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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...

Monday, 31 July 2023

PAINTING MONDAY: Dice n Demons Guest Spot - Emma Svensson

Painting is a ton of fun in the hobby, and whilst I can't have something ready every week (sadly), I have friends who not only do wonderful colouration but also make You-Tube Vids of how to do it so you can follow and mimic it yourself.

This week I want to show you the totally fabulous Rainbow Termagant from Dice 'n Demons, painted by the wonderful Emma Svensson, (you can follow her here) who not only makes them look amazing, but also create with neon paint.




We hope you have as much as as Emma did decorating this mini and feel inspired to create your own.


ThunderMouser 

Thursday, 27 July 2023

INDEPENDENT TTRPG SOUND CREATOR: My Sound Delve - Chris Borchert

The Tabletop Roleplay Play Game hobby is one that for all the community is one that is always done out of love, with very few ever able to be able to make a living from it.  For some of us, its time, writing modules or creating systems, for others, relaxing creating art whether its making items for your table or creating diorama's for the players to move thier characters through.  


For Chris Borchert its creating an app of sounds to be used by the community to help add atmosphere for the players at a DM's table which was launched in 2020.  Here we were lucky enough to get some time with Christian during his busy schedule to find out more... 



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

Christian Borchert:  I reserved the URL in 2011 for both Evening Huddle Enterprises and My Sound Delve but didn’t form the business until 2017. It’s a play on my children- Hudson and Evelyn, but it also reflects when we typically play our games- huddled around a table at night. I launched the app Friday the 13th of November, 2020 at the MACE gaming convention in Charlotte, NC.


TP:  What is your business best known for?

CB:  We are best known for the soundboard app, currently mobile only, but have expansion plans to include a web version. 


TP:  Why the TTRPG space?

CB:  I’m a forever GM & put my players to use in my games. I also wanted to add more immersive qualities at our sessions. I build terrain and use miniatures, but something was still missing. Ambient music didn’t quite fill the gap. I started searching for an app that would give my players and I an audio match to what our characters and creatures were doing for encounters. Because everything is built for GMs, I decided to create one player-centric.


TP:  What is your favourite product that you produce?

CB:  I only have one product, but have multiple sound effects. I organize them in our audio galleries as Weapons (melee & ranged), Spells (Arcane, Divine, Druidic & Tech), Critical & Fumble, Phrases and Foley. The under utilization of verbal components in game play while nearly every spell requires it was a huge motivator for making this app. Working with the quality voice actors & writing 3 magic languages puts Verbal Components (Spell Action sounds in the app) at the top of my favorites list. 


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

CB:  Well, I must confess, while the concept of MSD is player-centric, the monetization strategy fits more for the GM. Free or Subscribe is the current model. Even the $2.99/mo is too much for players. So, I’m working with my developers to improve the UI and alter the way users can access the sounds. Still wanting a free pathway, I’ll be offering users an ability to watch an ad for coin credit. That credit can purchase the unlocking of a sound. 

Today, users must put in their credit card to access a 3-day sampling of all our 3,400+ sounds. In the new version, all sounds will be sample-able for 5 times before locking up. 

Currently all our sounds are downloaded on the users’ device. That eats up too much space. The new version will accommodate a synch option that will be much appreciated by our users. 

In 2.0, we’ll have sounds that are linked to shorten the time in making scenarios (when an Action sound is chosen a default Hit and Miss will auto fill). We’ll alsi allow for multiple sounds, too. That way, even the player won’t know what sound combination will play.

I’ll introduce gamification and a rewards system for users who really use & recommend the app.

I also want a web version as that will be better for streamers and pod casters to use our sounds real-time in their sessions. 

I’ll continue to collaborate with Kickstarters and fellow creators bringing sounds from their worlds to the community.

I’ll be packaging our sounds into thematic packs for users to purchase. I’ve started this process and will be publishing them in the VTT space mid-2023. 


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

CB:  Again, with one product, I’ll address this question differently. When first launched, I thought about what sounds are missing and made thematic sound packs (different from the ones mentioned above).

 I looked through the Open Gaming License to know which specific creature or spell names I could use.  I put out 24 such themes like Undead, Comedic Release, Sci-fi 1.0 and 2.0, Aberrations, Way of the Monk. I even consulted a sensitivity consultant who helped me with two Disability releases.

For 2023, I’m only doing four releases based around the four main elements- air, water, earth and fire. I’ve teamed up with Bolwerk Publishing and their geomorphic dungeons. So, while elemental, they also support their dungeons, too.

Lastly, in 2021, I was invited to play in a Yuletide one-shot hosted by Mike from 19 Hits the Dragon. That experience inspired me to make a Yuletide release of 65 sounds. For 2 years now, I’ve made those sounds free for about 6 weeks. It’s a seasonal gift to the community of users. 


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

CB:  I don’t take commissions. I’ll take suggestions and I’ll take inspiration from the community. Each inspired sounds goes into the free sound bucket, though. 


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

CB:  Oh, this is easy. While I don’t LARP, I would love to make an investment in my app to support that niche group. If used via a device like an Apple Watch & a linked BT speaker, players could hear the success or failure of their actions quite well. That would be quite spectacular in my opinion. Why? Because it furthers the immersive essence, which is my goal for MSD and the user community.


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

CB:  I am a solo sound engineer. With our new platform, I’d love to have other creators publish on our future e-commerce site so that our app sounds can interface with others for even greater uniqueness. 

I will continue to find collaborators willing to add audio to their work. All because audio as a foreground sound vs background sound really enhances the game experience- especially when huddled around the gaming table. I’ve seen late night players dozing only to be surprised when a Critical Hit is played. It’s great fun and brings the table closer. 


