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NEWS: Totally Pawsome Policies for Interviews and Reviews - Thundermouser

  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, 30 May 2023

TTRPG INDEPENDENT CREATOR MODULES/SYSTEMS: Jacob Rodgers

One of the best things about the TTRPG systems out there, is that there are writers who will help bring projects they love to the fore and give players a game that they can't wait to get their teeth into.  We were lucky enough to get a word with Jacob Rodgers, an author who worked on Beowulf: Age of Heroes and is currently working on Ashen Frontiers.  


Here we presented him with our first selection of questions and we couldn't wait to see what he had to say...


Totally Pawsome:  As a creator of setting and rules for TTRPGs, what inspired you to write the one you're most proud of?

Jacob Rodgers:  Wow, that’s a tough choice, just because I’ve been in the field a long time, and worked on some really awesome projects. I’ll cheat and give you a top three list (in no particular order):

BEOWULF: Age of Heroes was a great project, where we brought Duet (1 Gamemaster, 1 Player) to D&D, explored the Migration Era (all of your adventures are explained as the tales told by a Scop later on), and made some truly customisable and scary Monsters (capital-M Monsters begin Undefeatable, meaning they only take 1 point of damage when you hit them – you’ve got to figure out their secret weakness over the course of the adventure and the book is loaded with suggestions on what that might be).

Ruins of Symbaroum was another fun project where I was asked to join a team with the original designers and translate that existing setting into 5e. We made a lot of rules changes to do so – Corruption that affects all characters and can make you a NPC if it is not managed, Extended Rests that are the only way to recover all of your hit points and Hit Dice after 24 hours in a safe place, and Corruption when any spell is cast or a magical item is discovered or used, so both martials and spellcasters must pay attention to Corruption.

Ashen Frontiers is my new project, the first one where I’m leading the team working on it. Set on a broken world that is poor in metal, only the Elemental Planes are truly accessible, and arcane spellcasters can regain power by tapping into a primal source with devastating consequences. I'm really excited for it – I’m working on both 5e and Pathfinder versions simultaneously and each system is informing the other and you’re going to see a lot of improvements to the systems to support the setting.



TP:  What would you say is the best selling point of your TTRPGs?

JR:  Each has its own appeal, carrying on my cheating ways: 

BEOWULF came at a fortuitous (if bleak) time when we were all told to stay home and don’t see anyone outside the house. Having a game where you could play with your loved ones and no one else was good timing.

Ruins of Symbaroum brings dark fantasy to 5e in a major way. The monsters in the Bestiary are tweaked to an inch of their Challenge rating and the other rules make them even tougher. And Corruption is a constant threat – areas and monsters can give you Corruption and magic items can too, so no matter how you choose to fight the darkness, you’re screwed in the end.

Ashen Frontiers, well, folks that have been around for a while will likely recognise what I’m drawing on for the setting. I mean Black Hole Sun by Soundgarden, of course. No, I’m inspired by TSR’s Dark Sun from the ‘90s and the revelation that Hasbro would never touch it. I understand their reasoning, but I believe that there’s a way to do post-apocalyptic fantasy in a way that includes everyone. There are gladiatorial arenas in the setting, but folks sign up to fight in hopes of fame and fortune, not because they are forced to do so. Working on the setting is so often a process of challenging assumptions and I’m committed to doing it right.


TP:  Why the TTRPG space?

JR:  Depending on how you count it, I’ve played since about 3rd grade (9 years old, or so). A buddy and I would draw out mazes on graph paper, sit opposite each other so we couldn’t see the other’s sheet and describe the current conditions and ask for a decision from the other. 

So I independently invented TTRPGs in the early ‘80s. It was in the zeitgeist and I saw E.T. in the cinema, so that’s likely where the idea came from (if you’ve haven’t seen one of the most famous movies of all time, it opens with the main character trying to join the teenagers at a D&D game). 

From there, it was a wonderful process that continued to grow – I fulfilled a lifetime ambition to go to Gen Con one time in 2015 and I’ve gone every year since then. I helped out at a booth, ran demo games, and ingratiated myself such to have my first pro chance. Now, it’s a major part of my income.


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

JR:  I love all of them. We do monthly articles for BEOWULF that expand some aspect of the game or give you a new challenge and I recently finished writing KING BEOWULF, which is all about realm management and higher level play. It’ll be a little while before it’s ready for primetime, but everyone who has seen it has been impressed. 

Similarly, I just finished converting part of the epic Symbaroum campaign for Ruins, and that was a lot of fun. I think it really exemplifies what you can do in the setting, and some of the threats you will face.


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

JR:  I don’t think I’ll surprise anyone by talking a bit more about Ashen Frontiers. The Patreon is live – you can visit it by going to http://www.ashenfrontiers.com/patreon. I hope that my patrons will be excited to build out the setting and discover what I’ve done there.


TP:  Who do you think would love to play your TTRPGs and why?

JR:  I have a great playtest group, which includes several what I call ‘tame munchkins’ – folks that will point out over(or under)-powered combos, unclear rules, and anywhere they could abuse the rules but choose not to. So anyone who enjoys digging into a system and seeing how things work together will likely enjoy my games. 

Ashen Frontiers is especially exciting as I’m doing the same rules in two systems. Comparing the two might be really educational for a 5e player new to Pathfinder, for example.


