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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...

Friday, 30 June 2023

TTRPG INDEPENDENT PODCASTER/YOU-TUBE INTERVIEW: Chris Colon

Having been fascinated with stories of magical origin from the Carribean, it wsa inevitable that Chris Colon, a second generation voice actor, would move into the TTRPG space.  Now the producer as well as player in the fab, Voices of Color, as well as the admin/producer for The Mythic Initiative keeps him pretty busy.


Grabbing a few minutes from his day, we were lucky enough to get Chris to answer our starter set of questions, here's what he had to say...


Totally Pawsome:  As a creator of podcasts for TTRPG's, what inspires you each time you sit down to record?

Christopher Colon:  The thing that always keeps me coming back for more is creating a new story with the people I  share a table with. I love to write stories, but they are nothing without the cast's input as their ability to infuse their own experiences into my stories has always made them richer and more meaningful than I could have ever created by myself.


TP:  What would you say is the best-selling point of your Podcast and what has people coming back for more?

CC:  I would say the cast's performance is the best-selling for The Mythic Initiative. Hamnah (@lilithttrpg), CJ (@scholasticdragn), Vyn (@VynVoxVa), and Sea (@SeaPlaysRPG) are an extremely talented group of performers who are able to play with emotional beats in ways I could never imagine. From hitting comedic high to tear-jerking tension of drama they always manage to outdo themselves, have made the show what it is today, and are what keeps people coming back to see more.


TP:  Why the TTRPG space?

CC:  I am an actor who has to audition every day to be a part of the next production or project but the caveat with this is that you will face a lot of rejection as you are not always going to be the best fit for the role even though you might be a great actor. TTRPGs are different as you don't have to worry about trying to fit into someone else's role as you are the one making it up. On top of this collaborating with other feds that creative part of me that I can't get anywhere else while at the same time allowing me to improve my skills as a performer.


TP:  What is your favorite individual podcast that you've worked on and why?

CC:  I would have to say The Mythic Initiative. This was my first escapade into AP production/Streaming, and I was able to learn much about what goes into a live production. Plus, having it on my own channel allowed me to get really creative with it in terms of design, which I have never done before.


TP:  With some podcasts being a little behind the actual play of the game what can you tell us about what you're up to now?

CC:  At the moment I am working on two projects which hopefully come out towards the end of the year if time permits. The first project is the second session of The Mythic Initiative which is a continuation of the first season as it follows our monsters across the U.S. as they try to stop the apocalypse and the new threat that comes with it. It's going to have new art for all the cast members, we will be using a new game system, it's going to have a ton of guests from across the TTRPG space, and a couple of special episodes that will make this season better than the last. The second project I am working on is titled Fatebreaker which is a Godkiller campaign, inspired by pieces of media like Arcane and Andor, which I am extremely excited for as the art is exceptional and the cast member, I have on board is phenomenal.


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

CC:  While I don't have any TTRPGs of my own that I have made, I will say the reason people watch my productions is due to the narrative element that I really focus on in my shows. This narrative focus provides not only helps create an engaging story for the audience to remember for the years to come but also provides a space where my cast members can explore their emotions without the fear of being criticized which makes our audience feel at home. 


TP:  Where did you see your TTRPG podcast take you in 5 years?

CC:  I really hoping to finish up The Mythic Initiative by then as the whole series in total are planned for 3 seasons (we are currently producing season 2) but I'm hoping to produce something of a sequel series for it with a whole new set of character and would be inspired by the spider-verse movies both in design and story but that's if I have the time to do it as I am a team of one trying their best XD.


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

CC:  I would say that the sequel series to The Mythic Initiative as I am currently obsessed with the Spider-verse movies that have come out in the past few years and the art behind them. I am currently looking up a lot of things around the design aspect of the movies and am thinking about dipping my toes into new programs to help me achieve that dream. This show would be something that I haven't really seen done in space yet and the story that I have in mind for it would be unlike anything I have written before, which would be a challenge for me, but I would love to do it.


TP:  Who do you admire in the podcast community and why?

CC:  Stellaluna (@stellalunaTV) for sure! They have not only produced some of the most incredible pieces of work I have ever seen (in terms of design and performance) but they also have given their own time to help the community whether it be by providing people with new opportunities to be a part of the streaming space or teaching newbies on how to create on their own content. I hope to play or produce something with them one day but until then I am going to keep rooting for them and support everything they do.


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

CC:  I’m going to be honest with you all here. What originally got me into TTRPGs was a crush I had for someone back when I was at college. They would be constantly watching Critical Role in class, and I thought if get into TTRPGs it could be something else we could talk about but needless to say, that relationship didn't work out as I planned it XD. I am glad that I pushed myself to learn about TTRPGs though as it has given me a creative outlet to express myself and has helped me meet new people that I would have never met without these wonderful games.

Thursday, 29 June 2023

INDEPENDENT TTRPG MODULE/SYSTEM CREATOR: Pierrick Simon

Whilst a lot of people tend to associate TTRPG's with more of a hack and slash type of game, they can actually be quite deep, especially when independent module creator's are set loose.  Pierrick Simon, is one such person who has tackled a lot of different idea's within the D&D setting, from his Monk class through to his Vault of the Thinker were puzzle have the players on edge as they fight against time to achieve their goal.


Throwing Pierrick into our own question adventure, we couldn't wait to see what he'd come up with for his answers...


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

Pierrick Simon:  The module I am most proud of is called « Vault of the Thinker », a dungeon for D&D 5e. It is inspired by my love of heists and by my passion for academic philosophy. Only one of which I practice in real life. In it, you raid a vault filled with puzzles. A time constraint heightens the stakes, and gives it a real turn-by-turn dungeon-delve feel that I am also a fan of.