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?

CB:  True. I can only say that in our super niche space, we are the only player-centric soundboard app that has the largest ttrpg sound effect library. I spend all subscription revenue (at this time) supporting fellow creators- artists, musicians and voice actors primarily. Other than development and sound licensing, nearly $10K has stayed in our ttrpg family since our start. That’s unique and should be appreciated by our community.


Tuesday, 25 July 2023

INDEPENDENT TTRPG MINIATURE SCULPTOR: Mike-Lee Whitaker - Tytantroll

I'm Dave. I'm 29 i've been sculpting for 12 years. I've been sculpting miniatures for 6, starting in 2017. But i've been sculpting for Patreon on a monthly basis for nearly 4 years, since September 2019. I haven't missed a single month. I'm very fiscally driven, I sculpt miniatures for DnD but i've never played DnD, i don't particularly like DnD, And i'm extremely burnt out, wassup. Ask me anything. 

(All images in this article are sculpts by Tytantroll.)

Totally Pawsome:  How do you work out which themes to create pieces for?

David-Lee Whitaker:  I make whatever i feel like i want to sculpt for the month. I bare in mind what will be popular, the usability of it across different themes to boost sales as much as possible. 

I have a keen interest in anything fantasy, it helps if i can reuse the same bases across multiple models too which so i can create ~10 models, bundle them up and ship them off. 

I love goblins too. The only reason I don't do goblins every single month is because basically, I have a customer base to keep happy. - So they may get a tiny say every now and again. But if i'm TOLD what to do, that goes to the back of the list - naturally. 


TP:  What would you say sells your miniatures to people?

DLW:  Renders. Renders sell the miniatures. when people see my work, they're usually instantly fooled into thinking that its a real miniature painted with some kind of black zenithal wash (so i've been told - I've never painted a miniature before. But, if fooling people into looking further into my work. I'll keep doing it. Eyes on = sales. 


TP:  What is the turn around time from designing a concept to having it ready for printing?

DLW:  I have a guy who designs miniatures for me on a monthly basis for a week. His sketches take a few hours to come up with each, designing things. and I take a few hours and produce this. We've worked together for years on multiple projects. So we know what we like. Shane Cook. Check him out. - Though, he's awful at marketing himself and updating his links 


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


DLW:  This - It was the first commission job I ever got for Moonstone. It took me 2 weeks due to insecurities and getting it down perfect. We worked together for a few months on one of their lines of miniatures. But if i was to do the same project today, it'd take 3 hours. How far we've come. - Also, it was the first time i ever worked with Shane. Though we wouldn't actually speak until 3 years down the line. But, It lit a fire in me, i realized how easy it was to make miniatures - coming from games, and how much less work it was for a hell of alot more dollar. 


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

DLW:  I don't have a journal or any kind of diary, to-do list or sticky notes etc. - Everything i do is kept mentally and if i miss something it's usually forgotten about, if no one reminds me, its not important, right? Probably not.. Anyway - i rarely forget about the stuff i'm working on as it all somehow links, I have about 6 projects on the go, Kickstarters, Patreon/Tribe, Client Work, My own TTSG, this interview. Its prioritized though, so some stuff is getting worked on, just slowly, as other things always get nudged above the others. 

For example.. 2 days ago, i started sculpting some kobolds. I didn't have kobolds planned, but then i decided to start a new kickstarter line. Thats pretty much how it goes with me. I'm a workaholic with some undiagnosed ADHD and the monthly releases with bits thrown in, is perfect for me. But I totally understand and have empathy with those who struggle with it. Especially when it barely pays the bills. - But this is another topic. 


TP:  What do you think is most inspiring about your miniatures and why?

DLW:  Honestly. I don t think they're anything special, and thats their selling point. They're generic, forgettable. I make bundles of encounters, - I make big fun pieces now and again, and funnily enough, noone buys them. So i don't make them and they're not my focus. I'd love for people to want my more fun pieces. But unless they're pin-ups or are exactly what they're looking for (for DnD) they don't want them.. + This is a 3dprinting market - we're all fighting against the grain. 


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

DLW:  No idea, I want to continue what i'm doing. Kickstarters, miniatures, tabletop game or 2 with an expansion maybe. Who knows. We'll see what happens in the market between then and now.. I'm definitely on the right track, i think. But the market is turning, and its spooky to see. 


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

DLW:  Most of the stuff i want to do isn't really farfetched. I have contacts in the industry to work wherever i want on whatever i want. I've worked on Lord of the rings, Fallout, Judge Dredd - I did go for a Games Workshop sculpting job in house, but the pay wasn't quite what i was looking for. Again, fiscally minded. - My future is more important to me than their miniature line, as cool as Bloodbowl was.. Currently in talks with Josh Kirby's IP to work on some discworld minis. I'm very happy. - I love discworld


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

DLW:  Duncan Shadow  - The guy who inspired me to start a patreon. After seeing what was possible - while his work isn't really my cup of tea, the business side of it was very alluring to me. He was alot bigger back in 2019. But as more people muscled him out of the limelight, he fell back a bit. But he's still here. And its great. 

But, honestly. every hard worker out there trying to make it work for them. I have less respect for the huge ass teams dropping the quality of the models but putting out massive amounts and lowering the bar for everyone. 


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

DLW:  I've never played a TTRPG - but i got into making miniatures by Tom Lishman - a phenominal artist. He got me into the industry working on the aforementioned moonstone, and while he stopped for a while doing freelance works working on manner of projects - he stuck with steamforged for a long time. And now he's moved back into games, currently working on sea of thieves. All round cool guy. 