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

JR:  So, about five years ago I had a meeting with one of the publishers I work with who is also a personal friend. He asked about my goals and I was clear with him – ‘I need X dollars a month to work in the field full-time’. We’ve been working towards that since then, but neither of us had ‘global pandemic affecting the global economy and shipping’ on our dance cards. In the end, it might be a good thing, as we’ve had to tighten things up and make careful decisions to continue to grow and that means we’re better coming out of the disaster than going in. 

But I’ve blown through my savings that I had hoped would carry me through and things are day-to-day right now. But I hope that Ashen Frontiers will contribute to the goal and I’ll get there some day.


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

JR:  Although it is inspired by a prior property, I think Ashen Frontiers might count (once I get done with it). If not, another project that I can’t talk about yet certainly does count. It’s a team project but I’m certain that it will be something more fantastic than any member of the team could produce on their own (certainly not me, at least).



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

JR:  Gar Hanrahan, Elaine Lithgow, Emmet Byrne, KC Shi, Sarah Madsen, and Walt Chiechanowski have each impressed me in their own ways over the years. Each has been professional and brought new ideas to the project each time.


TP:  What got you into TTRPGs in the first place?

JR:  I was a precocious reader early on and so Tolkien was an early love. I had some money (birthday or something) and told my Dad I wanted to go to the mall. He thought I was going to buy a video game, but it was MERP (Middle-earth Roleplay) instead. That was my first game, and my first lesson on how players don’t like railroading. Only up from there!

Thursday, 25 May 2023

INDEPENDENT TTRPG ACCESSORY CREATOR: Sarah - BoardGameSolutions

We've all dreamed of turning our idea's/dreams into reality, however very few of us ever have the chance to be able to, so when Sarah started BoardGamesSolutions back in 2017 it originally started as a side business.


Now a few years later Sarah and her husband are hard at work full time for thier business adding solutions and new items as they come up with them.  Here we were lucky enough to get some of Sarah's time to answer our starter questionaire...


Totally Pawsome:   When was the business launched and how did you pick its name?

Sarah, Bag's4Dice:  I started BoardGameSolutions in Jan 2017 alongside my 9-5 office job, and in July 2019 I quit my job to run this full time. When we (myself and my husband) were coming up with the name, we were trying to find a name that described the business without being too specific. I knew I wanted to start with bags (hence my twitter name “bags4dice”) but we wanted the store to have room to expand. The reason for starting with bags comes from our first “modern” board game, Eldritch Horror, which needed a bag to draw the monsters from, providing a “solution” to a problem in a board game, leading us to BoardGameSolutions.


TP:  What is your business best known for?

S:  I feel like our drawstring bags are what people come to us for. We brand them as dice bags, but we have people using them for a whole host of game storage, from growing dice collections, to drawing tokens, tiles and minis in games, even to whole game storage for some smaller games.


TP:  Why the TTRPG space?

S:  Making accessories for games combines two of my hobbies, crafting and gaming. When we first started, there wasn’t a great deal of options out there, especially in the UK. We wanted to be able to offer functional and affordable accessories, without compromising on quality or design.



TP:  What is your favourite product that you produce?

S:  Although it started with bags, I do love making our wooden dice trays. It’s very satisfying to put the frames together, and being able to print the liners allows us to have an infinite number of patterns and designs, and it’s particularly interesting working on people’s custom images. I will never get tired of seeing so many cute pets’ photos as the base of a tray!


TP:  How do you see the business developing in the next five years?

S:  I would love to be able to offer bigger and better products. At the moment the machines we have limit our sizes of playmats and dice trays we can offer, but being able to offer larger items, as well as more custom items like gaming scenery and battle maps etc is our ultimate goal long term.


TP:  How do you decide which products to create and sell?

S:  Almost every product we sell comes from us playing a game or campaign, and during gameplay encountering a problem that needs a “solution”, for example our card holders came from playing a game and running out of table space for our hand of cards, so the card holders have a small footprint to hold the cards upright, therefore freeing up table space.


TP:  Whilst you do take commissions, what guidelines do you have in place?

S:  I am happy to work with the tools I have to create custom orders, all I need is an image or logo and I can use various softwares to turn that into a dice bag, dice tray, playmat, even mugs and coasters, whatever they need for their table. The only main stipulation I have is that I cannot use copyrighted images unless the customer has permission to use them, so I can use your own character art for a dice tray, but I can’t use the Marvel logo or an illustration from a book.


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

S:  I’d love to be able to make a large playmat for our games table. We bought a Middle Earth map one a few years ago and while it does the job, I’d love to be able to create a custom map with places unique to us and our adventures.


TP:  What do you think are the best services you offer to others in the TTRPG space and why?

S:  I love being able to offer custom work. I’ve worked with everything from custom character art to game shop and guild logos, to photos of families and pets. It’s great to be able to offer a unique item that the customer has a hand in designing, and being able to offer it across all of our items too makes for great gift sets! We have everything in house, from design software, fabric printing, wood cutting and embroidery so it really helps offer unique designs,


TP:  Competition between independent business is at an all time high, as a small business what makes you unique that you feel helps show customers why they should do business with you?