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

PS:  The best selling point for my products is a very simple design philosophy : if I create something for Dungeon Masters, I consider it to be my responsability to come up with something that actually saves time for them to use. In other words, I need to be the one doing the heavy lifting in this relationship, and not just inspire ideas in them (which is also nice, admittedly). The only way that I know how to do that is to put a lot of care into making sure that the themes I invoke and the gameplay I outline are mutually reinforcing. And so I always keep an eye on design questions that people usually need help thinking about, because they can be a bit abstract.


TP:  Why the TTRPG space?

PS:  I’m hooked !


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

PS:  For D&D 5e, I produce Action-Oriented Monsters (inspired by Matt Colville’s design), which are special monster stat blocks that make sure that the bad guys get to shine during combat. It’s a very interesting exercise, and I think it is very needed for this system.


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

PS:  I have finished a D&D campaign where we waged war against the Xanathar of Waterdeep. I have many war stories to tell, DM notes to share, and homebrew to polish and publish. My aim is literally to talk about my campaign, while sharing all the best re-usable bits. It would be the perfect mix of self-indulgence and aid.


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

PS:  People who can fall in love with a singular idea or archetype. For instance, if you can fall in love with the idea of ghosts, and think to yourself, « that is freaking cool ! » you might like my stuff about specters. If you can fall inlove with the idea of maledictions, i have something for you too, etc. I present a series of things that I find cool. If you regularly find things cool, you might enjoy my style of presentation.


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

PS:  Who knows !


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

PS:  I have become fascinated recently by a type of D&D product which is a hybrid between a « choose your own adventure » type book and an adventure module. It is something that you can play by yourself, even when you do not have a D&D group. You read along and you play along. I think I would love to create one of those, and perhaps the gameplay system that comes with it.


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

PS:  That would be Matt Colville. I am not sure if this counts as who you are thinking of when you ask about indie TTRPG writers. But what I do know is that anything that I know about TTRPG game design in general, not just D&D, I know it because of Matt Colville. I recommend his Youtube series and Twitch Streams to learn how to think like a game designer, without fealty to any brand.


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

PS:  One day, I was given a « Choose your own adventure » type book. I think this is when I got hooked. It was a perfect match for me. As if my brain was made for it. And then my character died in the book. I put it away, disappointed, and I didn’t think about it for years. Not sure why. Until one day I saw TTRPG actual play streams on youtube and something that had been laying dormant in me went « it’s back ! It’s that feeling of adventure, like in that one book where you got killed by giant crabs ! ». And I was back in the game.


Tuesday, 27 June 2023

TTRPG INDEPENDENT ARTIST INTERVIEW: Claire Gray

Sam Miller
As a person who's only just learning to draw (from a lot of You-Tube tutorials, ed.  Me Thundermouser, not the interviewee)  I'm always fascinated when I see others who have worked hard on their craft and learned different mediums so that they have not only a few strings to their bow, but so that they can take what they need wherever they go and be able to create.


Claire Gray, is one such artist who moved to digital art and now produces a webcomic (Coffee Club Adventures and her own Autobiographical Webcomic) as well as custom illustrations to order from people all over the world, whether they want a ttrpg character or a portrait of themselves


Here we grabbed a word with the artist with a quirky merch store, to learn a little more about them and also how the ttrpg community made them feel not only welcome but also allowed through her skills to become a full time artist...


Falcata Times:  As an artist, what comes first for you, the story or a snapshot and why?

Claire Gray:  The story of a game I’m playing usually inspires my art because of the fact I get mental imagery from gaming with a group of players and the storyteller. We often call this the minds eye, which is how I often decide what to sketch

When it comes to character creation I come up with a sketch first and build the story and personality afterwards 


Rene Glow
FT:  What would you say sells your art to people?

CG:  My business strategy is to make comics accessible on social media to advertise my portrait skills so people can come to me for commissioned work, so far it’s been successful enough that I can be a full time creator.


FT:  Why the TTRPG space?

CG:  Throughout my life I have been an obsessive gamer, I met a group of ttrpg players in 2002 and joined and played with them consistently, my gaming experience expanded to many more groups, these people became my found family and their friendships majorly inspired me artistically, I usually create art about my life and experiences, and the ttrpg community is a really big part of my life.


FT:  What is your favourite piece that you've created and why?

CG:  It’s a hard choice to pick one favorite piece, my current favorite is my newest OC from a Shadowrun campaign I will be playing soon that my creative partner, James Sheridan will be running online. (Image in attachments) Her name is Rene Glow, she is a technomancer and she has glow in the dark fur, hair that changes colors according to her moods, rainbow eyes, and fangs


FT:  Coming up with a piece is often an idea that gets written into a journal to come back on. How often do you find yourself working on one piece and another comes to mind and can you give an example?

CG:  I’m a speed artist and I can finish a piece in less than an hour, sometimes I will create line art first and color it later, so I can have several panels I’m working on coloring at once. I model my comics after manga which is typically black and white with flashy color covers


FT:  What do you think is most inspiring about your pieces and why?

CG:  I’m told the positive messages in my comics help people by my fans, I have inspired young and old to pick up a pencil and sketch, I believe my prolific art creation inspires others to learn.


Shade Glow
FT:  Where do you see your artwork taking you in 5 years?

CG:  I would like to be able to travel to fairs and conventions to sketch portraits and OC art live for people and put my speed to use


FT:  If you were given the time and opportunity to create anything you wanted what would it be and why?

CG:  I’m working my way towards publishing comic books and I would eventually like to design action figures 


FT:  Who do you admire in the fantasy art community and why?

CG:  Nina Modaffari is a game developer that is part of the ttrrpg community that greatly inspires me with their work.


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

CG:  Genuine love of gaming, especially social gaming, the beautiful art displayed in the system books grabbed my attention and hooked me.