Friday, 21 July 2023

INDEPENDENT TTRPG PODCAST CREATOR: Big Campaign - Jeph Wilkinson

With moving around a bit, I never really got into a campaign that lasted a number of years, so to find one that has been on the go since 1999 is something of a wonder.  This podcast, now in its seventh campaign, in the world of Xelanis, is a story set in world where corporations rule with magic and technology existing side by side.


Here Jeph Wilkinson has taken our interview and wanted to let you know about Big Campaign's fab world setting and how the fun at the table takes precedent...


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

Jeph Wilkinson:  I really like telling stories, especially ones that can evolve with other people helping me tell the same story.


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

JW:  I think we have a real interesting world/setting. I hope people are coming back for that and just the fun of the table.


TP:  Why the TTRPG space?

JW:  It feels like such a neat and contained petri dish of creative types. When people hear that unique thing that sets them off down a path to start making all sorts of new things and I think that is amazing.


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

JW:  So far I have only worked on mine, so I am kind of biased. I am having a lot of fun playing around and learning audio.


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?

JW:  Right now I am working on guest episodes involving a bunch of forever GMs.


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

JW:  I think people that enjoy pathfinder/d&d but likes a little bit more grounded. Overall I think some of the higher level play can get pretty out in making it feel like you are still playing the same game you started. 


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

JW:  Hopefully we have a decent base of people that like to talk about nerd stuff and help join in the altering and creating of the world.


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

JW:  I think I would like to find a way to make various podcasts that all cross in the same world, like the Discworld series. 


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

JW:  I am a massive fan of the Knowledge fight cast, dedication, quantity, quality, and all around deep introspective takes - I think even if you are not interested in their source material they bring a lot to the table. 


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

JW:  I found a golden dice at a garage sale a decade before I learned there were games designed to use it.


Thursday, 20 July 2023

INDEPENDENT TTRPG MODULE/SYSTEM CREATOR: Stephen Nowland


As a tabletopper, there are times when you're looking through the character generation and thought that you've not been able to generate the character you want from the start, so its always great when a game system takes into account that the best generation method allows you to figure out exactly what you want and fits around that.  This is the case with Sabre, a fantasy roleplay system by Stephen Nowland (Sci-fi is currently being worked on) which had this been a few years ago, I wouldn't have been able to play because it wouldn't have been available worldwide.


I've been lucky enough to hear from the creator/designer for this new game and here he is to tell you more...


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

Stephen Nowland:  My roleplaying group couldn't decide on which system they wanted to play, so I decided to blend a d100 system with a d20 system to take the best from both! I probably bit off more than I could chew, but I've managed to stick with it and create a fun system with plenty of depth.


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

SN:  Flexibility with character design and play style. It's taken some iteration to find the right balance between structure and freedom but it's in the sweet spot now. My players love that aspect, and the advance-while-you-play system is a cool mechanic. And to be clear, I'm a solo developer with a little assistance from my playing group, which is demanding on my time but it's very fulfilling to see it all in action.


TP:  Why the TTRPG space?

SN:  While I've also written novels, I love the idea of giving people the mechanics to tell their own stories. Making my own TTRPG was inevitable, given my love of roleplaying. 


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

SN:  The Sabre RPG is a passion project of mine, but the part of it I love the most is the starship's manual (not quite done yet!). After many years of being deep into fantasy works, I now prefer scifi over fantasy and the ship system works really well! I can't wait to get it finished so I can get it out there for people to enjoy.


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

SN:  I'm finishing up a new supplement for the Sabre Fantasy system, with Summoning magic (a tricky one to get right) and the new Geomancy magic, involving gems, mirrors and other precious metals to create clever and powerful effects. Summoning was in the 2nd edition of Sabre, allowing the spellcaster to summon monsters of various types to fight for you (or grant you some of their abilities) but it was rather unbalanced so I'm taking another crack at it. Then I'll be finishing off the final tweaks to the Scifi system. I'm currently playtesting it with two separate space campaigns and tweaking/modifying as we go. 


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

SN:  Anyone looking to tell practically any kind of adventurous story, be it fantasy, steampunk, modern era, future scifi etc. But not superhero stories, that'd need an entirely new manual to cover and there's plenty of those systems already out there :)  I wouldn't say that newcomers to RPG's would be ideal for this, as Sabre isn't an entry-level RPG system like D&D, but once a player gets a handle on how an RPG works, Sabre is a great next step.



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

SN:  WIth the core Sabre RPG system done, I want to finally finish off the atlas to my fantasy campaign setting, and also get my (slowly) developing scifi campaign setting done too! I'd also like to finish my current novel and complete the rest of the series. There's a work-in-progress. 


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

SN:  The Sabre RPG is pretty much that; it's been ten years of work so far, and I hope to have it all done by the end of the year. If I knew how hard it was to make an RPG, I probably wouldn't have gone down this route, but I've managed to push through this behemoth in my spare time and I'm proud of the result.


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

SN:  Anyone who takes the time to make their own TTRPG. It's a time-consuming process that requires dedication over many years, and those who decide to put their work out there automatically earn my admiration. Oh and I want to send a shout-out to Dean Spencer, who makes some of the amazing stock art I've used extensively to make my manuals look so professional.


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

SN:  An over-active imagination! I love telling stories, and when I finally gave rpg's a try back in my youth, I was hooked pretty quickly. The fun of playing with friends around a table (and virtual tabletops aren't bad either in this respect) is a style of gaming that's truly special. 


