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  Hail Mighty Readers and Rollers of the Maths Rocks, We love to interview people in the TTRPG scene so if you are in one of the following r...

Tuesday, 18 April 2023

INDEPENDENT TTRPG CREATOR INTERVIEW: Free Press Radicals


Its always a good thing to have choice in the TTRPG world yet most people only ever get to hear of the big boys in the market such as Dungeons and Dragons, Vampire The Masquerade, but there are small independents who really work hard, developing their own systems with rules to give any enthusiast a game to their own personal taste.


Here we were lucky enough to grab a word with Gregory Rapp, who publishes Free Radicals Press in the US who has hreated games for a decade with some success over the last year or two, and whilst working alongside Tyler McAlister on many games and settings, is wanting to show what they have not only under their belt but also what they're working on and improving to give the gamer an even better experience...



Totally Pawsome:  As a creator of modules for TTRPG's, what inspired you to write the one you're most proud of?

G Michael Rapp:  I was inspired to write one of my first successful (and, also, the one I proudest of) projects, Bella Ciao! following the Russian invasion of Ukraine in 2022.

Bella Ciao! attempts to wrangle the idea of armed resistance and what it means to be a so called “freedom fighter,” among other things. I grew up during the late 90s and early 2000s, so I am also familiar with the U.S. wars in Iraq and Afghanistan, which also inspired the design and development of Bella Ciao!  I remember watching the news reports of insurgents, extremists, and the like, fighting in these wars, and I always kept wondering, why did they go and fight against an opponent like the United States? What was a stake for them? Why did they join their respective causes?


TP:  What would you say is the best selling point of your TTRPG's?

GMR:  I would say the best selling point of my TTRPG project comes down to moving away from the D&D, OSR, and retroclone grind. While I appreciate these, for various reasons, I wanted to get away from these systems and their design philosophies to make something new, something different. I found RenĂ© Pier’s Breathless RP system back in 2022 and have since begun working on a new system, inspired by Breathless, called Rapture. Rapture attempts to offer a more modular approach to universal rules systems, so that referees (our name for GMs/DMs) and their players can use what works best for them.

Better yet, the Rapture system, which powers many of our games, is free for those who don’t mind downloading a PDF or using the public facing SRD websites.



TP:  What is your favourite product that you produce and why?

GMR:  My favorite product, thus far, has been producing small, self-contained games with unique settings or gaming situations. We’ve, that’s Tyler and I, published Dragontown: City of a Billion Lost Souls, which has been a real blast to work on and develop into something that isn’t out on the market. Yeah, there are a lot of fantasy games out there, but few have explored the intersections of fantasy and noir, which is where Dragontown comes in. The setting is unique, the game is the first rendition of our Rapture system, and the project took us to places we’d never imagined. People from all over the world have downloaded and played this game with its weird setting, a modern city crammed with a billion souls.


TP:  What is your current work in progress and what can you tell us about it?

GMR:  The current WIP, at the moment, consists of Rapture’s Big Red Ugly Edition, which should, ideally, be released in print, PDF, and online sometime in April or May, possibly later. The Big Red Ugly Edition brings together the different Rapture rules we’ve designed and developed for our different standalone games. The final core rulebook will be around 90 and 120 pages, and it will be full color, too. Those who purchase the revamped editions of our settings, originally the standalone games, will receive a copy of the Big Red Ugly Edition. The idea here is to make the core rules as accessible as is possible. The rules are also shorter than originally planned, as we want people to pick up and play this game, with its different upcoming setting books, as quickly as possible.


TP:  Who do you think would love to play your TTRPG's and why?

GMR:  To answer this, I would say anyone who wants to engage in collective storytelling, worldbuilding, and gaming experiences. We are also trying to make sure all our products help make solo and coop gaming easier as well. In all, those who wish to move away from D&D and some of the more legacy oriented games, this is a system for you. If you’ve played Breathless games, this is a game system for you. If you want to create deeper characters, without the complexities often seen in other RP systems, this is a game for you. We believe in offering a modular approach, which supports the larger gaming group and referee needs in terms of complexity, depth, and adaptability.


TP:  Where do you see your TTRPG writing career taking you in 5 years?

GMR:  I think my TTRPG writing (and publishing) will take me to new heights I’d never imagined, such as being able to attend conventions more regularly, being an active (and productive) member of the TTRPG community, and being able to play more games with new people. While making loads of money sounds nice, it’s not likely, but the other things are, which are exciting.



TP:  If you were given the time and opportunity to develop something unique, what would it be and why?

GMR:  I would love to write a game in the same vein as Traveller minus some of the complexity. I think it’s a great game, sure, but it has a learning curve that is quite brutal for newbies. I like the idea of using 2d6 or even 3d6 for this project, as I’ve never limited myself to a standard d6 before. Usually, I’m all about tossing in more polyhedral dice to spice things up.


TP:  Who do you admire in the Independent TTRPG writing space and why?

GMR:  I really admire a lot of folks in the independent TTRPG scene. They include folk like RenĂ©-Pier, who introduced me to his Breathless system, and who has been an amazing, warm, and constructive force  within the TTRPG scene. You also have folks like Lost Guide Games, Pandion Games, Mike Low, and so many more, who are always there to listen, offer feedback, and even playtest what you’ve been working on. I have to say the indie TTRPG is awesome, and I am proud to be part of this group, for sure.


TP:  What got you into TTRPG's in the first place?

I got into TTRPGs back in the early 2000s. I was introduced to them through schoolteachers and mentors, and I began really playing back around 2006 or 2007. My first Game Master was David Howe, who introduced me to games like Shadowrun and the various White Wolf games. I played for several hours each day, in a tiny office with three chairs, until I graduated from Dulce High School in Dulce, New Mexico. I later became the forever GM/DM of my own group in college. I now play with different friends and family members I can convince to join me for some debauchery, among other things


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