Monday, 26 June 2023

MINIATURE PAINTING: Dwarf Mohawk Bust - Tytantroll

Hail Mighty Readers and Rollers of the Math Rocks,

I was going through Etsy a few weeks ago, finding some mini's that I couldn't wait to get my hands on and then discovered a Dwarf Bust from Tytantroll that spoke to my inner Warhammer soul (this isn't an official item though), as back in the 90's I build a Dwarven Warhammer Army around my core Slayer unit.  

So when this item landed I couldn't wait to get started.


Disclaimer:  Paints and bust were purchased with my own money and whilst other ranges are available, these are the ones I had on hand to use.


Primer:  Citadel: White Scar

Colours listed are from the Army Painter range:


Hair and Beard:  

Yellow: Demonic Yellow (Mega Paint Set)

Orange: Fire Giant Orange (Speed Paint)

Red:  Slaughter Red (Speed Paint



Skin:

Barbarian Flesh (Mega Paint Set)
Flesh Wash (Mega Paint Set)

Lip: Tanned Flesh (Mega Paint Set)
Teeth:  Skeleton Bone (Mega Paint set) dry brushed with Matt White (Mega Paint Set)

So having primed I started with the hair and I originally painted it Orange, then worked the red into the lower area and refined it with Mega Paint sets Lava Orange so that I had more of a flame effect and then did the top part with the yellow and dry brushed the orange and red parts with the yellow to help them all blend together.

After this I worked on the skin details and liberally applied the flesh wash after working on the teeth.  All round its not an overly complex project but one I did have a ton of fun with and I can't wait to tackle other busts that grab my fancy.

Hope this helps,



ThunderMouser.


Friday, 23 June 2023

TTRPG INDEPENDENT PODCAST CREATOR: Dice of Thunder: Scott Hoffman

Podcasts are something that many people are loving to download these days, and when you're having a hard day or just want to relax away from it all there is always a podcast out there for you.  


Here we get to know the Game Master, Scott Hoffman behind the popular Dice of Thunder: Outlaws of Alkenstar podcast (new episode every Sunday at 9pm PST,) a story based in Pathfinders 2E system, where the outlaws known as "The Shumfallow Five" uncover a plot that threatens not only their city but the entire world.  (Click here to find the podcast on your favourite player.)


Totally Pawsome:  As a creator of podcasts for TTRPG's, what inspires you each time you sit down to record?

Scott Hoffman:  What inspires me the most is the listener. It doesn’t matter if they’re old Thunder Buddies who have been plugged in from the first week or if they are discovering the show for the first time. It brings joy knowing that strangers all over the world have become the friends we never knew we had.


TP:  What would you say is the best selling point of your Podcast and what has people coming back for more?

SH:  I think our best selling point is good audio quality. I’m still learning audio engineering, but we started strong with clear audio. It’s always been a goal of ours for the listener to feel like they’re sitting at the table with us. I was a fan of podcasts long before I started producing one and I think audio quality is key for a good experience.


TP:  Why the TTRPG space?

SH:  The TTRPG space is a unique way to build experience for characters that make a long-lasting impact. I’ve been playing TTRPGs for 30 years. I can still remember my friend’s elven bard from 8th grade who played massive Japanese drums that we had to haul around with oxen to every encounter. Every TTRPG game I’ve played over hundreds of hours always comes with special moments created by friends and family. Thankfully, technology has advanced to the point where those wild stories can be shared.


TP:  What is your favourite individual podcast that you've worked on and why?

SH:  Well, I’ve only worked on The Dice of Thunder Podcast, but I did have a guest appearance on Big Campaign Stories, so I think Big Campaign wins by default.


TP:  With some podcasts being a little behind the actual play of the game what can you tell us about what you're up to now?

SH:  Our recording schedule has us between two to four episodes ahead of publishing. We have a new recording this weekend where our characters will leave the city they have grown accustomed to for the first time. I’m excited to push them out of their comfort zone.


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

SH:  Anyone who is interested in a balanced TTRPG would enjoy Pathfinder. My favorite draw about the Pathfinder system is that it puts more responsibility on the player to know how the game works. This takes a lot of the rule responsibility off the Gamemaster which allows them to craft a more narrative story. I also think Pathfinder is a very safe game which allows anyone to express themselves creatively without fear of throwing the game balance or putting their Gamemaster in a compromising position. For example, if one wants to play a simple Human Ranger that is an option. Also, one could play a wheelchair bound half-vampire/half-frog-man demon-blooded sorcerer and both are viable, balanced characters available at level 1.


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

SH:  In five years, the current edition of our show will be over. I’d like to continue telling stories through podcasts after. The goal is to have at least four shows up and running by that point. Actual Play podcasting is a slow burn, but it is very rewarding. If there is a demand for more Dice of Thunder over the years, then we will rise to meet it.


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

SH:  I would like to write a novel. It’s something I’ve done off and on over the last twenty years as hobby, but I lack the discipline of a writer. I think that’s why I gravitated toward podcasting. The stories must be told!


Lutin played by Brittany Hoffman, Dar’Nyru played by Gregg Santee, Kainros Du’Vallo played by Du’Vall Gibson, Balnor played by Jordan Elwanger, and Varg also played by Jordan Elwanger.







TP:  Who do you admire in the podcast community and why?

Oh there are too many people to list. I have great admiration for all the indie creators in the podcast community. I do my best to listen to as many of them as possible. The world is blessed with an embarrassment of storytellers and podcasting has given them all a voice. I also have much love for the supporters of the podcasting community. We wouldn’t have a show if it wasn’t for Steve and Verónica from Pod Sound School. They have a whole online education suite which helped us get off the ground. More personally, we are grateful to the writers of Paizo for crafting such a rich and thoughtful story setting. Our show sticks as true to the Pathfinder canon as possible. We do that so our listeners who are also Pathfinder fans can have a more immersive experience, but it wouldn’t be possible without the talented folks at Paizo who wrote it all in the first place.