S:  I think what sets us apart from others is not only do we offer custom work, but we do it all ourselves in house. All I need is a logo/drawing/photo from the customer, and I can design that into whichever item they’re looking for, and make it in house without having to rely on (or charge for) 3rd party suppliers such as fabric printers like spoonflower. 

Tuesday, 23 May 2023

NEWS: Tales of the Valiant Kickstarter - Kobold Press

 

Hail Mighty Readers and Rollers of the Maths Rocks,
Our friends at Kobold Press have reminded us to let you know that Tales of the Valiant, aka Project Black Flag, goes live today, here.

Here is their statement:
Kobold Press is excited to launch its next project: Tales of the Valiant. Tales of the Valiant (ToV) is a Core Fantasy Roleplaying game that builds on the Creative Commons foundation of 5th Edition. The Kickstarter includes two books: The Player’s Guide and the Monster Vault.The Player’s Guide includes 13 base classes, lineages and heritages from classic fantasy roleplaying, and all the rules you need to be a player or GM—all in one book.The Monster Vault includes every dungeon-crawling and fire-belching fantasy creature you need to craft compelling fantasy encounters.Fully compatible with the 5E products you already know and love, Tales of the Valiant is a new game, but if you’ve played 5th Edition D&D, you’ll feel right at home. Back the Kickstarter today and become one of the Valiant!

Thank you,


ThunderMouser

INDEPENDENT TTRPG KICKSTARTER LAUNCH: Dragon Dowser - Hatchlings Games

 



Our Friends over at Hatchlings are kickstarter launching today for their game Dragon Dowser, a single player ttrpg jounaling experience for players of all ages, go here for more information.

TTRPG INDEPENDENT MODULE CREATOR INTERVIEW: MIRAGE COMPANY

TTRPG's are a wonderful way to escape the real world, but there are times when you can't find one that scratches that itch for some of the other things that you love.  So what do you do.  In the case of the Mirage Company, two friends decided to create their own.

Wellspring, is a manga, fantasy, lo-fi Japanese style RPG and when blended with synthwave sounds as well as dying earth themes, presents a TTRPG that will strike a chord with a great many players out there, so we were enthralled enough to ask our interview questions to the two creators...


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

Mirage Company:  As far as modules go, we don't create those, but Abby's made Cephalopod Squad which is a Honey Heist hack. She was playing a hell of a lot of Splatoon while waiting for me to finish up a Wellspring update so she had the time to make that. We're proud of that one.


TP:  What would you say is the best selling point of your TTRPGs?

MC:  A fresh take on fantasy. Our games will mostly take place in our Wellspring setting, which is inspired by our love for manga and vaporwave stylings. We're calling that combination mangawave, and we want to tell a progressive sort of fantasy story with our works.


TP:  Why the TTRPG space?

MC:  Just like everyone else, we love collaborative storytelling and the conversations that brings. We wanted to make a game about journeying through a grim sort of world, and we couldn't find one that played the way we wanted it to. So we're making games.

TTRPGs aren't the only ones we'll be making, but it's where we'll be starting.



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

MC:  Our main project, Wellspring RPG, is in alpha. It's been about a year in development; we're super excited. It's got journeys and a tactical battle system that's on the way very soon.


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

MC:  See #4.


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

MC:  Anyone who's tired of not being represented in media. You can be anyone - yes, anyone - in Wellspring. We've opened the space for this, and that design is intentional. We want you to be yourself, or anyone else you love in manga, anime, and fantasy.


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

MC:  Season 1 of Wellspring will probably be ending in 5 years, then we'd be thinking of a second edition. I think we'll have some books printed in 5 years, if there's enough interest for that. 

We're really making games for people like us, and we think there's enough sickos out there to at least do a li'l baby print run. I gotta market this thing, huh? One day...



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

MC Gwaja: Man if I had a the time and resources, like infinite money, I'd make a vaporwave/glitch-core-styled RPG. I'd do it like NieR, or something. Just wacky shit because I'm not normal.

Also a persistent sort of live-service game, probably played on a website. I have a really good idea for that; I'd like to do that one day.

MC Abby: A serialized comic, probably? Honestly I don't know, like, what it would be about, it could be, like, theoretically anything.  I really love sequential & visual storytelling and it would be a fun way to flex my artistic muscles. But given the sheer amount of time that sort of thing requires on any professional scale, it's definitely a pipe dream at this point. Someday, maybe. 


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

MC:  Man, we really love everything Luka Rejec is doing. We get to chat with him sometimes and it's always a blast. Actually it's been a while, where has the time gone? Big shout out to him, one of our first supporters actually.

We love GreyWizard and Rey, the Break!! RPG guys. They also support us and we've had a couple chats with them. If that game was out earlier when I was thinking of making games (it's coming, finally!) I might have just ended there. That's totally in our wheelhouse.

We're also big fans of Massif Press. Literally everything they make is our shit. I think we arrive at the same answers for how games should be designed, crunchy or not. They're totally starting a D&D 4e-themed renaissance and we're a little bit on that wave from a different angle. Our battle systems are little 4e-like by accident and association. We like those tightly designed card games, tactical combat games, and mech games too.

Wellspring's got a little bit of Lancer and ICON in it, for sure. Tom owns.


