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What Is Roleplay?
Beyond Cataclysm
10 episodes
3 hours ago
Welcome to What is Roleplay: a podcast from Beyond Cataclysm exploring the very basics of Roleplay, Role Play Games, and what it means to be part of this awesome hobby. We will be exploring the nuts and bolts of how to play role play, with each episode themed on a particular concept or idea. Even if you know literally nothing about role play games currently, this podcast is at a level that assumes no prior knowledge. We will have interviews with leading designers from the indie scene, and take a look into games you may have heard of, and others you haven’t heard of, but should. Each episode ends with some short live-play examples too, to put flesh on the bones we've laid out earlier on.
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All content for What Is Roleplay? is the property of Beyond Cataclysm and is served directly from their servers with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.
Welcome to What is Roleplay: a podcast from Beyond Cataclysm exploring the very basics of Roleplay, Role Play Games, and what it means to be part of this awesome hobby. We will be exploring the nuts and bolts of how to play role play, with each episode themed on a particular concept or idea. Even if you know literally nothing about role play games currently, this podcast is at a level that assumes no prior knowledge. We will have interviews with leading designers from the indie scene, and take a look into games you may have heard of, and others you haven’t heard of, but should. Each episode ends with some short live-play examples too, to put flesh on the bones we've laid out earlier on.
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Episodes (10/10)
What Is Roleplay?
What is Roleplay #26 Crits with Steph Windross
Welcome to Episode 25 of ‘What Is Roleplay?’ This episode CM Lowry is joined by Steph Windross to discuss Crits To start the conversation CM Lowry asks Steph to define what the meaning of a Crit in roleplay games Crit is short for Critical Roll, either a Critical Success or a Critical Failure. In short that means you have a rolled either the highest (success) or lowest (failure) number on the dice. These usually have interesting results which impact on the game as you continue to play. CM reminds us that if your unsure about dice you can revisit Episode 1 of What Is Roleplay Most games and systems will require that the dice actually land on a natural 20 in order for that to be considered a Crit Success – so if you roll 18 and add some sort of bonus that makes your score 20 that would not count as a Crit. Steph shares some  about a brilliant Crit Success from her real life adventures in roleplay games such as DnD and Blades in the Dark. In Blades in the Dark Crits create narrative currency for collaborative story telling moments CM & Steph chat about some of the things that can happen when you roll a critical fail – a sort of doubling down on the things that go wrong. CM asks Steph to chat about some games that don’t use Crits. Steph mentions lots of the current batch of OSR (Old-School Renaissance) games CM chats about the exploding dice mechanic, in which a Crit Success means that you get to roll again and add further details to the game story. Steph brings up ICRPG (Index Card Roleplaying Game) as a game that has a set of really interesting mechanics for dice rolling and crits. CM & Steph totally nerd out on MOTHERSHIP and the Panic Engine System that it’s built on. CM asks Steph if there are any card games that use Crits They discuss The Wretched by Chris Bissette and it’s use of a Jenga Tower. If the tower falls that’s a huge Crit Fail and ends the game! CM and Steph agree that they enjoy the rolling dice and allowing chance to determine how the game processes and how the story unfolds. Listen as CM and Steph enjoy an actual play involving Crits, the city of Manchester and trying to park your car without getting a fine from a civil service demon!! Actual Play Quick-Map drawn by Jog Brogzin Steph chats about her latest project, CALPINI, which is based on the rules light A Dungeon Games by Chris Bissette, which is also compatible with MORK BORG Links to things we discussed: Games: Dragonbane Dungeons & Dragons Blades in the Dark OSR GURPS Cairn Mausritter Savage World ICRPG Mothership Call of Cthulhu The Wretched Bloody & Alone in Appalachia Dread The Sealed Library MORK ORG SOLO BORG More about Steph Fistful of Crits on ETSY Fistful of Crits on BlueSky Fistful of Crits on Instagram Fistful.ink for all your printing needs More about Us Beyond Cataclysm on Bluesky @beyondcataclysm.bsky.social CM Lowry’s website –  All About Chris Website – beyondcataclysm.co.uk Patreon – Patreon.com/beyondcataclysm Our most recent project is Mork Org Our upcoming project is Lucky for None in Space Actual Play Quick Map drawn by Jog Brogzin Jog on Social Media: Instagram – @jogbrogzin Bluesky – @jogbrogzin.bsky.social Patreon – patreon.com/jogbrogzin With music generously provided by: Powerplant & Imploders Actual Play Soundscape by Traveling LightThe post What is Roleplay #26 Crits with Steph Windross first appeared on Beyond Cataclysm.