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

Being a lonely kid at a new school is what led to my involvement with TTRPGs. I was lucky enough to be friend-adopted by a bunch of amazing nerds who were playing Advanced Dungeons & Dragons and needed a 5th player. I’m still friends with them today.

Thursday, 22 June 2023

INDEPENDENT TTRPG MODULE/SYSTEM CREATOR: Spes Magma Games

Discovering TTRPG's is always a magical moment, almost like you've found your own personal holy grail.  For Mark, it was the discovery of the D&D Basic Rulebook accompanied with a graphed dungeon in ballpoint pen.  Hooked from the beginning and sharing his treasure with Fred Hawkins (his longest term gaming partner) he went on to become a writer of TTRPG's and is still mixing it up on the maths rocks battlefield.


Here we had a chance to chat to Mark, of Spes Magna Games, about modules for multiple systems as well as about his love the genre...


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

Mark L Chance:  Hmm. The one I’m most proud of is hard to pin down. I guess because it’s the only one, I’ll go with The Four Color Hack, which my only print-on-demand title. I wanted to see if I could take a base game (specifically David Black’s The Black Hack) and turn it into a super-hero RPG that would be the sort of super-hero RPG that I’d like to play.

There are a lot of super-hero RPGs out there, and many of them are excellent. I love TSR’s Marvel Super Heroes, especially how loosey-goosey is the character creation. It really boils down to “just write down whatever the GM will let you get away with” and have fun with it. I love the crunchiness of Champions and Mutants & Masterminds hero creation, but, ye gods!, do those games really bog down once combat starts (especially Champions). Fate Accelerated works great for super-heroics. Et cetera.

So, I glommed bits and pieces from different systems and mashed into a workable game built on a core of The Black Hack. I think works pretty well.


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

MC:  They’re cheap. No, seriously. Writing game stuff is not my day job, and it’s never going to be my day job. I’m a one-man show, and I’m not worried about turning a profit. So, I write things that I think are fun or clever or whatever, and then put them out there for people to buy. Or not. I’m easy.


TP:  Why the TTRPG space?

MC:  I’ve been gaming since 1977-1978. I’m not likely to stop anytime soon. I’ve introduced dozens of people to RPGs, including my own children and many of my students, one of whom I still game with. My son Christopher is a regular player in games run at my house, and he usually accompanies me to conventions. TTRPG is my thing, along with B-movies, post-punk music, and bourbon.


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

MC:  I don’t produce much nowadays. I have the attention span of a spider monkey on crack. So, in terms of product, I guess it would be whatever I’ve recently posted on the Spes Magna Games site. Lately, I’ve been statting up B-movie monsters for Dungeon Crawl Classics.


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

MC:  I’m gong to North Texas RPG Con a second time at the end of May, beginning of June. I’m running two events, one a mash-up of Dungeon Crawl Classics and Mutant Crawl Classics, the other TSR’s Marvel Super Heroes. I can’t publish the latter, but I might clean up the former and release it for free via my website as a PDF download.

I also started the #Dungeon23 challenge, but that’s fallen into disrepair. The last month or so has been rough health-wise, plus the end of the teaching year. Busy, busy, and often unusually tired. Once summer hits, I’m aiming to get back on track with that.

Oh yeah! I’m also gearing up to run two summer “camps” for 5th-8th graders. Each “camp” is one week long, three hours a day. We’ll be playing Castles & Crusades, and I’ll continue with that system when I my Ludi Fabularum gaming club kicks off for the 2023-2024 school year.


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

MC:  Looking at this from the point of view of me as GM and the other person as a player in one my games: Anyone who likes cutting up with a group of guys mostly in their late 30s to mid 50s would probably at least enjoy my gaming group. We don’t game to be serious gamers. It’s not about system mastery or whatever. We’re friends. We’re gamers. It’s what we do. Our big unwritten rule is this: Don’t game with anyone you’d not invite into your home if you weren’t gaming.


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

MC:  Nowhere, really. I mean, it’s not ever going to be main gig. I’m happy that a few people know my name. I’m pleased that one of my earlier products – Making Craft Work for 1E Pathfinder – was several times lauded as being the way Craft skill in the d20 System should’ve been written to begin with.


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

MC:  I’d love to finally finish up my take on a J. R. R. Tolkien slash C. S. Lewis slash G. K. Chesterton inspired fantasy world that starts with a monotheistic, neo-Platonic metaphysics. There are bits and pieces of it on the Spes Magna Games site. I’ve also toyed around with doing a re-edit/revision to The Four Color Hack, cleaning up a bit of the system that I think proved too clunky to be fun.

And then there’s The Boogie Knights of the Round Table, a little RPG I wrote a very rough draft of several years ago. In Boogie Knights, the heroes use their kung fu, singing, and dancing skills to fight and groove for life, liberty, and the pursuit of happiness in a world dominated by the Man. I playtested it once, and everyone agreed it was an amazing gaming experience.


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

MC:  Gosh, that’s a tough one. There are quite a few, starting with Gavin Norman’s Old-School Essentials. It's an amazing game. Top notch all the way. Then there's James M. Spahn. Every game he's written is aces, especially The Hero's Journey. Or, maybe, the correct answer is Kevin Crawford of Sine Nomine Publishing. And, of course, we cannot forget Matt Finch. Oh yeah! How could I forget everyone involved with Dungeon Crawl Classics by Goodman Games. Absolute genius stuff there. I also just love the guys at Troll Lord Games. They’re class acts all around, and Castles & Crusades is the true inheritor of the spirit of TSR’s Advanced Dungeons & Dragons.