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

MC Gwaja: Demon magic. Nah, but for real, I was in a club in high school that lasted like 2 weeks. A friend wanted me to play D&D in his club that he started, and that got me interested. I made a character sheet and then didn't touch 'em for 15 years. Another friend hit me up and was like, I wanna DM for you and our friends since I think it's your shit.

It was. Then he quit after 2 sessions. He hated DMing. So I was like yeah let me just do it. I'll learn the rules and just let it fly. Then I used none of the 5e reference manuals because I just wanted to toss people into my universe and some of the stuff in those books really sucked, man. Not to be a hater, but... I didn't feel like I fit into those fantasy stories as a minority. That was my intro. 

MC  Abby: Literally everyone says Critical Role but tbh for me it was The Adventure Zone. I'd played a little bit with my family before that but TAZ was what really sold me on the concept and got me searching for groups to play d&d with for real.


Saturday, 20 May 2023

KICKSTARTER FUNDRAISING: Knight - Mark Beren


Hail Mighty Readers and Rollers of the Math's Dice

Our friend Mark Beren (interview appearing on site on the 13th June), is fundraising for his TTRPG Knight, from today onwards.  Its a fab project with the chance to don your armour and to venture forth and is ideal for fans of Excalibur and other Arthurian adventures.  Go here to see what the kickstarter goals are and the additional Unlocks are for goals.

Thundermouser.

Thursday, 18 May 2023

INDEPENDENT TTRPG MODULE CREATOR: Joshua E Ohmer

Many TTRPG Creators have hopes and dreams alongside projects that they'd love to devote time to but sadly with having to make a living in the real world, they can take time to get to fruition, Joshua E. Ohmer was one of these who after 22 years working in a bookstore was able to become a house spouse and devote more time to his passions which include photography, Calligraphy and story driven Larps in Southern Indiana.


We were lucky enough to catch a word with him to find out about the modules he's written which are available on DMs Guild.  Here's what he had to say...


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

Joshua E Ohmer:  I haven't been publishing for long—just since September—and my four products so far are all part of the same project, a series called Smoke & Thunder. They bring rules for firearms, explosives, cannons, and related equipment to D&D 5e. The inspiration comes from my personal campaign world where medieval high fantasy characters interact with colonizers from space, and there's a spread of technology from black powder to lasers. So, I needed robust firearm rules that weren't overpowered. When Spelljammer 5e came out, it only hinted at firearms, so I figured other people would want the rules I'd already mostly written. 


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

JEO:  I think the best selling point is that Smoke & Thunder allows characters with bows, muskets, machine guns, and lasers to all feel unique and yet not wildly different in power. 


TP:  Why the TTRPG space?

JEO:  I've been playing D&D and other TTRPGs for 32 years. I've always liked tinkering with rules, especially seeing how a clever game mechanic (in RPGs or board games) can elegantly represent a real-world or fantasy trope. 


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

JEO:  It's hard to pick one, but the latest volume, Magical Munitions, was a lot of fun to write.  Magic items can be so varied, from utilitarian to epic to humorous. 


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

JEO:  Right now, I'm taking a break from larger projects to create a few different PC species as short one-offs. I'm planning a couple of elf subtypes, modrons, and a couple other surprises. When I gather enough spoons to return to bigger projects, I'm planning to write a rather large guide to chronomancy. 


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

JEO:  Anyone who likes their D&D a little more historical—or who wants to play D&D with modern or futuristic technology—should enjoy my current supplements. Smoke & Thunder is not a setting, but it can augment or form the basis for any number of settings, and each volume includes advice for how to use its contents in a variety of ways. 


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

JEO:  Well, I'm only 8 months into my creator journey, so it's hard to say where this will take me. Right now I'm focusing on producing content that I find fun to write and fun to play. I'd love to see some of my work in print—maybe within 5 years! 


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

JEO:  This is completely unrelated to my other work, but I have what I think is an excellent design for a board game. But it's based on the 1998 movie Dark City, so I think it's probably a long shot! I love the film and I have some really evocative mechanics in mind. 


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

JEO:  This might sound like a cop out, but I admire the whole #ttrpgcommunity of Twitter. It's been such a welcoming space and really helped me promote my work and gain confidence in my ability. 


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

JEO:  The summer before I started 7th grade, a friend introduced me to D&D. We didn't really know how to play, at first—and we were actively mixing Basic, 1st, and 2nd editions—but I loved figuring it out and was hooked for life! 


Tuesday, 16 May 2023

INDEPENDENT TTRPG CREATOR: Brandon

We love to feature people who have had the creativity to sit down and write their own modules for TTRPG's.  Brandon, a prolific twitter user and supporter on Kofi, took the time to answer our questions and let us have a look inside his life as a creator alongside mentioning his real life work as a sensitivity reader and creativity consultant...

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

Brandon:  As a new writer I've just put out my first module, Dreamweaver's Debate, and the source of that was a session I made for my players in my home game because one couldn't make it. A called the game almost entirely improvised and thought it would be really cool if others could experience this too.


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

B:  Roleplay. In Yl'fe there are a number of mechanics that allow you to embody your character and really feel like you're playing their part much like an actor. From role-playing how one starts rumors or gathers info from them, how healing needs communication between players and talking about how they feel and what they think to many other elements of the game that bring out these great elements of ttrpgs in general.