Tuesday, 18 July 2023

TTRPG NEWS: CastnPlay's latest trailer has us foaming at the mouth for more - Cast n Play

Here at Totally Pawsome we are majorly in love with not just mini's but scenery.  We're always loving picking up pieces that we can sit down with, paint and get ready to create scenario's to utilise them with, so when we caught the latest Cast'n'Play trailer last night, we couldn't wait to get up this morning and let people know about it.

Here is the latest trailer:


Whilst we're not aware of the timeframe for funding for this, we really want to get our hands on the graveyard set and with so many options being added each time something new comes out, it won't be long before we'll have to find some new storage solutions.  But don't take our word for it, have a look yourself...


ThunderMouser.

INDEPENDENT TTRPG ACCESSORY CREATOR: The Speechless Bard

There are so many products out there for TTRPG's that at times you're never sure what you want to pick up, however when you find players amongst the creators with skills to make accessories you know that what they come up with is not only beautiful but a practical creation that will look fab on your gaming table.

With one of my characters being a cleric, I've often lost track of my spells and whilst I do own the spell cards, The Speechless Bard has brough out a fabulous Spell Counter book that holds the cards and looks fab doing it.  

So when we were lucky enough to get an opportunity to talk to the married couple behind the business, we couldn't wait...


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

The Spechless Bard:

Noor: We launched in August 2020, merging our two small bussinesses into one. The name is supposed to sound like a shop or tavern, and is inspired by our own first original TTRPG characters. The Speechless refers to Luuk's kenku character, as kenku don't speak common but repeat sounds they've heard. Luuk is also known by most visiting customers as 'the one who is quiet'. The Bard refers to Noor's bard character, while Noor is also the face/voice of the shop and the social opposite of Luuk.

Luuk: As Noor mentioned we started The Speechless Bard in the summer of 2020, although we've been active in the TTRPG business as individuals since 2018. At some point we realised it was better to just merge our businesses so that it was easier to help each other out without feeling guilty about "abandoning" our own work for a day or two.

 

TP:  What is your business best known for?

TSB:

Noor: Product-wise we are best know for our smallest and for our largest product; the colourful D20 bracelets and the magnetic Caster Compendia. But we are in general known for our custom crafting; almost all products in our shop are made to order and have a variety of options to create a personal treasure. 

Luuk: Hopefully our service and providing unique little treasures! But yeah, product-wise I think definitely the bracelets and Compendia.

 

TP:  Why the TTRPG space?

TSB:  

Luuk:  Because this is really a hobby that got out of hand for us! We started crafting for our home games, and after posting pictures online other folks wanted to buy them, and it just gave SO MUCH energy seeing how happy folks were when they received our items. The TTRPG community really is something else!

Noor: I started out leathercrafting for the archery space, but found that many archers still prefer a 'classic' style. As I started crafting for my own TTRPG character, I found a new joy in drawing designs around fantasy themes and started sharing these online. As the enthusiasm from the TTRPG space erupted, so did my drive to continue. I still love how our customers are cheerful, grateful and incredibly fun to interact with.


TP:  What is your favourite product that you produce?

TSB:  

Noor:  Oooof, that is a tricky question! Anything that requires special paintwork I think. The scrolls and dice trays where I get to paint the engravings I've done on white leather. It feels a lot like watercolouring, and it's very relaxing. I could do that for hours easily.

Luuk: Tricky question indeed - I think for me it's the Caster Compendium; we've made about 900 now I think over the last couple years (mainly for the Kickstarter) but I never get bored of them. Other than that, I absolutely love making something completely custom for customers who come to us with a unique problem that needs solving.

 

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

TSB:  

Luuk: We're actually hoping to move to a new home soon with a larger workspace, I hope that brings more (literal) space to expand our skillsets and develop even more cool items. I doubt that we'll expand to a larger company with extra staff and such, as we enjoy it way too much working with just the two of us.

Noor: And then maybe a new sewing machine! Hahaha I have little plans, for maybe a year or two. 

 

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

TSB:

Noor: It's a strange process really. Sometimes I have an idea for something I can craft in a day, so I'll try it out and throw it on my socials. If the reaction is big enough, I continue developing it and put it online. But sometimes we develop something for weeks, months, maybe a year. The most important questions we ask with a product are did we make it ourselves and is it unique enough? There's no need for us to learn how to build wooden dice vaults for example.

Luuk: I agree, we don't really have guidelines on this; basically sometimes we get a random idea of something we want to make, we try to figure out if it'll be just for ourselves or if it's something we could actually sell, and then we consider if it's worth spending resources on developing it. Posting early prototypes on social media can be a huge help for that!

 

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

TSB:  

Noor: Oh no, I feel attacked. I'm the one who takes on the craziest commissions that come to bite me in the ass. 

Luuk: Guidelines? What guidelines? Nah, we evaluate each request individually if it's something we can make properly and if we can keep it affordable for the customer, as we're wildly uncomfortable asking for large sums if we don't think it's worth it, haha

Noor: I try to work in a note of 'we'll see what we can do' when I reply to a commission, but I always get way too excited to make unique items. And as we make a lot of different things, we can go quite the distance for someone.

 

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

TSB:

Luuk: A new system of magnetic terrain! I already have an existing system that I produced for a couple of years but got drowned out by the success of the Compendia, but I've had ideas for a new system that I'm eager to develop further, but it takes MASSIVE amounts of time and resources...

 


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

TSB:  

Noor: Oh wow, I forget that we help out in the space at all sometimes. I forget we are a legit business sometimes! Do we help out?

Luuk: I think crafting items of which customers can really feel like they were made *just* for them. I've also heard from a lot of customers that our Pride bracelets and "This Too Shall Pass"-bracelets provided a lot of comfort for them during difficult times, and I'm really glad we can help in this way.