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4 months ago
42 minutes 25 seconds

What Is Roleplay?
What is Roleplay #25: No Prep Play with David Blandy
Welcome to Episode 25 of ‘What Is Roleplay?’ This episode we are joined by artist and tabletop roleplay game designer David Blandy to discuss No Prep Play Chris asks David what No Prep Play is Simply put it is playing without preparation – creating an adventure on the fly as you’re playing. Instead of having a preset scenario or adventure, you just make things up as you go. It helps to have a sourcebook for inspiration, perhaps one with lots of tables that you can roll on to randomly generate ideas. The Opposite of No Prep Play usually takes one of two form Either a pre-written module in which everything for the adventure is set out – maps, settings, non player characters, creatures, everything that the players are going to encounter is contained within the book or booklet Or something homebrewed that takes on a similar format to the adventure module. Something you’ve spent hours (or years) thinking up, writing and illustrating. Everything is set out for the player. This can be a very exciting thing for a GM to create and is a form of play within itself. You might choose to use tables from other RPGS. David shares some tips for those who might be scared to lead a No Prep game Trust yourself – you have the answers because you know the world you are working with, as someone who is running the game. Have a shape in your head of how you’d like the game to play out – trust this vision. Throw questions at the group to buy time and give you ideas of what comes next Don’t be scared of the players – they’re there to have fun with you! Have confidence that everyone is there to have fun so relax. No Prep Play is a nice solution to the problem of the Forever GM. As the Games Master in a No Play Game you’ll get to play along with the other players, rather than having to refer to the big book and keep players on track. It’s far more organic and can make for lots of fun. David shares some stories from No Prep games that he has really enjoyed leading Whilst using the spark tables from Lost Eons as inspiration one party broke through the side of a cavern and discovered a whole new universe. Of course this could have been created with prep before hand but having that spontaneous moment of discovery alongside the players rather than railroading them into a fix scenario was just a really beautiful thing for David to be part of.  David also shares some of the difficulties of leading a No Prep game  The most challenging thing is just committing to doing it – as much as it’s freeing there is a sense of danger – you don’t have the safety net of a module to fall back on. David suggests that there is a middle ground between Prep and No Prep games Create tables before hand that you can roll on during the game. You can also pre-select these from game books that you already have on your self. Here is an example, written by Chris McDowell and intended for use with 2d20 David makes the point that No Prep Play is just a heap of fun – give it a shot Let your party know that this is the type of game your playing and ask them to be patient with you Chris and David enjoy an actual play, with No Prep involved! David opts to use the Eco Mofos system, which is based on rolling d6s. Chris’s punk, William Smith, goes by the monika JET, and is a 50+ year old hacker, who is arrogant, smokes and wears a cool leather jacket. Listen as David and Chris figure out how JET overcomes wolves, spiders webs and rats to encounter a hermit and unlock the secret to finding a new safe place to call home. Actual Play Quick Map by Jog Brogzin Links to things we discussed: Games: Lost Eons by David Blandy Lone Eons by David Blandy Eco-Mofos by David Blandy Dungeons & Dragons by Wizards of the Coast Into the Odd by Chris McDowell Isle of Ixx by Skullfungus Ultra Violet Grasslands by Luka Rejec Savage Worlds by Pinnacle Entertainment Fiasco
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6 months ago
1 hour 30 seconds

What Is Roleplay?