TP:  Why the TTRPG space?

B:  TTRPGs allow everyone to be a storyteller, and from shows like: The Unexpectables, TFS at the Table, Critical Role, Dimension 20 and more individuals than I could fit on a page, I was enraptured by the amazing potential all tables have.


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

B:  Yl'fe is my favorite as it has mixed two of my loves; folk tales and cosmic horror are genres that run through so much of my philosophy of life through stories. The inspiration and power through generations alongside the humbling and thought provoking mysteries that affect us in the now. Combining those two elements I have been given the chance to inspire and intrigue friends and fello players alike.


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

B:  I just finished my latest project but my next one will hopefully be a Kickstarter for Yl'fe and it's art. I want to have an illustration from many things in my book but I'll need a lot of help for that to happen.


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

B:  I think Omega Jones (Critical Bard) would be a fan. If I recall they're a fan of the roleplay element in ttrpgs which Yl'fe is all about. Plus with faeries and Abstracts, his outfit choices would be endless!


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

B:  I want to branch out to the community and travel to cons, meet players and creators, make funny videos with them, and tell dramatic stories with them. My dream is to be on a panel talking about my works to people who've enjoyed them. 


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

B:  I would want to make a game focused on poetry, incorporating haikus and poems into expressions that could be utilized in game mechanics. I don't know how yet, but someday. 


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

B:  There are so many I would love to name, but I would like to point out Adam Brown. He writes 5e supplemental material and on top of being a fantastic and creative mind, he is a really kind and considerate person.


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

B:  My friend Max, back in 2015. He wanted our friend group to play D&D together and when we started he showed me the D&D homebrew site. I had no idea what the official rules were for a little while but the fun of the game captivated me from session 1. 



Thursday, 11 May 2023

NEWS: Totally Pawsome Policies for Interviews and Reviews - Thundermouser

 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 roles and would like us to do a feature with our initial 10 questions please contact us at our email which is drosdelnoch (at) hotmail.com:

1)  3d Miniature designer

2)  Accessory Maker (Dice, dice trays etc.  This is for Businesses that cater for TTRPG's)

3)  Fantasy Artists

4)  Podcasters

5)  Module/System Creators


We are here to help promote the community and we do review items, contact at the same email address if interested.  We also review items that we have purchased ourselves, if the item has been sent for a review by someone else, we do state this in the review.


We hope this makes things clear and shows transparency with our policies.


Thank you,


Thundermouser

INDEPENDENT TTRPG CREATOR INTERVIEW: Ramona Alksne - Alderdoodle

Everyone in the TTRPG space loves to create their own little pieces for games and whilst some of us are all fingers and thumbs (I mean me, poor ThunderMouser)  there are a lot of very talented people out there that help bring the experience to the table in magical ways.

To this extent we have an interview today with Ramona Alksne, a lettering artist illustrator based in Bristol, whose beautiful illustrations combine with her letting to create fabulous cards, letters and dreams of her own book of fabulous spells.  Here we let Ramona tell you more about herself and her business Alderdoodle...


Totally Pawsome:  When was the business launched and how did you pick its name?

Ramona Alksne:  Alderdoodle was born at the end of 2019, but it wasn’t until 2020, when I first created the d&d cards, that it felt like it could be something great. 

The name Alderdoodle is my last name translated from Latvian to English + Doodle. A combination of what I love to do and me and my roots (get it? Because an alder is a tree. I’ll let myself out..)


TP:  What is your business best known for?

RA:  Beautiful d&d accessories with gold embellishments.


TP:  Why the TTRPG space?

RA:  Because I love stories. And I love telling stories while rolling dice. Through my d&d spell cards or handwritten letters, I get to be a small part of thousands of stories. It’s an amazing feeling.


TP:  What is your favourite product that you produce?

RA:  One of my absolute favourites is the handwritten letter prop. There’s just something so good about running a game and telling the party they’ve received a letter and then actually handing over a physical thing they can touch and interact with. It’s easily customisable to fit whatever game you’re running and because it’s handwritten, no two will ever be the same.


TP:  How do you see the business developing in the next five years?

RA:  While I’ll always love and create for d&d, I want to expand and create more accessories for other tabletop rpgs. I already have progress clock cards for Blades in the Dark and there are so many amazing systems and games out there that, I’m sure, could use a shiny accessory or two as well.


TP:  How do you decide which products to create and sell?

RA:  The idea usually comes while I’m playing d&d with a ‘wouldn’t it be neat if I had this’ and then seeing if I can make it. It’s how I started making spell scrolls. It’s how I got the idea for the blank spell cards too. I didn’t like how the official ones looked so I designed my own.


TP:  Whilst you do take commissions, what guidelines do you have in place?

RA:  No NFTs. No AI. It’s custom work so it won’t be done the next day. Generally, I’m pretty easy going and if you do need something so totally yesterday, I will work with you to see if we can work something out.


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

RA:  There are 2 things. One is a spell book. Think big, leather cover tome. Gold embellishments and ornate decor. Filled with sheets of intricately illustrated spell scrolls.

The other would be a collaboration between myself and an adventure writer. I would love to work with them on a module that would involve handwritten handouts and scrolls and cards. 