Noor: Oh yeah, the bracelets are my favourite things to talk about at cons! I love the genuine reaction the Pride bracelets get out of people! 

 

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?

TSB:  

Noor: Our complete and utter attention for the adventurer who ordered something. We read the names, their orders, and we craft something for them. There's no huge pile of stock to just grab and ship. We communicate a lot with our customers and we adore them way too much. We remember names and faces at conventions and talk with them for way too long. 

Luuk: Hundred percent agree with Noor, though I don't talk as much at conventions, haha.

Noor: One of us has to be the brains while the other blabs!

 


Friday, 14 July 2023

INDEPENDENT TTRPG PODCAST/YOU-TUBE CREATOR: Ampersandboxttrpg - Alex Gonzales

 

When you're out and about or having to do journey time, you always want something that will help you relax and make your day a little easier, since podcasts have become something that everyone can access as well as create these days, finding something special to sit down with is now often a case of having to either go with recommendations from friends or occasionally stumbling across one whose humour as well as antics match your own tastes.


For me, I was lucky enough to come across Ampersandbox (available on Apple, Spotify and You-Tube) , a group of five friends whose antics and craziness really matches my own on the tabletop (you can join their discord here) so when I was lucky enough to get a word with their DM, Alex Gonzales, I couldn't wait to see how he'd tackle our questions...


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

Alex Gonzalez:  Collaboratively working on a story that not only are we ourselves excited to tell but people can engage with is a huge driver for us. Plus, we all genuinely have fun at the table with one another and that makes the "production" of it all less daunting.


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

AG:  I (Alex) absolutely believe we're some of the best roleplayers in the space, especially at our level. Not only can we get gut-busting bits in, but we can also tackle trauma, grief, conflict, etc. with sincerity and gravitas.


TP:  Why the TTRPG space?

AG:  All of Ampersandbox have had an extreme passion for the space even prior to playing together. Josh, Jacob, Brandon, and I (Alex) have been playing D&D with each other for about 6 years at this point. James has also been such a great addition to the group with all their experience DMing games, writing and publishing modules, as well as the content creation side of things. Without the TTRPG community/space, we wouldn't have even met James in the first place!


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

AG:  So far, we only have 1 main show/podcast called "Venture into Vimuros". We all proactively make that show. We do have these mini-campaigns that I (Alex) lead using the SW5e (Star Wars 5e) system. I've done 2 of them so far Called Star Wars: Ascension and its sequel Star War: Redemption. We just wrapped Redemption about two weeks ago too! (Link to Redemption episodes: https://www.youtube.com/watch?v=RPJpB8IHjug&list=PLlnlIVfV_OdGI0kxJ4khEG2jhnkLxUAZ_)


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?

AG:  Our initial release was livestreaming the main campaign and then editing those down into audiobook style podcasts but we've recently made the pivot to focusing more on content creation on Youtube (https://www.youtube.com/@ampersandboxttrpg). We still do our livestreams every Sunday at 8pm EST but we've now also expanded into making other video content in the TTRPG space.


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

AG:  Currently James and I (Alex) are working on releasing both Star Wars: Ascension and Star War: Redemption as their own playable modules. So, anyone looking to live their Star Wars dreams away from the main canon can run wild with these stories I've written. I think that I have a pretty good handle on the mythos/universe of Star Wars so I hope these stories resonate with players. Follow our socials or join our Discord (links at end of email) for updates on that!


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

AG:  I (Alex) hope that we can use the show and podcast to grow the brand of Ampersandbox and become a legit TTRPG company. With my game design background, I want to try our hand at card games, board games, game modules, etc. all based on the world Josh started and the rest of us have built up together.


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

AG:  Personally, I (Alex) have always wanted to make a CCG. I grew up playing the likes of Magic the Gathering, Hearthstone, Cardfight Vanguard, and now Marvel Snap. I find all their formats amazing, and I think the greater world of Vimuros has the potential to make for an interesting game.


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

AG:  Believe it or not, I (Alex) don't actually listen to a lot of podcasts in the TTRPG space. I've always preferred the livestream of video format for TTRPGs. The podcasts I listen to and look up to the most are podcasts like "Stavy's World", "Dynamic Banter", and "Two Bears, One Cave". So pretty much exclusively comedian podcasts! "Dynamic Banter" for instance, has the most bonkers ad reads, props, and bits. Steve Zaragoza and Mike Falzone are responsible for a lot of my choices as an improvisational player at the table.


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

AG:  I've (Alex) always had a fascination with TTRPGs but aside from maybe 3 sessions, I never had a regular group to play with. It wasn't until Josh put out the feelers that he was looking to DM a long D&D campaign that I started playing at least once a week since like 2018. I was hooked from session 1! There is truly no game, in my opinion, that can scratch the itch that a TTRPG with your friends can satisfy.


Thursday, 13 July 2023

INDEPENDENT TTRPG MODULE/SYSTEM CREATOR: Blair Scarlet Barrett

A lot of us in the TTRPG scene are, and I admit this proudly, perhaps some of the biggest nerds going, identifying each other usually with either weird obscure quotes or with our writing as there will be influences from some of our other passions.  Whether its having some dark twists added in a manga style or perhaps even with some of our tattoo's in homage to the things we love.  


Here Blair Scarlet Barrett talks to us about their passions, their creations and about how, whilst they have created a few modules already, they're still learning...