What is Roleplay #24: Space with Marco Serrano
Welcome to Episode 24 of ‘What Is Roleplay?’ This episode we are joined by Games Designer and Spicy Tuna RPG head honcho Marco Serrano to discuss Space After a brief opening chat Chris asks Marco ‘Why is Space brilliant’? To which Marco answers that it creates  a realm of endless possibilities within the game. Sci-fi gives us input from the science and technology that we currently have available and also the possibility to extrapolate how things might look in the near future. The unknowns of Space gives us room to explore, within our games, all the possibilities that could come from life as we know it improving or getting worse! Marco shared his experiences of playing MOTHERSHIP, the first game he ever played that was based in space. Like in many games your health can dwindle, but you also have stress that builds up and can lead to long lasting conditions. Narratively your character is forever changed, but without necessarily affecting the mechanics of how you roll and whether you can still actually achieve things. This builds into the horror aspect while allowing the game to continue to run – something that’s especially great if your running longer campaigns rather than just one-shots. Chris asks Marco if there are any other kinds of stories that space lends itself well too, other than just horror. Marco points out that there are lots of stories from the Ray Bradbury era that are more Thriller than Horror. Many stories based in space are about experiencing the unknown – coming across things that are eye opening and beyond our abilities, that maybe make the reader think ‘wow, we shouldn’t do this again!’ Chris agrees that the vastness of space tends to make the mind boggle, as explored in the Ringworld Series by Larry Niven. The Ad Astra expansion to Mutant: Year Zero by Free League Press has a wonderful engine that explores this by factoring in the decay caused by year adrift in space. Marco also mentions Orbital Blues, another game that takes place in space and does really interesting things with the concept of space, scratching the itch of space cowboys and focusing on shore leave rather than big missions. Chris makes the point that Space themes are far less common in roleplaying games than fantasy themes, whilst its the other way round when it comes to other media such as TV and Films, and asks Marco if he has any comment as to why that might be the case? Marco feels that, with the popularity of Mothership, we’re at the beginning of a new revival of the sci-fi games niche.  There is a discussion regarding the fact that most space based games are also horror, with the general understanding that you’re going to die a horrible death Marco tells us a little bit more about his game Greenhorns It uses some familiar adventuring game play mechanics and would appeal to fans of old-school gaming and mixes in narrative storytelling as well. When you build a planet in Greenhorns and begin to explore it feels a lot like dungeon diving. In Greenhorns you serve a god-machine and go out on missions to build planets. It’s focused on the chaos of creation and the ramifications of that chaos. Your job is to stabilise the planet, via different narrative options, and bring peace to the inhabitants. It’s a collaborative world building experience. There is also a Loot system, which is the way the characters make money, but these items of loot also carry recordings and enable the players to build the lore of the planet and wider solar system too. Chris and Marco move into a real play in which they play two characters in a space based adventure. Listen as the dice determine how things will go with them as they fly through a wormhole at hyper speed smuggling a cargo of unrefrigerated luxury fruit past the intergalactic Police to a resort planet, before it goes bad! Actual Play Map drawn by Jog Brogzin in 1 Hour Links to things we discussed: Games: Constant Do
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7 months ago
55 minutes 48 seconds

What Is Roleplay?