TP: What do you think are the best services you offer to others in the TTRPG space and why?

RA:  As far as services go, custom lettering for sure. Whether that’s calligraphy for letter props or a custom lettered logo - drawing pretty letters for nerds is my jam.


TP:  Competition between independent business is at an all time high, as a small business what makes you unique that you feel helps show customers why they should do business with you?

RA:  I’m a firm believer that a rising tide lifts all boats and ideally, the only people we should be competing with is ourselves from last year. 

That being said, I make some kick ass paper goods for your ttrpgs that will help you stay organised in style and create a more immersive experience for your games.

I also create trade dress and illustration freebies to help out the writers and designers that might not have the budget for custom art.



INDEPENDENT TTRPG SYSTEM CREATOR: Kickstarter Launch for Tales from Myriad


Hail Mighty Readers and Rollers of the Maths Rocks,
Our friend Carson Daniel Lowmiller (whom we have interviewed here) has kickstarted his project, Tales from Myriad.

You can head to here to support this fab project and get ready to enjoy the benefits upon release.

Thundermouser.

Wednesday, 10 May 2023

INDEPENDENT TTRPG SYSTEM REVIEW: Weirdspace - Paul Cat

RELEASE DATE:  29/07/2021

PUBLISHER:  Lulu

SYNOPSIS:

When it became apparent that Earth was on its last legs with pollution, zombie viruses, running out of resources, conflicting ideologies and wars over all the above, some of the greatest minds and richest corporations built terraforming machines to turn uninhabitable planets into somewhere that Humans could settle and, you know… not go extinct.

Knowing this wouldn’t be a short process, they opted to test out a couple of hundred such devices in a small cluster of space so they could see which ones worked and which didn’t, that way future generations or those frozen in stasis could use the ones that worked best to terraform a much larger world as a second stage. (Terraforming or terraformation of a planet, moon, or other body is the process of deliberately modifying its atmosphere, temperature, surface topography and/or ecology to be similar to the environment of Earth to make it habitable by Earth-like life.) The small rocks chosen were those in the rings of Saturn, relatively local to Earth in grand scheme of things and once Humans reached it with conventional space travel, the machines would have had time to do their thing, so the destination would be somewhere with flora and fauna.

The good news is that most of these worked and the system of small 50-300 km2 planetoids are indeed habitable, the bad news is that by the time Humans arrived they were not exactly the dominant species like they were back on Earth, leading to this curved bit of the universe becoming known to them as Weirdspace.

It also didn’t help that some of these machines hit odd space phenomena on their way to these strange little worlds, which only made them more even more abnormal and may have been the start of some of the Gods and Godlike entities here.

The core rulebook is set approximately 100 years after the Humans arrival, with most now having being born and growing up in this system and these devices being lost to time. There are still groups searching for the terraforming devices, but as with anything over time some of the information as to why these are being sought have been confused, mistranslated, or recorded in now corrupted databanks. There are corporations and religious organisations wanting the tech for themselves to start new worlds in their own image, and still large planets that have yet to be tapped for their resources. These groups often hire independent contractors to seek these devices, and map the system in the guise of producing a guidebook for travellers and tourists. If a device is located these can sell on the black market for thousands, potentially hundreds of thousands if found on a successful world.


REVIEW:

I was lucky enough to be sent a copy of this ttrpg (and its additional books, Ganzo, Vampire Vending Machine) in exchange for an honest review.  Ok, now that we have the disclaimer out of the way lets get down to facts, what is weird space?  


Well to be blunt, as the name would imply its a futuristic ttrpg set in space and nothing that can happen can ever account to how weird the players are.  (I'm not joking, this is a TTRPG for people who love to create memorable PC's who can be as twisted or as mentally challenged as you like.  For example, you can be a Space pilot like Howling Mad Murdoch (with the skills being offset by the fact that he's technically insane), as tough as BA Baracus with a habit of losing your temper etc. or something so unique that no one has thought of it yet.)


What makes this fun is that there are various ways of generating your character, for example you can be a young person out in space on their own for the first time, learning first hand that its a messed up universe and thus learning through experience, or you can be a jaded adventurer who has seen some hell and knows enough to look at getting the hell out of dodge while the going is good.


The system is a pretty simple one to follow for character design, doesn't require a ton of dice for each player (D6's and D10's mainly) and above all else really has had a lot of careful thought added to how you advance and level as well as giving you idea's that you can implement into your game or completely ignore and create your own version of the Weird.


It is fun, players will get confused and wonder whats happening and with the addition of Space Vamps and Were's if you find yourself on a certain planet you'll either be a slurpee or a steak dinner.  


That said, there are multiple ways to introduce characters, be they a player getting a new character because their last one didn't listen and got munched, stomped, sucked into space or even dissolved into a pile of space goo by looking down the wrong end of an unknown machine or a new person to the ttrpg scene who has a penchant for space opera and can't wait to hear the fat lady sing whilst looking for strange people in extremely spangly bikini's.


It is, as the name ensures us weird, it is space and when you throw in all sorts of chaos that not just the DM throws in, we all know how crazy players can be, really will lead to an experience that will entertain all of you for quite some time, whether its laughing at Mongo for eating the dodgy alien curry and getting xenomorphed or watching Dirk getting covered in latrine contents as he's in there whilst the ship goes to hyperspace.  (Someone forgot to flush beforehand.)  


