Transcript
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I think that we're very precious of our characters, right?
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Like, rightfully so.
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They, in a lot of ways, are our children.
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They are projections of ourselves.
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It kind of goes back to the ethos on game design for me of like, you don't exist in a vacuum.
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You are the sum of your experiences, but you're also some of those relationships and the way that you've interfaced with other people's complicated stories.
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The way we move forward is by inviting people into our stories.
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And keeping a perspective that's bigger than ourselves.
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Hello friends! Welcome to Characters Without Stories, a TTRPG podcast about the roads not yet traveled.
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I'm Star.
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This episode I'm joined by Andrew Beauman, a game designer and artist with a background in graphic design and marketing.
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His first game was published through Zine Month 2024, titled Battle School.
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He also co hosts a podcast called One Shot's Tavern about exploring new ways to tell your story through different games.
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Andrew, welcome to the show.
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Hi, I'm very glad to be here.
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So we're going to be talking about a game that you actually designed and you'll be kickstarting today.
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Oh, yeah.
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Yep.
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It's it's all getting started.
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Zine Month is kicking into high gear.
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Tell me a little bit about Zine Month.
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What is it?
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Yeah, so Zine Month is it's it's kind of been a thing outside of just Kickstarter, and it is.
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Um, on Backerkit and a couple other places as well.
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But it is the collective effort of a lot of creatives to produce zines and TTRPG products in, in smaller book form.
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Obviously zines have their own history outside of TTRPGs.
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And what makes a zine a zine?
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I know you did a video of that recently.
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I think my books typically extend a little bit outside of that into more traditionally published books, but they're small, you know, so I still think of them in that same broad umbrella.
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Um, but yeah, during the month of February, people launch their crowdfunding projects to bring their product into reality and get it into people's hands.
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And it was a huge push for me in starting in game design to just pull the trigger.
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Make a project and see if people like it.
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The huge benefit of doing it through Kickstarter is they are an insane marketing engine being effectively a nobody without an audience.
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I wasn't doing a lot of TikTok.
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I wasn't doing a lot of social media.
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We had just started our podcast, didn't have a lot of audience and was able to get a good following for the project.
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I was able to more than just fund my goal and really get launched into actually being a game designer.
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And now, no, I'm not like, making a living doing it yet, but I am doing it full time by way of a very supportive partner So zine month is very close to my heart and I am excited to be doing it again
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What made you decide to get into game design?
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So I, I mean, my history with gaming goes back to late high school, but with anybody that ever touched 3.5 D&D or Pathfinder, you were hacking everything.
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And if you really only were inside of that bubble.
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That was the only option you had.
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I didn't know about other games.
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I didn't really know about even Vampire the Masquerade or other things that would work.
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I was like, well, it's it's this or nothing.
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It's a D20 no matter what.
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And that was just, you know, an ignorance.
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Getting into the space and just having pretty much only access to the immediate people around me at the local game store.
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And so I was hacking 3.5 for years and years and years and then eventually moved over to 5th edition.
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Yeah, I just had always had tons of ideas.
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I had wrote a lot.
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I had lots of homebrew methods for handling things at the table.
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And when I kind of finally left that bubble, I was getting into Cypher at the time and Cypher really rewired my brain on how a game could work.
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The role of the GM specifically becoming so much more of a facilitator and a transparent communicator rather than God.
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Yeah.
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And this weird power dynamic with the players and it really gave me a lot of freedom to relax and not feel like I'm the man behind the curtain.
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It's a lot of pressure to feel like you're commanding this amazing narrative and you know, the Matt Mercer effect of like needing to really make this compelling narrative for your players and, and taking that and saying, what if we were doing that together instead of it just being on me and nobody needs to be under the illusion that I am the one making this work, but we're working together to make something we both enjoy.
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So that shift was huge for me.
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And that's when I was like, now that I know that things can look differently.
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Let's make them really different.
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Let's take the things that I struggled with at the table and really facilitate a different kind of play style that I think people crave and maybe don't even realize it.
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So the game that you are Kickstarting is called Out of Orbit.
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What were the inspirations for the mechanics in this game?
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There's a system, it's not exactly published yet, but my system I started with was Entwine.
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It's all about your actions do not exist within a void.
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That goes for life and the mechanics of this game.
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And it was built around you making decisions in a game that are about what everybody's trying to accomplish as opposed to individualized glory and spotlight moments being something that you're just waiting for.