What is Roleplay #23: Monsters! with Paul Baldowski
Welcome to Episode 23 of ‘What Is Roleplay?’ This episode we are joined by Author and Game Designer Paul Baldowski to discuss Monsters! Chris asks Paul why Monsters are so important in roleplaying games? Paul states that they are far more than just a character to slam down – they add a level of challenge and complexity that wouldn’t be present without them. Chris makes the point that monsters are an important device for storytelling, a fork in the road of the journey that the players are on. A discussion using Hansel & Gretel as an example of a monster being at the heart of a really complex story Chris asks ‘What defines a monster’? Paul chats about this idea, suggesting that monster do not have to be animate – anything that presents a barrier or delay can be monstrous, such as a wall or door. Paul sights the British TV series ‘Knightmare’ as a great example of inanimate monsters. The lifeforce meter for ‘Knightmare’ can be viewed HERE In other approaches Monsters can be complex tasks that require lots of dice-rolls. Paul points out that Monsters and Obstacles are the same unless the game mechanics make them different Orc level 3 and locked door level 3 are the same in that they both require the player to overcome them using storytelling, dice rolling or some other tool or strategy  Cypher System deals with obstacles like this well – the levels allow for an increase or decrease complexity. So new players can face challenges that aren’t too hard and experienced players can enjoy more challenging encounters.  Chris chats about some systems that allow for Monsters to have some agency and react to the actions of characters – attacking back This becomes like a war game, like a game of Chess, and pretty complex, especially for the Games Master (GM). Dragonbane is a good example of a old-school game like D&D that has simpler mechanics for monsters – the GM roles on a table, making monster management much easier and simplifying play. Chris asks Paul if he has played again games that have no monsters at all? Paul mentions that it depends on how you define monster, since we all have monstrous characteristics but suggests that Behind Enemy Lines is one example. Chris mentions a few games that don’t have any monsters and are worth playing such as Wanderhome and Fiasco. In both games there is an exploration of what a monster is and how we journey with our own personal demons. Paul and Chris then move into an actual play Using a d6 they build a dark lair in which the monster, The Paul, dwells. The Chris encounters clawed creatures and the twisted glass portal into a yawning maw of shadow and darkness. Will Chris survive the encounter? Listen to find out… Actual Play Map drawn by Jog Brogzin in 1 Hour Links to things we discussed: Games: Cthulhu Hack by Paul Baldowski The Dee Sanction by Paul Baldowski MÖRK ORG by CM Lowry RONIN by Slightly Reckless Games Cypher System by Monte Cook Games Dungeons & Dragons by Wizards of the Coast Pathfinder by Paizo Warhammer Fantasy Roleplay by Games Workshop Dragonbane by Free League Games Alien by Free League Games The Walking Dead RPG by Free League Games Zombicide Chronicles Boardgame by CMON Behind Enemy Lines by FASA Twilight: 2000 by Free League Press Wanderhome by Jay Dragon Fiasco by Bully Pulpit Games Quest RPG by T.C. Sottek Lucky for None in Space by CM Lowry Books, Authors, Etc. Grimm’s Fairy Tales by the Brothers Grimm Knightmare TV Series Squid Games TV Series More about Paul All Rolled Up Website – allrolledup.co.uk Paul on BlueSky – @paulbaldowski.bsky.social Paul on Mastodon – @PaulBaldowski Paul’s Blog – justcrunch.com More about Us Beyond Cataclysmon Bluesky @beyondcataclysm.bsky.social CM Lowry’s website –  All About Chris Website – beyondcataclysm.co.uk Patreon – Patreon.com/beyondcataclysm
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8 months ago
1 hour 1 minute 56 seconds

What Is Roleplay?