All round, it is a really cool experience and with so much freedom being granted within the rules, really means that the only limit is the teams imagination.  Can't find a rule, invent one and make a note.  Its all for the good of the team and I suspect that a followup with contingencies will be forthcoming as more people allow the author to know about the chaos they've caused.  This really is a game that I can see a whole host of people who don't like to take things too seriously enjoying and if you get the right DM, a game that will create many lasting comedy memories.


Tuesday, 9 May 2023

INDEPENDENT TTRPG CREATOR INTERVIEW: Adventure Slang


Finding a team of creators who support each other is a wonderful thing, and here in their world of Nuovarden (loosely translates as New Garden) is a world that is not only a blast to explore but can add so much more to your own adventures (you can visit at their own website here.)  With a firm belief in supporting the community with regular podcasts, as well as appearing at conventions (see list later in the article) they're well placed to bring many a new player to the hobby.

We were lucky enough to grab a word with Dungeon Misterly who let us know quite a bit more about Nuovarden and a live twitch stream from the 10th April 2023 through to 1st May here...


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

Dungeon Misterly:  As modules go I wrote a number of separate adventures for Dragon Turtle Press and their Carbon 2185 line. The one I’m most proud of is called “Transcendent Nouveau” (part of the Legacy Rising series). I was inspired to explore a bit into transhumanism, a disturbing and fascinating theory about how humanity might change with the direct integration of technology into our bodies. Since the genre is cyberpunk, it was the prefect opportunity to give it a shot, and Robert Dodds (the owner of Dragon Turtle and the Carbon line) was kind enough to give me carte blanche on my ideas. Cyberpunk is one of my favorite genres because it crosses so many borders between what is and what might be. We’re really living an early cyberpunk reality right now, and it’s evolving all the time.


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

DM:  For sure it’s my storytelling. I’ve been obsessed with fiction my whole life, and when I finally went to college my goal was to be a fantasy writer. I ended up going down the literary fiction rabbit hole, and I also learned and practiced just about every other kind of writing, but I always come back to story. When I write anything for TTRPGs I think hard about story: why are the characters here? What are their motivations? What is the plot and is it tight?


TP:  Why the TTRPG space?

DM:  I took the infamous 25-year hiatus from TTRPGs in the early 90s and went on with college, family, and career. At the end of the hiatus, I didn’t think I would get back into these games, so I gave away all my stuff, haha. Six months later, on a whim, I sat down for my first game of 5e and was immediately transported back to the early days of my gaming obsession. After playing for about a year (and creating my own adventures for a friends and family campaign) I started branching out into playtesting for companies when they advertised it, and I joined Discord servers where I met creators. My years of writing experience ended up serving me as a freelance editor, design consultant, and eventually writer. It was a perfect venue for me to write things that actually saw an audience.


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

DM:  Without question my favorite product is my Nuovarden setting and associated Fortunes d4 System. I knew one day I wanted to have my own line of products, and I figured it would be something I would pick up later in life, maybe after retirement (I’m a long way from that in any formal sense). But after I moved, I ended up in a home game, and through some pretty heavy discussions with my friend Mike, ended up dreaming about a game where player agency was as much a part of the game as any mechanic. I woke up and started writing, and I’ve been working on it non-stop for the better part of two years. It’s my favorite for many reasons, one of which is because it came out of that dream, and the other because it gives me that old feeling back to when I was a kid and first discovered TTRPGS.


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

DM:  As mentioned, I am still at work on Nuovarden. Pretty quickly after I got working on it, I started a company called Adventure Slang Productions. My daughter has a great mind for games and is a designer herself, and together we’ve been doing the gritty work of fine-tuning things and making it look nice. The setting is a non-medieval garden dimension where a cataclysmic event changed the dimension in wildly dynamic ways. The original people, called Lanplac, and a visiting trans-dimensional people called Starnam, found themselves sharing the world with six other peoples that manifested overnight thanks to the release of manifesting energy into the dimension by the Starnam. The result trapped the Starnam in the garden along with all of the other people, and the change also affected the flora and fauna in strange ways that, even 100 years later, the people are trying to learn about. The setting has flavor elements that might appeal to fans of Avatar: the Last Airbender, Castlevania, Monster Hunter, and other high adventure media. Technology in Nuovarden is loosely Bronze Age, though rumors of lost technology abound. Players choose from eight “cultures” and seven subcultures, and each is attached to a specific discipline. There are no classes in the traditional sense, rather the characters use mastery of their discipline (referred to as Primacy) to manifesting the things they need. There are eight core disciplines: Body/Mind, Song/Silence, Element/Technology, and Lore/Mystery. As characters evolve, they gain new disciplines to help them control the environment they live in.


The system is also unique. We use a d4 system that offers a robust series of mechanics that carry the simulation of reality without interfering with the narrative. Players make one or two actions, and may apply one to two dice per action, based on a limited pool. To help increase the percentage chance to hit the mark (usually ‘4’), the characters also have a pool of points representing primacy in their discipline(s). There are several other mechanics, but one of the most popular is our Assist Roll mechanic. During an active player’s turn, any other player may, if they have dice available in their pool, throw in on the active player’s turn once per roll. The Assist die is compared with the other di(c)e in the roll to determine a variety of outcomes. It’s a very cool feature of the game because it keeps the table engaged regardless of whose turn it is.