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

MC:  Funny story. Circa 1977-1978, when I was in the 7th grade, I found a Basic D&D boxed set in a desk shortly after entering math class one day. Rather than turn the boxed set in to the teacher, I kept it. A friend and I read and re-read and puzzled over the rules, the numbered chits, the B1 module, and the hand-drawn dungeon. We made up characters. Mine was a dwarf. His was an elf. That juvenile act of theft kicked off a love of TTRPGs that has lasted more than four decades.

Also, I still have the boxed set, the rulebook, the B1 module, and that hand-drawn map.

Wednesday, 21 June 2023

TTRPG INDEPENDENT MODULE/SYSTEM CREATOR: Slav Borg - PJ

If you look hard enough, there's pretty much you can find a TTRPG in all sorts of settings and whilst a lot of them are set in fantasy worlds, occasionally you come across one set in modern times, in places that many people aren't that familiar with.  

Coming to the tabletop soon (currently undergoing a kickstarter campaign running until the 29th June.) Slav Borg will bring parts of Polish history to light set in a fantasy setting where Orc's and Goblins face off in a Mad Max meets Fast and Furious game.  Here we were lucky enough to have a chat with one of the creator s PJ and heres what he had to say...


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

PJ:  I dabbled with custom campaign systems, not only for RPGs but for stuff like Battletech as well and that was really fun but somewhat clinical. But the one that I am the most proud of is definitely SLAV BORG. It’s inspired by our upbringing in some, let’s say, interesting parts of Poland and real-life history that is collectively ignored - late ‘90s and early ‘00s. Effects of economic upheaval, rampant organized crime, progressing alienation, shocking greed. It bodes well to turn all that into something inspired by MORK BORG. Our mission as a studio is to translate some of these experiences into tabletop settings and SLAV BORG is just the beginning! 


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

PJ:  Setting! As much as we like cool mechanics and interesting gameplay, for us, it’s always about the setting. We want to sprinkle around as many narrative hooks for players and DMs as possible. That’s what we love about the modern RPGs - you don’t need hours of pouring over tomes of detailed lore (although that’s cool too) and doing extensive homework before the session. All you need is some inspiration from the rulebook that will drive you to weave inspiring adventures on a whim and stimulate your creativity. 


TP:  Why the TTRPG space? 

PJ:  It’s the most imaginative and complex - narratively and socially - form of entertainment. It’s also really open to expression and exploration of self. It can be as deep or as shallow as you want. Edgy or thoughtful, the only limit is the imagination of players and the DM. You can go with the tropes or brake them, create memories and experiences that transcend the constraints of physical space. Which was very handy during the pandemic!


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

PJ:  SLAV BORG is our first, but we will continue on with some aspects of it in our future products - especially racing mechanics and setting.  


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

PJ:  Currently, we are near the finish line of the Kickstarter for SLAV BORG. It’s a post-Soviet, semi-fantasy RPG, using OGL of MORK BORG. Its main selling point is racing mechanics that kind of replace traditional fighting. You can fight with conventional weapons but in The Realm of Zgol your wheels (cars) are everything. There are three types of dungeons in SLAV BORG: smuggling runs that will test the ingenuity of the players and their ability to plan and then think quickly on their feet; races that can influence local power balance and provide powerful allies and nasty enemies; blocks of flats - concrete jungles inspired by classic survival horrors and the interesting, maze-like architecture of post-Soviet countries. There is also a roguelike mode that aims to compress the narrative arc of a few sessions or even a campaign to a one-shot adventure. What we are trying to do, is to provide everyone a toolbox to craft really personal styles of play, and the best way to enjoy and explore this unique world. 


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

PJ:  We were aiming at fans of OSRs, especially the Mork Borg-type. But looking at the early feedback we got thanks to our crowdfunding campaign, racing is the thing that intrigues people the most. So if you like high speed, road raging in customizable vehicles, or even Mario Kart - which is, believe it or not, a huge influence on our game - then SLAV BORG is for you. Oh, and there are some tidbits for everyone that is interested in post-Soviet history and culture. We are aware of Slav stereotypes that are popular on the internet and we are playing with them a bit. We’re not dispelling them entirely but use some of them as a jumping point to tell our own story. We also want to draw the attention of the greenskins fans - we have orcs, goblins, and hobgoblins, each with their own unique culture and spin on these classic fantasy races.


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

PJ:  We love miniatures and gaming terrain so it’ll have to be something connected to that. Maybe a 28mm scale Zgol city with modular, plastic buildings and streets and customizable vehicles that you can magnetize and modify? Of course, with an epic RPG/skirmish campaign that will provide fun for years! 


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

PJ:  Pelle Nilsson, of course, because without Mork Borg I don’t think I could bring my adult friends to playing RPGs - some of them have never played, others played years ago. With the elegant and crazy design of this game, it was really easy. I love the creativity of MB, and hats off to Johan Nohr as well, because bringing the art/punk zine style to tabletop is just a genius and mind-opening move. I really like Death In Spaceby Carl Niblaeus, a perfect encapsulation of hard sci-fi. I love Corny GroÅ„ by Kuba SkurzyÅ„ski, who is also looking into the past of our country and re-telling some folk tales in a more fantasy and dungeon-crawly fashion. But I am mostly looking outside of the RPG space for inspiration. I love everything that Joseph McCullough is making, especially his solo play stuff. Mike Hutchinson, because his games have this flowing, satisfying character. 


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

PJ:  I was an extremely nerdy child, and I felt lost and lonely. But I found the group of likely-mind nerds as a teenager and we got into 3rd edition D&D, Vampire: the Masquerade, and Magic: the Gathering which was a crime in our school, punished by bullying. RPGs gave me shelter, inspiration, and friendships. During the pandemic, we’ve built a strong community around playing TTRPGs, and I think that’s the strongest aspect of this activity - building community and providing much-needed healing from the horrors of the late-stage capitalism.