What is Roleplay #22: Rules Light RPG with Dan Sumption
Welcome to Episode 22 of ‘What Is Roleplay?!  This episode we are joined by RPG designer and author Dan Sumption to discuss Rules Light Roleplaying Games Rules light Roleplaying Games (RPGS) are games that have a very simple rules framework so that the learning curve is nice and easy and the players are more free to approach and enjoy the game. There is a stronger emphasis on imagination and freedom, rather than being stifled by heavy rules. Episode 15 of What Is Roleplay would be a helpful listen for those interested in Rules Light RPG. Dungeons & Dragons is a game that many people have heard of and is the introductory game for many people getting into roleplaying games. Unfortunately it has very complicated rules, also known as crunch, and can be quite off putting. Rules light games involve a lot more imaginative play, something we all naturally did as children but have often forgotten since. Dan chats with Chris about Into The Odd, a game that has no hit rolls, meaning you don’t have to roll to check if your attacks actually hit them. This changes combat a great deal, and bring a great gravity and consequence to fighting. This inspires players to think about non-combative ways of dealing with conflict. Chris mentions the real-time mechanic used in NOVA by Spencer Campbell, whereby the GM keeps the game moving by telling players they’ve taken too long to complete there turn. The key difference between traditional RPGs and rules light RPGs is that the creator is leaving more scope for imagination and making things up on the fly. You’re going to write your own rules as you play the game. Some games within the rules light category lend themselves to quickplay and short games session, sometimes know as one-shots. One such example that Dan enjoys is Lasers & Feelings. Dan feels that there is a certain level of trust needed within the group of players to play a rules light game. If there are people in your party that are super competitive you might need a few more rules in place to make sure they don’t bulldoze the rest of the party. Dan also introduces us to some of the games that have been created using the Into the Odd system such as Cairn, Mausritter, Electric Bastionland & Weird North. Because these rules light systems are so simple your really encouraged to do your own world building and make your own hack of the original system. The simplicity really encourages your own creativity. Dan Shares some tips on how to run a rules light games session: Don’t be afraid – just lean into the experience and enjoy it. Even if you think your ideas are rubbish they may well lead to something really interesting during play. Allow for collaborative play – everyone should be free to contribute ideas and build the world and wider rules together. If there isn’t a rule for it don’t just say no – figure out what works for your group and then go for it! Don’t bog the game down in too much mathematics Chris makes the point that rules light RPGs usually enable players to set up, have an adventure and finish in around about 3hrs. This is incredibly helpful when you only have one evening together. And the simplicity usually allows for hilarious adventures to unfold with gonzo stuff like bags of teeth and death by nose bleed! Dan & CM Lowry enjoy at Rules Light Actual Play set in a snowy cottage and using a standard deck of playing cards Clubs = Other People Diamonds = Riches Hearts = Magic Spades = The Land By drawing cards the story unfolds – a lonely wizard lives in a remote cottage on a hill after being banished from the local town after the people rose up against them. They are drawing on the power of the land through Geomancy. Listen in to see what’s on the cards for our wizard and the towns folk. Quick Map of the Lonely Wizards Cottage by Jog Brogzin (Drawn in 1 Hour) Links to things we discussed: Games: Mostly Harmless Meetings by Dan Sumpti
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9 months ago
59 minutes 41 seconds

What Is Roleplay?
What is Roleplay #21: Maps with Jog Brogzin
Welcome to Episode 20 of ‘What Is Roleplay?!  This episode we are joined by fantasy map maker Jog Brogzin to discuss Maps What is a fantasy map maker? Someone who makes fantasy maps. Unlike a regular cartographer they’re not looking to create maps that will safely guide you to your destination – they’re not looking to complete with GPS or Ordinance Survey. Instead they are looking to tell a story through the map. Jog creates maps for conventions such as Dragonmeet and Warpcon, making sure they have the flavour of the particular convention. Jog first got into maps by going hiking and taking a map and a compass to be able to know exactly where they were at all times. In RPG maps are an important part of the lore – here is the world, what do you want to do with it? CM Lowry asks Jog to share some roleplaying games that feature maps and have sparked joy.  The Royal Cartographer – A Solo Journaling Map Making RPG by Albi Colostle – A beautifully illustrated Solo World-building RPG by Nich We Sail Beyond – A map making game for group play By Matt Sanders Chris and Jog banter about medieval maps and how badly wrong the proportions of Britain & Ireland are! Jog shares some tips for making your own maps Don’t be to hard on yourself – have fun with it Remember the purpose is for story telling more than navigation Manage your expectations on how much people will interact with your map Share your skills with others if you can Hex Maps are discussed: these provide narrative prompts for various different biomes and encounters, whilst allowing for quicker movement through areas that are less exciting or important to the game. For example   you might have one square for a huge desert and four squares for a small city. Other types of maps use in RPGs have different levels of scope and would include the full world map, geographic location maps for specific countries of areas and then more detailed specific location or dungeon maps. CM Lowry and Jog Brogzin undertake an actual play in which they tell the tale of Jog arriving in the Land of Qor’de’tarr, washed ashore on a life raft after experiencing a ship wreck (see Jog’s Map below)   Links to things we discussed: Games: The Royal Cartographer Colostle (also for sale in our store here) We Sail Beyond MÖRK BORG CY_BORG Mork Org Books, Authors, Etc. Ordinance Survey The Hobbit by JRR Tolkien The National Library of Scotland Map Repository More about Jog Jog on Bluesky – @jogbrogzin.bsky.social Jog’s Website – jogbrogzin.com Jog’s Linktree – linktr.ee/jogbrogzin Jog’s Patreon – patreon.com/jogbrogzin More about Us Beyond Cataclysmon Bluesky @beyondcataclysm.bsky.social CM Lowry’s website –  All About Chris Website – beyondcataclysm.co.uk Patreon – Patreon.com/beyondcataclysm With music generously provided by: Powerplant & Imploders.The post What is Roleplay #21: Maps with Jog Brogzin first appeared on Beyond Cataclysm.