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Round over round, just kind of waiting for your turn, hoping to do something crazy and cool that only gets foiled by somebody else doing the exact same thing.
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That drove me nuts.
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You know, so to be reactionary, I was like, What if we just work on making cool stuff happen together?
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And sure, you can handle that by way of actual communication.
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I highly encourage that.
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But also the game facilitating that.
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Being a priority was was something that I wanted in my games.
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So Battle School was the first attempt at using Entwine in like a combat sim focused game, whereas out of orbit, the inspiration was taking this kind of collective approach to mechanics and porting that into one of my favorite properties of all time, which is the show Lost.
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Lost is complicated, people have a complicated relationship with it, a lot of people feel strongly about it.
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I say to a lot of people, if I didn't like meandering narratives that ask more questions than they answer, I wouldn't play TTRPGs.
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That's not to say that an ending doesn't matter.
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It's not to say, you know, anything else.
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I'm not making a huge defense of the ending.
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You can think what you want.
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But I liked what the show did in terms of using their narrative structure of flashbacks and a huge group of people that we're getting to know.
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And I was watching it again for the who knows how many times.
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And I went, how do I do this at the table?
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This is not a way that we tell stories at the table in any games that I've played.
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And so I began to look into troupe style games, such as like Band of Blades, a little bit of Ars Magica that was way more involved than I was ready to dive into.
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But, you know, Band of Blades being a Forged in the Dark game and taking a like approach to like a military troupe that then goes out on missions and then advances that camp along was, was really interesting to me to have that cycle of gameplay.
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So that was a big part of it.
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So taking Entwine, making it troupe style.
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So we all are owning a group of characters as opposed to my singular character that I am embodying was a new thing to try out and play with.
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And like I said, there's other games that have done it.
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But for me, it was new.
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Again, it kind of went back to that core design principle of you being a part of the grander team, you know, playing this game together to tell a narrative that we all find satisfying and sharing those characters, you know, giving each other the opportunity to invest into each of the characters as opposed to just, again, being focused on individualized narrative satisfaction.
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Those are a lot of the main goals going through it, but very early on, if you know anything about the show, one of the biggest things that they deal with is flashbacks, and I knew I had to figure out an interesting way to use that.
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Narratively, I was excited by the aspect of diving deep into character backstories in the middle of gameplay, and finding ways to deepen that well of, of the characters, rather than just having your 10 page back story that you might be trickle feed to the other players throughout the course of a campaign.
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And again these characters are shared so we get to contribute and we get to weave a complicated web of all of these characters maybe having overlap in their past at the same time as finding ways for that to inform and define the character sheet and how we interface with the rules.
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So, everything you do in this game is made up of your experiences.
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Your sheet looks a whole lot more like, like a spreadsheet full of backstory details and events that have happened to you on the planet that you have crash landed on.
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I don't know if I mentioned yet, but the twist I'm taking on Lost is a spaceship traveling through frontier space, which is my setting, sci fi, far future, corporatocracy stuff.
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Uh, you know, think Alien and Cyberpunk and all that stuff mashed together, but with more of a frontier spin.
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But yeah, your spaceship crash lands on a weird planet and you can't get a signal off and you're stuck there and you have to survive with this group of people and maybe one day get out of orbit.
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Roll title credits.
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I think it's funny.
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Most of the sci fi games that I'm familiar with don't actually take place on a planet.
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Like they're very much like we visit a planet.
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Yeah.
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Most of it takes place on the spaceship.
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And you know, maybe this was intentional or not, but it's nice that you didn't have to worry too much about spaceship mechanics.
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Right?
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Yeah.
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No, it's, there's, there's so many cool ways to do it.
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And actually a lot of the Entwine system came from me building a rule set for Cypher for ship mechanics.
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Basically the idea of we're flying a ship, right?
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So in that instance of using Entwine, we are the ship.
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And the way that I use my role in the ship, maybe as the gunner, is going to directly affect you flying the ship.
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And so if I'm just unloading the guns, maybe it throws us off a little bit.
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And so all of the actions then went into a pool that affected the DC for the entire round.
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And again, that's when I first was like, I think there's something here mechanically where my actions and my choice of actions should have some effect on the people around me.
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And we could then work together to do a better job of working together.
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Yeah.
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When I think of Lost, I think of how each person has a different relationship with the collective of survivors.
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This is probably one way that your game would differ from Lost is that in Lost, it's not like they were all friends on the plane.
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They weren't working together to fly the plane or anything like that.