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

Blair Scarlet Barrett:  Well, considering the one I'm most proud of is Fighting Spirits, I would have to say that the reason I felt like it needed to happen is because Monks, and really just unarmed combat in D&D 5e in general, felt underpowered and undervalued. So I wanted to give people the power to change that if they wanted to, and Fighting Spirits was the result. I took a lot of inspiration for the content itself from various JRPGs, fighting games, and martial arts anime that I've personally played or watched over the years. Some of the stuff in there is even meant to be nods to various in-jokes or tropes in the various fandoms, because again, I have a great personal love for those things myself.


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

BSB:  Considering almost all of my content is Pay What You Want, that's hard to say! But I like to think that my best selling point for my content is that it's easily slotted into D&D 5e, or any similar d20 system adapted from 5e, because that's what I know how to write for right now.


TP:  Why the TTRPG space?

BSB:  Well. There's a few reasons, but the main big one is that given that I'm on SSI, I'm not allowed to hold down a regular job, even if I could in the first place. Given some personal physical and mental difficulties on my part, that's basically impossible anyway. But the other big reason is that I LOVE writing stuff for people to enjoy, whether that's just the reading of the thing I wrote itself or the mechanics of what I've created actually playing out in their game. I have so many ideas for how things could be improved, or expanded upon in some cases, that I just couldn't NOT put it all into PDF and start throwing it out there on my little corner of the internet. It's hard, and I know I'm probably not doing it exactly right, but I'm slowly learning.


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

BSB:  Honestly, I would have to say writing character classes/subclasses. I really enjoy going in depth with a class idea, and seeing what kinds of abilities or powers I can develop to fit into that idea. Ability creation is probably one of the more enjoyable aspects of that process for me, because I'm a big comic book, cartoon and anime nerd, and I have IDEAS.


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

BSB:  Oh gods, too many. I'm Autistic & ADHD, so sometimes it's hard to just pick one idea and STICK with it until the end, so I have uh, currently 4 or 5 actively being worked on projects. Probably the most fleshed out and worked on one at this moment is Magical Mana, which is my attempt to bring a more Final Fantasy-type feeling to magic by raising the level limit, removing components and adding an MP cost, though it does a bit more than that as well. Currently I'm trying to convert all of the cantrips in D&D 5e. I have to admit that when I last looked at the 5e spell list, I had a moment of, "I have made a grave error in judgment". But I'm committed now. As for the other projects, one is a direct sequel to Fighting Spirits, Fighting Spirits 2: Combo Boogaloo. It's meant to give people access to fighting game-like combos in D&D 5e, and also expand a bit on abilities in the previous volume. I'm also working on a Beast People compendium, so folks can have animal people in D&D 5e, called Blood of the Wild: Beast People of Faerun and Beyond. There's also Monsters with Jobs: Re-Hired! in the works, which is me expanding on another previous work of mine, Monsters with Jobs!, which is basically a book of friendly NPCs DMs can use to provide fun, wholesome encounters for their group. I'm also working on the Bassurai class, which is my love letter to some bygone classes and abilities from D&D editions past, as well as music and cyberpunk. It's meant for a more modern interpretation of 5e's setting.


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

BSB:  Gosh, I would hope everyone who gets a chance to use my content in their game ends up enjoying it, obviously! But I understand the question is, "Who is this FOR?", and I can honestly tell you, that my content is for those who enjoy feeling the full weight of their characters when they play them in a game, for those people who love those big moments in an anime or a video game where you FEEL the heart of the people involved, and for anyone who loves playing the role more than the roll playing them. It's for those players who always wanted more from the game they love to play, but didn't know WHAT that something more was or couldn't figure out how to make it BETTER, and not just for themselves, but the whole table. It's for those people who think connecting with their chosen creation is more important than "the best build" for the class or species/lineage they picked, or optimizing their stats. Those are the people I make content for. And those are the people who I hope end up loving it.


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

BSB:  I honestly don't know right now! I'm really just barely getting into it, despite having done this for a few years now. It's hard work, and I don't always have the motivation or energy to get it done when I want to. But I hope maybe someday, that I'll be on some actual play or pre-recorded podcast, with a bunch of other dedicated character nerds. I'm hoping to get my name out there more, and that was kind of the point of this in the first place.


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

BSB:  I feel like this question kind of answers itself, because I'm an indie homebrew TTRPG creator and so like, a lot of my content is already unique to begin with. BUT if I had to pick something out of that to make an OFFICIAL supplement? Fighting Spirits, 1000%. There needs to be more official TLC given to Monks and the Unarmed combat system itself, and I think Fighting Spirits does that pretty well. And with FS2: Combo Boogaloo being worked on, it'll get even better.


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

BSB:  So, this is probably some personal bias on my part, because I've worked with this person before, and really thoroughly appreciated their help in playtesting Fighting Spirits for me: @planes_of_fate aka Franz. Probably one of the most supportive and creative people in the community right now, and it boggles my mind constantly that I had a chance to work with them on something. They are constantly out there, hyping the community up, while also trying to work on his own things, and I just...I wish I had that energy.


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

BSB:  Honestly, reading fantasy books/novels as a kid. One of my friends handed me a dragonlance book, Dragons of Spring Dawning I think, and that was pretty much the end for me. I dove head first into that world, and then learned that I could PLAY in it if I wanted. All things considered? I'd say that worked out pretty well. I have lots of great memories from roleplaying over the years. The only difference now is, I'm actively making content for the thing I love to do anyway.


The only thing that I want to add, is that this business is not nearly as welcoming, friendly, or warm as a lot of the bigger indie names would have you believe it is. It is a hard, cutthroat world out there, and while yes there are good people in it, they are harder to find than people think. No one is out to be your friend right off the bat, and if you go into the community expecting people to just be cool with your entire self right away, you're going to be disappointed a lot. But by no means does that ever mean you should EVER stop. Sure, you're going to fall on your face A LOT, but so fucking what? Everyone can find somewhere they belong here.