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10 months ago
51 minutes 48 seconds

What Is Roleplay?
What is Roleplay #20: Pirates! with Luke Stratton aka Limithron
Welcome to Episode 20 of ‘What Is Roleplay?!  This episode we are joined by Luke Stratton aka Limithron to discuss Pirates! Luke answers the question ‘What is a Pirate’ Dictionary definition – someone who steals things at sea Pirate is a word that has been appropriated for all types of theft Pirate has another layer of connotation – The word Pirate, somewhat like the word Knight, there is an aspect of this rogue being a sort of hero’ Chris asks ‘why are pirates good for roleplay games’ Pirates are a really accessible character to play for first time roleplayers. They may not know what a Tiefling Bard is, or how to play one. Everyone knows how to talk like a Pirate and chase the usual tropes of treasure, love and rum! Chris asks Luke if there are any challenges that people face in playing a Pirate There is a line to walk – real Pirates were murders, racists, rapists & criminals. So there is a line between reality and the fantasy version of Pirates you need to be careful with and discuss with your players before starting a roleplay sessions. Luke answers the question ‘What other games do Pirates well’ Luke doesn’t feel that there are many, if any, roleplay games that do Pirates that way he’d like them to be, hence why he created Pirate Borg. There are some great video games that do Pirates justice, such as Assassin’s Creed Black Flag and Sid Meyers Pirates! One RPG that comes close for Luke is Savage Worlds: Pirate of the Spanish Main. Also Savage Worlds: 50 Fathoms Chris and Luke mention some useful tools for undertaking naval combat Use of miniatures and a Hex map Virtual Tabletop (VTT) such as Foundry or Roll20 Use of a rules light system help with this, which is why Pirate Borg is a Mork Borg hack, because its such a simple system Chris Plugs our upcoming Kickstarter ‘Mork ORG: An Office Space in a hopeless place’. Launching 29th October 2024. Pre follow here ACTUAL PLAY: CM Lowry and Luke Stratton roleplay a short system neutral actual play in which they play rival Pirate Captains who have just collided and crossed cutlasses. It turns out they are brothers and a checkered history – chaos ensues! Luke plugs his current Kickstarter – Pirate Borg: Down Among The Dead Links to things we discussed: Games: Dungeons & Dragons 5e Curse of Strahd Wanderhome Eat The Reich MÖRK BORG  Assassin’s Creed: Black Flag Sid Meyers Pirates! Savage Worlds: Pirates of the Spanish Main Savage Worlds: 50 Fathoms Warhammer 40K Battlefleet Gothic Star Wars: X-Wing Star Wars: Armada Limithron’s Guide to Naval Combat Armada by Mantic Fiasco by Bully Pulpit Games Sundered Isles Expansion for Ironsworn CY BORG Ocean of Stars by John Dodd Dungeons & Dragon 5e Spelljammer Books, Authors, Etc. Treasure Island by Robert Louie Stevenson Pirates of the Caribbean Movie Franchise Tabletop Gaming Magazine Foundry VTT Roll20 VTT More about Luke Instagram – @limithron X – @limithron Website – Limithron Linktree – linktr.ee/limithron Pirate Borg: Down Among The Dead Kickstarter Patreon – Patreon.com/limithron More about Us CM Lowry on X – @cmlowryauthor CM Lowry’s website – All About Chris Website – beyondcataclysm.co.uk Patreon – Patreon.com/beyondcataclysm With music generously provided by: Powerplant & Imploders.The post What is Roleplay #20: Pirates! with Luke Stratton aka Limithron first appeared on Beyond Cataclysm.
