet. Find our Episode Here! (Or by searching for Once Upon a Monster of the Week on all your podcatchers) 
And here is where you can find all of OUAMOTW’s released episodes (Or again! Your podcatcher of choice!) 
And here you can find them all in Mystery order! 
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ouamotw · 2 years
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New Episode dropped!
This is a re-release of our IPM (International Podcast Month) episode on our own RSS feed!
This episode is 99% improv, no game play, with 1% scripted lines (Artie and Wendy's parts!) It's a look at some of characters around town when they're not just in terror.
Check it out here:
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ouamotw · 2 years
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Happy New Year from the Reddington Town Council! 
Thank you to everyone who checked out our podcast this year. We truly appreciate it! We are coming back January 6th with a bang: the Titanic Exhibit is open! 
But seriously, be safe tonight. If you’re in town, Artie’s gotcha.
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ouamotw · 2 years
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A new month, and lots of events to come! 
2 Episode drops - wrapping up mystery 6 and mystery 2! 
2 Twitch One Shots - Isaiah is back GM’ing a new Grim Noir and we will be conducting our own Hallmark romcom! 
And if you are on our patreon, we’ll have behind the scene / blooper drops, 2022 Friendsgiving Episode, 2022 NYE episode, and more.....
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ouamotw · 2 years
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Once Upon a Monster of the Week Mystery One Links
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Hmm I think this is the best way to handle this, yes!
Once Upon a Monster of the Week is a biweekly podcast featuring multiple Monster of the Week TTRPG groups playing in tandem! ....To the point where I basically am playing with two of the groups + 1 guest this Saturday?? It’s going to be a blast. 
We then take the audio of these TTRPG sessions and turn it into an audio drama podcast! 
Premises: Our town citizens of Reddington, NH have been tapped by the mysterious Town Council to serve community service. Which for most, seems to be saving the town from weird shit that keeps happening. But underneath, there is an even weirder thing about the town....are these citizens actually from Reddington? Is Reddington real? Why do their brains get fuzzy occasionally?
If you’re curious, here are some promotional trailers! We have started releasing mysteries, so if you are looking to jump in, see below for our first mystery! 
Trailer One
Trailer: Life in Reddington, Part II, Part III, Part IIII
Here are the links associated with Mystery One! It is our only finished mystery at the moment! 
Introduction to the News Bulletin Group
Trailer I: Fools Rush In Part I
Mystery 1, Part I: Fools Rush In 
Trailer II: Fools Rush In Part II
Mystery 1, Part II: Fools Rush In - We All Scream for Butter Cream
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ouamotw · 2 years
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Once Upon a Monster of the Week Mystery Three Links
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Mystery Three introduces our Reddington Historical Preservation Society!
Introduction: Reddington Historical Preservation Society
Trailer: That Sinking Feeling
Mystery Three Part I: That Sinking Feeling
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ouamotw · 2 years
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Once Upon a Monster of the Week Mystery Two Links
Mystery Two! We meet our Parks and Recreation Group,
Introduction to the Parks and Recreations Group
Trailer I: One Horn to Rule Them All
Mystery Two, Part I: One Horn to Rule Them All
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ouamotw · 2 years
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My cast has some great ways to try to get me to tell secrets @allfrogsarefriends
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ouamotw · 2 years
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Once Upon a Monster of the Week Mystery Four Links
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Mystery Four introduces our Neighborhood Watch group!
Introduction: Neighborhood Watch
Trailer I
Mystery Four, Part I: Some Gaias Have All the Fun
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ouamotw · 2 years
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I am having so much fun creating things for this podcast it keeps my heart full
But I think creating motivational posters out of the stuff the characters say may be my favorite thing
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ouamotw · 2 years
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Art from our guest GM last night on Continuity Errors. My heart is so happy this morning for such a cool community
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