As for myself? That's a lot harder to say, since I objectively hate talking about myself because I always feel like I'm bragging or something, even though I'm just trying to state facts/answer questions in the most honest and efficient way possible. I don't like to exaggerate or over complicate things when I'm explaining something, because I feel like the truth is always better anyways. That being said, in case it wasn't entirely obvious from what I've previously said, I am a HUGE nerd when it comes to comics, cartoons, anime and manga, though I haven't kept up with a lot of it because it's hard to afford all the subscriptions I would need. Feel free to ask me about how I think an actual human brain would process suddenly possessing Superman's power set, but buckle up because it gets DARK really fast. OH! I used to LARP with a group called Amtgard! I would dearly love to get back into it, because it was damn better therapy than what I'm currently getting. Had to stop because of an injury, but stayed away because of local drama. But I miss hitting people with foam swords. I'm also REALLY into music, though I mainly stick with electronica/dubstep, metal, rock, and kpop. You'll likely be able to pick that up from my content as well.


Wednesday, 12 July 2023

GUEST BLOG: Ralph Inerson

I was lucky enough to do this feature with Ralph Inerson a few years ago and with him on the acting cast list for "The Popes Exorcist" I wanted to share it with you.
ThunderMouser


Hello, my name's Ralph Ineson, I'm an actor. I've worked on ninety odd films and TV shows over the last 20 years, I'm a character actor, and in the words of the late Richard Griffiths as Uncle Monty Withnail "I shall never play the Dane". As a jobbing character actor I'm always looking for new work, I have distinctive voice which has lead me into voice over work over the last few years, but until this year I had not had the chance to work on video games. Actually I'm lying, I did appear as Amycus Carrow in a Harry Potter game, but that only required a two hour voice recording session as the facial/body scanning was done during the filming of the movies. Having auditioned in London twice, I was cast as the pirate Charles Vane, the audition process being much the same as for a film or TV show. In fact, to guard against any snobbery towards the project being 'just a game', Agents were told that the project was a TV series. I however have an old mate who just happens to work at Ubisoft in Montreal who tipped me off that I was someone they were interested in and filled me in on the details (not what you know etc.). To be honest, the thought of motion capture filming had never really done it for me, I was excited to be trying something new, but I'd always imagined the work to be incredibly detached and over technical with little opportunity to actually 'act'.


The process of creating a game on the scale of Assassins Creed 4 Black Flag is mind boggling, Ubisoft studios from Singapore to Sophia all combined to create an amazing world; the cinematics of the game were all recorded at Ubisoft's state of the art motion capture studios in Montreal. These cinematics were not shot continuously as would be the case with a film, with mo-cap the schedule seemed to revolve around a week’s recording followed by 2weeks of working with that technical data. This meant I had four trips to Montreal over 3 months. A typical week would involve a day’s rehearsal at the main Ubisoft studio with lead writer Darby McEvitt and cinematics director Kama Dunsmore, followed by 3 days recording in the mo-cap studio. During the rehearsal day we would work through the script and block out the scenes to be recorded, we also had the chance to play the game which meant we could go to the tavern we were about to record a scene in, look around, make a mental note of the view that the character is looking at when doing a certain scene etc.

On recording days we'd start with the suiting up, a strange process where you squeeze into a skin-tight Lycra suit and stand there for about 15mins whilst 3 French speaking animation technicians buzz around you attaching 50 Velcro patches to very specific points on the body to hold the malteser sized white balls that are picked up by the mo-cap cameras. It's an odd experience, like a knight being dressed in armour by his pages, but quite a useful one when you're getting into character for a pirate captain. Next step is the head cam, I have an unusually wide head so this was not my favourite part of the process, the technology for head cams is still in its infancy really so there are not that many available and unfortunately none to fit my outsized cranium. The upshot of this is that I'd spend most of the day with my temples crushed, not ideal but handy character help when playing a permanently angry psychopath like Charles Vane. The head cams would be calibrated and matched up with a matrix of black dots applied to the face (it's a good look). The last part of the pre shoot process is the range of movement test or ROM, another strange and ever so slightly humiliating part where you perform a set routine of movements for the animation software to register.

Now to record, the studio itself is small compared to a sound stage at a movie studio, about the size of a basketball court with 50 motion capture cameras around the walls, it has a badminton court sized rectangle marked on the floor within which we record. It's at this point that mo-cap filming gets interesting for an actor, if you were shooting a scene for a film you would set up multiple shots (wide shot, 2shot,various close ups etc.) and in all probability do multiple takes of those shots. In all of those the actor has to match his performance for continuity, to make sure that he picks up the glass on the same word of the line each take for example. This technical side can often feel like a compromise on film, something that inevitably gets between you and really inhabiting the character you're playing, the way mo-cap works is different. Because all 50 cameras are recording, the Director can take whatever shot they like from the one take without having to edit from different takes, this gives an extra freedom to the actor. The way you can let go, throw yourself into a scene fully without having to think about focus marks, lighting etc. is quite exhilarating and particularly great for me playing Vane with his screaming and howling at the moon. There's something reminiscent of theatre performance about it all.

My first proper taste of working on Video games has been a fascinating experience, there's much more to motion capture than I'd imagined and I hope it's an area I get to do more work in. I hope you all enjoy the world of the Golden age of piracy we've created, there are fantastic performances from Matt Ryan as Edward Kenway, Mark Bonnar as Blackbeard and many more, the writing is superb and the look of the game is just stunning.