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1 year ago
50 minutes 12 seconds

What Is Roleplay?
What is Roleplay #19: Social Conflict with Dave Semark and Matthew Tyler-Jones
Welcome to Episode 19 of ‘What Is Roleplay?!  This episode we are joined by Dave Semark and Matthew Tyler-Jones to discuss Social Conflict Dave & Matthew tell us about how the embarked on their journey into podcasting, inspired by the Free League game Coriolis and how that lead to them building a relationship with Free League and becoming freelance designers, not only working with Free League but also with Modiphius, Monolith, Firelock and other games publishers. CM Lowry asks the question: What is Social Conflict? Matthew makes the point that most systems don’t have rules for social conflict. Dice are used for pretty much everything else, but social conflict is dealt via conversations between the players and GM. Matthew states that social conflict is at the very heart of all roleplay aspects of gaming, the parts where you are playing your characters as opposed to rolling dice. CM Lowry makes the point that having the ability to win or lose at conversation can be quite daunting for players, especially those who find it hard to express themselves, debate or converse at length Friendships were made and lost around the table, because players took it personally when their character lost an argument. Dave makes the point that the player / player character dynamic is a strange thing and it’s important to be able to, as a person, disconnect ourselves from our characters so that we don’t get to hot under the collar. CM Lowry and Dave discuss the different approaches to social conflict: You could take a stats heavy approach, using things like Charisma stats to figure out which character would win an argument or a more dramatic approach, in which you can use accents and props to literally act out the discussion. Matthew stated that it’s very important that no-one feels uncomfortable during a roleplaying game. Players should not be made to feel strong armed into a decision they’re not comfortable with. Most modern systems find a nice balance between stats and roleplaying, giving players figures to work with that enable them to then act out their discussions and letting them choose which approach they prefer. CM Lowry asks ‘what is the most mechanical way that we can deal with social conflict’ Matthew highlights some games that do this well – games that aren’t just about running into a cave and hitting a dragon over the head! Powered By The Apocalypse (PBtA) is a system that deals really well with the mechanics of social conflict, which uses ‘Moves’ instead of stats. One PBtA game that does this well is called The Warren in which you play a rabbit and so physical conflict is pretty much out the window because you’re a rabbit and you would lose! Instead this game has lots of Moves that allow you to persuade the other Rabbits to do certain things. Another great PBtA game that deals well with social conflict is called Night Witches – in which you are a Soviet Pilot invading Nazi Germany. You use moves like Pulling Rank or Bending the Rules in order to persuade others to do what you want. A conversation will be had and then the GM will decide which move the player should use – you then roll a dice and add an bonuses you might have. The results are no binary – if you roll well you might get the do the thing you wanted but there will be a cost to your success or if you fail, you might be able to do something else instead. Matthew suggests that the best PBtA Games are the simplest ones – avoid anything too wordy as this system is supposed to be easy to read, digest and play Dave makes the point that in the early years of RPGs social conflict would be dealt with via a single dice roll and then it would be done. Thankfully over the years games creators have tried to develop deeper understandings of social conflict. One game that does this well is A Song of Ice & Fire which features the concept of Intrigue. Although the rules are pe
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1 year ago
1 hour 4 minutes 4 seconds

What Is Roleplay?