Tuesday, 20 June 2023

INDEPENDENT TTRPG MODULE/SYSTEM CREATOR INTERVIEW: Astrolich

Astrolich is a combi team of two talented creators who have written multiple additional material for the game MÖRK BORG bringing a ton of fun for fans of the system as well as generating a lot of excitement and creational chaos for players.

We've been lucky enough to have a chat to the two creator's and get to hear how they delved into scenario's to get a wonderful balance of action and roleplay.  Here is their interview...



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

Josh: So, I think the one I'm most proud of would have to be TIME SCAPE based on the first Terminator movie (well, mostly). While it may seem kinda simple when you pick it up, it actually has a lot of variance to it. I’m trying not to toot my own horn here, but when we playtested it we were surprised how similar but still vastly different the results are. I worked pretty hard on that, trying to get the right balance of replayability yet familiar homage to the film.

Tyler: MÖRK BORG is such an evocative setting, and yet leaves us so much creative space (and the freedom to sell those creations), that for me, it was a no-brainer to start adding not just MOAR CONTENT, but to actually start utilizing the world they’d given us to generate exciting new mechanics with which to engage the Dying Lands. My first project USING DEAD THINGS did just that, adding foraging and crafting rules where there were NONE in the core book. I’m really proud of the way I was able to keep the mechanics tied closely to the setting, and expanded on the crafting rules by sending players on far-flung adventures around the Dying Lands in search of the best resources.


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

Josh: I feel like we do pretty unique stuff. And even if that’s not true, I feel like our approach is novel. Like, when I look at TOO FAST I can't exactly say that driving rules are a unique thing for a game to have, but I tried to approach it from the perspective of ‘what rules are already here? And how can I use those to make something simple and easy to run but captures the feel of what I'm trying to design?’ 

With a system like MÖRK BORG, it’s super rules-light. So it’s more about rulings vs rules. We don’t need more rules for a game like that per se, we need more things to provoke thoughts and enable GM’s to run their games.

Tyler: Well, we’re both strong to very strong writers. I think it starts there and then we have several conversations about how to make things more interesting and less…trite? Played out? Whatever you want to say, and that’s not to point fingers at anyone, but I think if we’re honest as an industry and as a genre, things can get a little overdone. So after all those hard discussions about what NOT to do, we go back over things until there’s at least a consensus that it’s DIFFERENT. I should hope that extra work and dual self-editing is displayed in a better product.


TP:  Why the TTRPG space? 

Josh: You know, that’s a really good question. I used to be really into the anime space, interviewing animators or having materials translated, podcasting, you name it. I kinda stepped away from that when I became a dad. That being said, it’s always been my dream to be creative, whether it’s with music, or film critique, or whatever. MÖRK BORG was really good in that aspect because I could do the art and the writing and have something presentable to get out there, for folks to enjoy.

Tyler: I was a board gamer at a young age, from the first time I went into a tiny little shop in the local mall in maybe “88. This thing was wall to wall, floor to ceiling, FULL of games I never knew existed. The vast majority of those would probably now be in some forgotten section of the landfill, but it was eye-opening. Then I discovered the bane of existence: sex. So board games took a back seat for about 30 years. When I saw Star Wars: Rebellion for the first time, I haven’t looked back, and thousands upon thousands of dollars later, I’m still regularly wide-eyed at the creativity in this industry. TTRPGs weren’t even on my radar until 2020 and Alien RPG and MÖRK BORG both made my brain explode with their incredible writing and “cool factor.” Now I get to design mechanisms that write stories, and that’s all I’ve ever wanted to do. So, yay!



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

Josh: I mean, so far Farewell to Arms REDUX has been the most fun to work on lol

Tyler: Every project has been better and more fun to create than the last. We have multiple designs in process, while writing and getting ready to do art for Farewell, and all of them are my favorite in some way.

But if we’re talking about the main reason we do this - to make things people WANT to play - I think Farewell is going to blow some fucking minds. This thing is deep, sorrowful, gritty, powerful, and achingly pretty at all the worst times. It’s my favorite World War MÖRK BORG hack sequel project we have going on right now. Lol

Josh: Yeah that’s the thing isn’t it? We see other folks making awesome stuff and it makes us want to make awesome stuff in return. Kinda like with writers, they write the book they want to read sorta thing.


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

Josh: Farewell to Arms REDUX is a massive project exploring the horrors of war and the ecological consequences of greed and imperialism. That sounds kinda heady, but for MÖRK BORG where no one is ever the ‘good-guy’ it makes a lot of sense.

The goal is not to adapt WWI - we don’t want any parallels or analogs to any historical events. It’s more about the concept of war and staring it in the face with just how bad it is for everyone. And you’re part of it - so what do you do? That stark contrast of fighting and seeing the result of your destruction is one of the major themes we’re designing around. MÖRK BORG gets this kinda reputation of being loud and wanton romp of brutality, and it is! But it’s also more somber, dark, existential even. We’re really leaning into that contrast with Farewell to Arms REDUX.

Tyler: What else can I say about Farewell that we haven’t already? I agree with Josh about the actual underlying nature of MÖRK BORG not being nihilistic, but existentialist and really asking questions about our place in the world as powerless nobodies. For me, I just see Jim Caviezel floating in the ocean, staring at the sun, waxing poetic about the nature of man. But nobody (mostly) wants to play THAT game, so we have to jazz it up with some brutal violence and abject INhumanity, so that the tiny sparks of true humanity can shine pretty brightly through.


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

Josh: I think hardcore D&D heads would find it refreshing. It’s new, it’s easy to run, and we have a lot of cool ideas on top of already super cool games!

Tyler: We bring a freshness to the space that I think you need to experience, at least in reading the books, to appreciate. But when you do, I really believe you’ll not want to play without our stuff affecting your games going forward.