TP:  Who do you think would love to play your TTRPGs and why?

DM:  Our games genuinely strive to create a new experience, in setting, system, or both. With Nuovarden it’s definitely both. Erin and I agree that Nuovarden offers appeal to players looking for something different from medieval fantasy in particular. It also appeals to veteran players looking for that elusive “early experience” where the players truly don’t know what’s around the next corner. As mentioned, the system also encourages player agency and creativity – no spell slots or limits on ability beyond resource points and discipline primacy. If a player think it up (and it fits within their discipline) they can try it.


Anecdotally, our play testers say that Nuovarden feels truly original, and they tell us it’s “fun.” We’re also proud of the speediness of the game. Combat is legitimately quick, despite a virtually infinite number of options for PCs to explore.


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

DM:  My hope in five years is to have several Nuovarden products available for players, in addition to a couple of other “secret” projects currently on the horizon. I’ve had an amazing career path in my life, from education to science, and now game design. Every job I’ve ever had involved writing, so I can say I’ve not only achieved my personal goal, but I continue to use my education. If things go all right, in five years lots of people will be playing Nuovarden and discovering our other games along the way. I continue to do freelance work here and there, but I plan to be writing and designing exclusively for my own projects by that time.


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

DM:  Fait accompli! Now I just have to perfect it. But I am always thinking about how to make unique things – I’m not much for tropes and other cliches.


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

DM:  I have a lot of friends in the space, and while not all of them are writers, they are all creators. I really appreciate the work and insight that Brandish Gilhelm (Runehammer) brings. He has a philosophical angle and great sense of humor that both appeal to me. I also have a lot of respect for Matt Mercer for being an old school DM, but also a seemingly genuine, and genuinely good, person. I also think Deborah Ann Woll is outstanding as a writer/creator. Others that come to mind are Connor Alexander, B. Dave Walters, Tanya DePass. There are so many awesome people, and not just writers but creatives all around.


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

DM:  My introduction to TTRPGs came as a request from my friends in 1983 middle school. They had heard about this Dungeons and Dragons game and told me to go meet a kid in the library (Mike W.) that would explain it to me. So, I learned the rules, taught my friends, and continued as a forever DM until about 2016 or 2017 when I made new friends who also liked to run games. But, man, I am grateful that my middle school friends got me to check it all out.


If you're out and about, Adventure Slang will be appearing at the following Cons:

May 26 - May 28 2023 - KublaCon - Burlingame, CA

June 30 - July 2, 2023 - RageCon Reno, NV

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Thursday, 4 May 2023

INDEPENDENT TTRPG CREATOR INTERVIEW: Skies of Fortune - Dread Priate Syzer, Hipster Cthulhu

TTRPG's really do bring people together and whilst you usually tend to think about independent creators as individuals games like Skies of Fortune has two from opposite sides of the world.  Dread Pirate Syzer and Hipster Cthulhu, met through a well known anime youtubers discord.


Bouncing idea's off of each other from Iowa and London (UK), they're bringing Skies of Fortune to the TTRPG space in 2024 where players can take their adventures to the air...  Here they tell us about their rich environment that will spark many an adventure where pirating pays off well...


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

Skies of Fortune:  Our lore-rich setting and emphasis on pirates as adventurers helps us stand out! 


TP:  Why the TTRPG space?

Skies of Fortune:  As two people who were the forever GMs amongst our friend groups, we’ve always enjoyed giving people all the tools we can to tell their own stories. And creating a ttrpg is the ultimate form of that. 


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

SoF:  Skies of Fortune is an independent, semi-crunchy, lore-rich setting in which players take on the role of sky pirates, making their fortunes while keeping the tyrannical imperial powers off their backs. It has 10 unique classes, classic fantasy ancestries alongside a whole pet shop of anthro ancestries, and a cooperative and fun airship combat system. 


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

SoF:  Fans of DnD will feel right at home in the Skies as the combat and skill systems have similar feels. Also, anyone who wants to cast aside the surly shackles of gravity and the strictures of polite society should enjoy their time as a rebellious sky pirate. 


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

SoF:  It all depends on how well the Kickstarter goes lol. But potentially adding expansions to Skies of Fortune and even producing brand new settings! 


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

SoF:  We would still be making Skies of Fortune! This is THE project, the one that we’re putting our all into! 


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

SoF:  Dread Pirate Syzer’s answer: Ever since my first DnD adventure in Sigil, I’ve been a fan of Monte Cook, one of the chief designers of Planescape and creative lead at Monte Cook Games. He produces unique and engaging settings. 


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

Dread Pirate Syzer’s answer: Games I used to play with my childhood best friend, that were just a step up from pretend, based on Mega Man and Star Wars.

Hipster Cthulhu’s answer: Futurama – Bender’s Game. I went out and bought a DnD Homes basic set that day.


Twitter Art credits: Logo : @LostHavenArt Leviaspawn: @artcher_artwork Savin the Sky Witch: @TheHoly_Bro The Sirocco Airship: @RossySculpts

Letter Writer by Jennifer Brown (no Twitter)