Ralph

BLU-RAY/DVD REVIEW: The Pope's Exorcist - Sony Pictures Home Entertainment

RELEASE DATE:  22nd May 2023 (Blu-Ray)

PUBLISHER:  Sony Pictures Home Entertainment

SYNOPSIS:

Inspired by the actual files of Father Gabriele Amorth, Chief Exorcist of the Vatican (Academy Award®-winner Russell Crowe), The Pope's Exorcist follows Amorth as he investigates a young boy's terrifying possession and ends up uncovering a centuries-old conspiracy the Vatican has desperately tried to keep hidden.


REVIEW:

I've been looking forward to watching this for quite some time, I loved the trailer, I loved the idea of Russell Crowe taking on a horror role and I really wanted to see what a small cast would bring to the table as some of my favourite films have relied on this to bring a strong story of camaraderie to the fore alongside really helping make it an intimate film.

What I saw of this $18 million movie, had a good few problems.  Firstly whilst this story featured the name of a real person (Father Gabrielle Amorth, who is not only an exorcist but a prolific author with over 30 books) I felt that it would have been better had it been fictional, as you knew with the year it was set that Russell Crowes character was never under any threat which took away a lot from the film.  Then it felt a lot like it was shot on a set and in some of the scenes, you could tell that it was clearly Ireland and not Spain.  

Also add to this that it felt like the character was never sure whether to be a comedian or serious with some very dubious movie props (the latex mummified bodies which would have made more sense to have been skeletal and thus more frightening and I was left feeling that it really wasn't sure what it wanted to be.

Had I been writing the plot, I would have made the characters completely fictional, I would have changed the ending to be more ominous leaving the viewer asking questions and I would have moved the date to more modern times.  Finally as to the acting, it did feel that the various actors never fully realised their roles although I did love seeing Franco Nero as the Pope.

All round it was OK for an evening, but I would suggest leaving watching until it is on somewhere for you to watch for free rather than a rental.  

Tuesday, 11 July 2023

INDEPENDENT TTRPG MODULE/SYSTEM CREATOR: Amethyst Dragon

All DM's are creative writers to some degree, whether its going off track with a written adventure and having to create an emergency scenario either due to missing players or to help get the players back on track to the adventure they're playing.

Nathan (better known as Amethyst Dragon) is a DM who can do not only that but will also create modules for others to utilise, whether its something sparked by a song title or a selection of words, something will be triggered within and then taken fully explored.

Nathan was kind enough to take our interview and here are his responses...


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

Nathan:  I'm a creator of all sorts of homebrew content, but modules and systems are one of the few things I haven't made yet.

For the content I make, I find and take inspiration from practically everywhere and from anything. I've made magic items and spells based on idioms (like letting the cat out of the bag, or crying over spilled milk), made an entire subclass because people mispell "rogue" all the time, took the idea of something costing an arm and a leg and made an encounter out of it, and I have made homebrews out of three unrelated words.


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

N:  I'd say the best selling point of the content I produce is that I make such a variety of things that everyone can find something they enjoy. Some things I create fit Serious Fantasy, while other things are definitely humorous. Everything I make is functional 5e content though, so GMs don't have to create mechanics to bring my content into their games.


TP:  Why the TTRPG space?

N:  TTRPGs have rules, but they are first and foremost games of imagination. You imagine what your character looks like, how they act, what they sound like, how they feel about everything. At the same time, you're imagining the world the GM and other players are describing. They're not limited by things like graphics cards, what's preprogrammed, or even if you've paid to play (because only one person really needs the rules and the entire group can participate).


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

N:  I really don't have a favorite product that I produce. Anything I think I would enjoy playing, or using in my own weekly game, could be a favorite...but that's anything I've made. You could ask about any individual thing and I could tell you how I would use it or why I'd like to use it, but picking a single favorite (or even a dozen favorites) just doesn't quite work for me.


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

N:  I have several things that are current works in progress. There are short, 1-day projects, and then there is the one thing I've been working on since late last year.

I have a giant list of content ideas that never really seems to get any shorter, even as I use ideas from it. I make new D&D 5e stuff several times during any week, and sometimes daily.

I am writing, formatting, and editing a full-sized D&D 5e sourcebook with almost all of my content for players and GMs. It's currently at over 350 pages, and I haven't added any artwork to it yet. The plan is to kickstart and publish it in 2024.


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

N:  I think anyone that plays TTRPGs, and D&D in particular, would love some (or dare I say all?) of the stuff I make. A lot of it is just plain fun, and most of it really could fit into almost any "generic fantasy RPG" setting. Even if a person doesn't play a 5e game, the ideas can certainly be adapted to work in other systems. I start with an idea before I get to mechanics, so there's a solid starting point for adaptation.


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

N:  In 5 years, I'd like to still be creating new content like I am now, but with the added benefits of seeing my book(or books?) for sale at stores or conventions, and my wife probably wouldn't mind this hobby turning into something that makes a little money through the book or through Patreon.


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

N:  If I had time and basically unlimited money for development, I think I'd set up non-profit gaming centers across the country that would have suitable space, tables, and materials so anyone could drop in and game for a very, very minor fee (just enough to maintain the facility and keep it running). TTRPGS, board games, card games, shared video games (like Mario Kart) where more than one person plays at a time, etc.


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

N:  I admire anyone that puts their creativity out there for others to share in. It's one thing to make something for yourself, it's another to put it out there for others to see, use, critique, and talk about.


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

N:  I've been playing D&D since I was in 7th grade, when my best friend introduced it to me. Neither of us knew what we were doing at first, but it was fun anyway. It had swords, and magic, and dragons, and I was hooked.