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

Josh: Hopefully quitting my day job! Lol

Tyler: Josh quitting his day job. I’m already there. Lol

Also, I hope to reach far more people with our stuff in the future, because it’s unique but it’s not “niche-y.”


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

Josh: I am absolutely obsessed with the idea of a Metroid or Death Stranding sort of adaptation for Death in Space. That or maybe something Gundam-esque? Like Universal Century, 1979 Gundam stuff.

But I guess if I wanted to make something unique… I’ve been playing around with the idea of an RPG where combat is not the sole way of ‘leveling up’. In fact it would kinda be a tad Zelda-ish, but also not that at all… it’s kinda hard to explain. I have the feelings of what I would like to portray but I haven’t committed any of it to paper at all.

Tyler: We as a company actually have multiple prototypes in various states of progress. Board games, card games, and original TTRPG content and systems. I should hope some of those are unique.

Specifically, we’re going to surprise some people with our next big project. We’re pushing boundaries of two different industries and it’s our hope that opens up some space in both.



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

Josh: There’s a lot of folks, so I’m probably going to forget some lol. Marcia from Traverse Fantasy, I love reading her blog and I think she has some really smart observations. Brian Yaksha and Chaoclypse also come to mind from a pure talent aspect: I often see their work and go “WOAH, I need to get on their level”. Karl Druid, just simply because the man is everywhere and he does kick-ass stuff. Diogo Nogueira and Felipe Faria’s work on Primal Quest was deeply inspiring. There’s a lot of other folks as well, but I don’t want to take up too much space lol

Tyler: I admire the commitment it takes to be in this sub-industry at all. Lol

I’m so impressed by the passion of the MÖRK BORG 3PL community and the support we all give each other. What could be a competitive scene is more like a little village, with everyone sharing knowledge and experience and genuinely looking to better everyone’s final product.

Josh: Yeah, I have to agree with Tyler there, this scene is super awesome. Every day someone is making something they put their heart into and a lot of it is out there for the simple reasons of bringing joy to someone else. It’s super fucking wholesome.


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

Josh: When I was 8 or so, my dad had a copy of the TSR Marvel Superheroes game. I played it a few times and loved it. I played a few other indie RPGs, Dread being one of my faves. I didn’t actually touch D&D until my early 20’s, and then it was 1e and 2e…

But I got into it for both its storytelling and acting elements. I cared less about powers and spells, I wanted to be dramatic and surprised.

Tyler: I’ll tell you a (not so) secret: I’ve never played DnD and doubt I ever will. I barely understood what a TTRPG was just a few years ago. I had bought the Edge of the Empire Starter Box to check it out, but I bounced pretty hard off that system initially.

When I saw Alien RPG, it’s like a light came on in my head and I understood for the first time how a TTRPG system and play is ACTUALLY supposed to work. I GM’d for the first time in 2020 and then MÖRK BORG just hit me like a bus. It’s been a blur since then. Orbital Blues, Death in Space, The One Ring, more Alien, Cy_Borg. I can’t get enough.

Josh: Orbital Blues is one I want to go back to for sure. There are so many great games out there it’s not even funny. Like, MÖRK BORG is just the tip of the iceberg, one tiny corner of this awesome indie RPG scene.



Friday, 16 June 2023

INDEPENDENT TTRPG PODCAST/YOU-TUBE CREATOR: Initiative Zero

Technology helps bring all of us together and perhaps there's no greater proof of that, than the sheer volume of actual play podcasts and You Tube videos that allow all of us to share each of our games with other enthusiasts.


I was lucky to get chance to chat with Initiative Zero, a group of friends who've played together for over a decade in a variety of games.  Here we get their take on our starter questions and get to learn a little more about the crew...


Totally Pawsome:  As a creator of podcasts for TTRPG, what inspires you each time you sit down to record?

I0:  We really decided to record our ttrpg so that other people could laugh along with us. With the OGL fiasco and the changes WotC has brought about to D&D, we’ve shifted more to showing people how to play games other than D&D. So many good games out there to showcase for ttrpg fans.


TP:  What would you say is the best selling point of your Podcast and what has people coming back for more?

I0:  We’ve recently brought in people from the wider ttrpg community to run side adventures in other games. Right now we have a Chronicles of Darkness game and a Rifts game posting regularly. We’re looking at teaming up with other ttrpg actual play shows in the future to really make our table open, as all ttrpg tables should be.


TP:  Why the TTRPG space?

I0:  Roleplaying games are the best and greatest games ever invented. We’d be playing regardless, and we wanted to share our enjoyment with anyone who wants to have a watch/listen. There are a lot of people who can’t find a group or can’t find the time to game. Hopefully we can relieve that to some small extent by letting them live vicariously through us.


TP:  What is your favourite individual podcast that you've worked on and why?

I0:  Well, we made a vid for New Game Master Month, and that was cool to have us talk about what we found interesting about our different GMing styles, but I don’t know if I really have a favourite. I’m happy that we’ve opened up and let the wider ttrpg community to our table.


TP:  With some podcasts being a little behind the actual play of the game what can you tell us about what you're up to now?

I0:  We’ve just finished the first story, Of Mice And Men, in our Chronicles of Darkness actual play chronicle, The Second City Chronicle. We’ll also be wrapping up our Rifts side adventure, Once Upon A Time In The New West, very soon.


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

I0:  People who want to try games other than D&D. Who are willing to play games as they a written. Who are willing to bring a character handed to them by the Fates to life, rather than build an alter ego.


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

I0:  Hopefully we have enough of a following and enough hours viewed for YouTube to offset our costs. I hope too that we’ve made a lot of new connections in the ttrpg community that we’d be able to find a friend wherever we might go.