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But there's something I can see a correlation there in terms of a group of people that are banded together with a singular purpose, which is to survive, and that each person within that group has a lot of impact, not necessarily for good.
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Obviously, some of the people are causing conflict or trying to get their own without thinking of the needs of the collective.
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Do you think that there's space in your game for that kind of conflict as well?
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Oh, absolutely.
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Lost is a drama.
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It's a sci fi.
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It's a drama.
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It is all about getting upset and yelling at each other until we figure out what's wrong.
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The way that I'm hoping to facilitate that is it almost functions as a safety tool at the same time as an opportunity and that is the fact again that we don't own these characters.
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And so we are working together to build the drama.
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And so if a character becomes a problem for the larger group, It's because we all chose that.
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Yeah.
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And we moved them or narratively it felt like it made sense for them to become a problem.
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And that in and of itself, I think it takes the pressure off, you know, wanting to be a dissenting force in a party and in a D&D kind of setting is narratively interesting, but can bring with it a lot of issues.
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It could trigger people.
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It could cause actual table conflict.
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You know, there's a lot going on when it comes to essentially PvP, but on a social dynamic.
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And like, there's opportunities for like, verbal abuse without realizing it, if you're choosing to be a dissenting force.
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And so, by way of it essentially making it not personal, I'm hoping for the drama of the conflict within a group to be an opportunity to really build a narrative together.
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To just focus on it as a story and have a little bit of arm's length detachment from the character that may be under attack or something like that.
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The approach to building characters in this game is very different.
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Obviously a troupe style game is not something that a lot of people would be familiar.
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There are a lot of different approaches to building characters.
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But I think most people are used to like a D&D style where you have a character that's detailed, that has a backstory, that you're coming into the game with some sort of story already having taken place, or we have a game, a OSR type game like Mork Borg where it's, it doesn't really matter too much.
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You, we roll up a character, they're probably going to die.
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You don't really get too precious about it.
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You're not really worried about owning the character or making them very detailed.
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For me, personally, if I was going to play your game, I think it would be a little bit of a learning curve, just adjusting to that different style.
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Totally.
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Yeah, the first session, I'm hoping to kind of tutorialize the beginning of the game to onboard people to mechanics, but also narratively.
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The beginning of the game is narratively us being introduced to the characters.
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That we as the audience and the director don't know yet.
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So what that means is I encourage people to like, try out the use of the camera, if you've heard that before, for for running a session.
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So the person that's GMing and facilitating this would be able to describe the crash scene.
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So this is the first moment in the game is the crash.
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You know, the ship has gone down.
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You're on an alien world and that camera moves over to the first survivor that we're going to roll.
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Characters are called survivors in this just because they hopefully survive, and the camera arriving at that survivor prompts the first player, doesn't matter who, to roll up using a roller table the first character that we're looking at.
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And, um, one that's kind of the narrative, narrative architecture of the beginning of Lost.
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Like, we just kind of zoom in on somebody's eye, we get introduced to them, we dive into their backstory a little bit, we cut back to other stuff.
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So the camera kind of arriving on the first person, you then get to roll up this character.
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You roll their background, that could be their role on the ship, it could be their job or history beforehand.
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They could be a con artist.
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They could be the pilot.
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They could be an asteroid miner, you know, all kinds of stuff.
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And this, if anything, is maybe the broadest umbrella that you could kind of consider the class of the character.
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But it just becomes what is called a tag on the character sheet.
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It is just another thing that you can call on in order to roll better when we're actually dealing with the dice confirmation mechanic and rolling tests and stuff like that.
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So the first thing is you roll background, then you roll hobbies.
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This is a lighthearted, you know, almost like a weird thing that's not necessarily directly related to their background.
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Like they might be at the pilot, but they also might just like be really into martial arts for some reason, you know, or they could just be an animal lover, you know.
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And again, this is a tag that gets called on for relevant situations.
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So even if the pilot, you know, happens to be an animal lover, maybe she is now in a situation where she's dealing with a potentially hostile beast.
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And she kind of wants to roll in interaction with that beast to maybe calm it down instead, because she's an animal lover you can call on that tag me roll a little bit better.
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And then we get into the negative tags, which is going to do the opposite.
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And that's going to be like a character flaw.
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They could be a very selfish person.
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They could be a kleptomaniac.
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They could be a compulsive liar.
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They could just be insanely insecure.
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You know, this is where we get into the kind of classic flaws situation.
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And then the last negative tag is more relevant to the current moment.