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

I0:  I’ve been working on a Carolingian campaign for some time now, and really haven’t quite found the system that would suit it best. Might have to make one of my own to capture the feel that I’m looking for.


TP:  Who do you admire in the podcast community and why?

I0:  Here’s my chance to give a shout out to Matt Yancik and his YouTube channel Manufactured Myth and Legerdemain. Matt is the Larry King of ttrpg and has interviewed some of the biggest names in modern ttrpgs. His actual plays are good fun to listen to as well.



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

I0:  When I was 13 I was introduced to Palladium Books’ Heroes Unlimited on a rainy week at summer camp. I loved Choose Your Own Adventure books, and here was a game that took that to a whole other level. Once I got home I started looking for this game everywhere. By August of 1990 I stumbled upon a newly released game that had some of the same bionics artwork in it; Rifts. That was the first game I owned and ran, and soon Palladium Fantasy, Heroes Unlimited, TMNT, Robotech, and a slough of other Palladium games followed. Then I found Shadowrun, and Vampire: The Masquerade. I didn’t even play D&D until sometime in the mid 90s. I’ve played many a version of many a game in my near 4 decades of ttrpgs, and introduced a lot of people to them along the way.

Thursday, 15 June 2023

INDEPENDENT TTRPG MODULE/SYSTEM CREATOR INTERVIEW: Balsamic Moon Games Collective

 TTRPG's are always a magical experience.  whether its creating your character or wandering the world discovering what it has to offer, they always make sure that your escape is a wonderful time.  When we heard about this release from Balsamic Moon Games Collective, we were more than intrigued as not only did Witches of Midnight grab our interest with a unique magical system but also to be accompanied with its own Tarot deck, made this a release that we couldn't help but become more curious about.

We've been lucky enough to grab a word with the creators of this title (which (or witch, lol) will be going live on kickstarter in the future) to learn a little more about them as well as having the opportunity to delve a little deeper...


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

Balsamic Moon Games Collective:  Witches of Midnight is a Forged in the Dark game that started out as a Blades hack and grew into its own fully formed system.

We were inspired by the simplicity of narrative systems like PbtA and FitD and excited by the consent-based system where players often get to know the potential consequences of their actions ahead of time, and can always say "no" to consequences.

We've made several major additions to FitD we made in Witches of Midnight, I'll detail a couple:

The Wyld Magic system is unique in that it lets you take world-altering actions and at the same time asks you questions about the core of who your character is: where they are at in their journey and what kind of magic they do best.

We took Devil's Bargains and integrated them fully into the game as Bargains (most player characters take Fae Bargains / Pacts / Contracts, others take Cosmic Bargains). Eventually, the creatures giving you the Bargain will come for payment, and we make that time exciting and personal.


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

BMGC:  For players who like witches and witch-related media, there aren't a lot of options. The few that exist feel like witches were tacked on as an afterthought. Those that center magic users of any kind force players to stay "in the broom closet". Our witches are out and unapologetic of their craft and their abilities.

We let you tell your own stories using our 22 unique Factions (here are 3 ideas off the top of my head):

If you were inspired by Salem, you can resist The Order and play a dark romantic witch-hunting drama in Midnight.

If you were inspired by The Chilling Adventures of Sabrina, you can join Morningstar Academy and play a somewhat silly teen drama with dark and mysterious elements.

If you were inspired by Motherland: Fort Salem, you can join the Legion of the Griffin as new recruits and work your way up within the organization, unraveling deep mysteries.


TP:  Why the TTRPG space?

BMGC:  We're huge fans of the indie TTRPG scene and developers. I've been making TTRPGs since I was 15, before I even knew they existed. My first started as an extension of a video game that my friends and I knew would never get a sequel.

I spent 32 years making game systems for my home group, but when the pandemic hit I started really thinking about what I could release that would (hopefully) make the world a slightly better place.


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

BMGC:  We're darn proud of all three of the game's we've made for BalsamicGames. They each hit a very unique niche we felt was missing in the indie TTRPG world. But 2 years of playtesting and streaming of Witches of Midnight correctly imply that it's our favorite product.

It's our favorite because it is unique, inclusive, diverse and fully embraces the changes that the powerful PCs will inevitably make to the game world.


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

BMGC:  Witches of Midnight is still in the manuscript phase, but approximately 95% complete. The Tarot Deck we will be offering as part of the Kickstarter is just getting underway, but we love what we've seen! You can see some of our art on our website.

 

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

BMGC:  We think anyone who gives our games a chance would enjoy them very much. They are highly player-focused and give the Game Master a lot of tools to run our games with little to no prep.

Most of our playtesters, just over half, had either only played one session of another TTRPG or had never played a TTRPG before they joined our playtesting team. They fell in love with the system in the first session.. and 75 sessions later they are all still with us!


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

BMGC:  I'm hoping that in 5 years we will be writing expansions for Witches of Midnight (new locales or other playable creatures) or at least overseeing their production. I'll be making smaller scale systems as well, single page games and zine games.


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

BMGC:  I am 1000% doing exactly that right now, with Witches of Midnight. However, if I could instantly get the IP for anything, I would to make a TTRPG about The Boulet Brother's Dragula. Drag Monsters traveling the world solving bloody mysteries, performing disgustingly glamourous shows and destroying bigots.


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

BMGC:  We're big fans of a vast array of indie TTRPG devs: Stefan Struck, Kira Magrann, Navi and Shawn Drake, Erik Bernhardt, Tanya Floaker, Graham Gentz, Shawn Tomkin, Alex Reinhart & Jay Dragon, John Harper, Chris McDowall, Stras Acimovic and John Leboeuf-Little.


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

BMGC:  About a year after making my first TTRPG using the random function TI-86+, we found dice and learned about basic D&D (this was in the pre-internet age) and started immediately hacking it to make a sci-fi fantasy game.