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And this is the first event that gets logged on a character sheet.
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And that is their injury.
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They just went through a spaceship crash.
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What just happened to their body?
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They could be untouched.
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They also could be dead.
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And that's interesting because you can die in character creation.
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Why does that matter?
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I find it interesting that if we roll, say, the pilot, that maybe she died.
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And now, if we ever find a ship or something to hopefully get off the planet, we don't have anybody that has experience flying it.
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It's like a form of resource attrition, right out the gate, of limiting what pool we might have.
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The chance of dying is pretty low.
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Like, it's, it's, it's rolling, you know, a one on a D20, for sure, during character creation.
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That's pretty much it.
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You roll up, uh, your health and drive, which are the only numerical stats on your entire sheet.
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And then you've got a character.
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You're gonna probably do two or three characters during character creation, where the kind of round robin the camera moves throughout the crash site.
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And we get introduced to these characters by you rolling them.
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And then kind of just defining a sentence or so about how you see this character being interpreted.
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And depending on their injury, they might become the very first dramatic scene we have to deal with because they're bleeding out and we want to save them.
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So that's kind of the weirdness of, of character creation in this game is we are through the course of play, and this is thematic of the game, we're discovering who these people are.
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And we're diving into their backstory, and then we all get to play with those levers of what's dramatic and interesting for us.
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Imagine, we're zooming into this person's eye.
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Who is this person?
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Who are we bringing to the table?
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Yeah, so I've got a couple prepared here, but the first one that I like to talk about that I've worked on a couple times is, I call him Sarge.
00:19:34.795 --> 00:19:47.484
He is that classic gruff, ex military kind of guy from everything that we can see on the outside is a very rough person, but there's probably more to him than that.
00:19:47.624 --> 00:19:49.734
But that's not how most people experience him.
00:19:49.924 --> 00:19:56.884
When I roll him up, he rolls ex military, potentially like mercenary now that he's left the military.
00:19:57.124 --> 00:20:00.354
And then, uh, we roll on his, his hobby.
00:20:00.604 --> 00:20:04.624
And I kind of flesh it out a little bit further than what gets rolled on the table for him.
00:20:04.634 --> 00:20:05.394
Cause I had an idea.
00:20:05.809 --> 00:20:08.579
The thing I rolled was carpentry, and I was into that.
00:20:08.599 --> 00:20:09.420
I like that.
00:20:09.619 --> 00:20:18.449
But I was like, maybe he's just really crafty, and he just likes crafts, and I wanted to dive into that, and I was like, what weird thing could he collect?
00:20:18.749 --> 00:20:21.269
And I was like, he collects ceramic cat plates.
00:20:21.689 --> 00:20:28.480
I don't know why yet, but I think that's just weird and interesting, and it's juxtaposed to what people would expect from him.
00:20:28.859 --> 00:20:33.449
It's a narrative opportunity for us to discover the depth of Sarge.
00:20:34.054 --> 00:20:43.284
And then I rolled, you know, on his flaws, and I found out he's an overconfident gambler, which is absolutely terrifying for the military trained individual.
00:20:43.663 --> 00:20:48.095
You know, again, exciting potential for, uh, how he would play out at the table.
00:20:48.345 --> 00:20:50.325
And then we just roll on his injury.
00:20:50.605 --> 00:20:54.115
I love roller tables because they're serendipitous, often.
00:20:54.194 --> 00:20:56.414
Often they make gobbleygook, I get that.
00:20:56.424 --> 00:21:00.805
But more often than that, I feel like they just do something magic.
00:21:00.884 --> 00:21:03.565
I love that, uh, for him, he has a broken leg.
00:21:03.624 --> 00:21:08.444
And so, he is not really able to move around very easily right out the gate.
00:21:08.453 --> 00:21:09.535
He is limited.
00:21:09.839 --> 00:21:16.130
He may be a very capable individual when it comes to keeping people safe, but right out the gate, he is not in a good situation.
00:21:16.400 --> 00:21:20.940
He probably doesn't feel very useful when he would want to be.
00:21:20.960 --> 00:21:26.950
Maybe he finds his, his self worth in his ability to protect and take care of people.
00:21:27.194 --> 00:21:29.214
And again, something interesting.
00:21:29.214 --> 00:21:29.914
Well, good luck.
00:21:29.924 --> 00:21:32.295
You're not getting around very quickly right now.
00:21:32.414 --> 00:21:35.094
You're the equivalent of a turret.