What is Roleplay #18.5: Narrative Worldbuilding Actual Play Special with Samuel Poots
Welcome to Episode 18.5 of ‘What Is Roleplay?!  This episode we are joined by Samuel Poots for a special Narrative Worldbuilding Actual Play This is a follow up to Episode 18, where Samuel unpacked the idea of Narrative Worldbuilding. Stream here Worldbuilding is an important cornerstone of all writing and especially important when writing roleplay games – the process of designing an environment for the story or the game you are creating. Samuel & CM Lowry work together to build a sci-fi world in which anthropomorphic badgers have cybernetic arms that are owned by private corporations. Samuel uses the following touch points to flesh out this world: Environment – What are the environmental challenges, what is the climate like etc. Culture – How do people respond to this environment? What do they bring to this space and how has this environment shaped them? Friction Points – What are the politics of the people within the culture, how is this not a monoculture Details of Intrigue – The granular details – items, specific NPCs, historical events that have shaped the world Listen as Samuel & CM establish the setting, factions and storyline for our renegade lumberjack badger who lives in the air vents of a corporate owned orbiter that travels from planetoid to planetoid, stripping them of all valuable resources. Rebel and fight back against the evil Galactic Union … and don’t forget your data-slate! Links to things we discussed: Games: Jim Henson’s Labyrinth The Adventure Game Warhammer Fantasy Roleplay Mutant: Year Zero – Ad Astra Expansion Blades in the Dark Wanderhome Books, Authors, Etc. Repo! The Genetic Opera The Forest Moon of Endor (Star Wars) Deep Space Nine (Star Trek) Babylon 5 Children of Ruin by Adrian Tchaikovsky This Book I Read Podcast featuring Adrian Tchaikovsky More about Samuel Twitter – @pootsidoodle Website – Ulster University More about Us CM Lowry on Twitter – @cmlowryauthor CM Lowry’s website – All About Chris Website – beyondcataclysm.co.uk Patreon – Patreon.com/beyondcataclysm With music generously provided by: Powerplant & Imploders.The post What is Roleplay #18.5: Narrative Worldbuilding Actual Play Special with Samuel Poots first appeared on Beyond Cataclysm.
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1 year ago
28 minutes

What Is Roleplay?
What is Roleplay? #18: Narrative Worldbuilding with Samuel Poots
Welcome to Episode 18 of ‘What Is Roleplay?!  This episode we are joined by Samuel Poots to discuss Narrative Worldbuilding Worldbuilding is an important cornerstone of all writing and especially important when writing roleplay games – the process of designing an environment for the story or the game you are creating. Samuel Answers the Question ‘What is Narrative Worldbuilding’: Designing the environment in such a way that the location can tell it’s own story as well as creating a space that allows for stories to emerge naturally. Designing the world with narrative hooks that allow for stories to happen as the players encounter them. Using questions that add flavour to the world. There are two approaches to this – the GM spends a great deal of time before the game doing all of the narrative world building, writing the lore which sets out the story – OR – the GM has short touch points, perhaps just 100 words maximum, that set the scene for the players but allow for lots of personal interpretation and for the players to have more space to contribute to the story. The characters themselves have stories to tell. CM & Samuel spend a little too much time discussing cutlery! What if there was a world in which anthropomorphic cutlery were at war and the spoons had been banished to the desert biome? The GM has a great deal of influence over the use of narrative world building – rather than shutting down player suggestions, Samuel suggests the use of the ‘Yes, and’ approach – allowing character input but with conditions and an understanding of the effect this input will have Samuel Answers the Question: ‘How do you bring Narrative Worldbuilding to your table?’ Environment – What are the environmental challenges, what is the climate like etc. Culture – How do people respond to this environment? What do they bring to this space and how has this environment shaped them? Friction Points – What are the politics of the people within the culture, how is this not a monoculture Details of Intrigue – The granular details – items, specific NPCs, historical events that have shaped the world Samuel also discusses the use of visual art as a hook or starting point for Narrative Worldbuilding, using Wanderhome as a wonderful example of this approach. The nature prompts within Wanderhome allow for conversation and collaboration CM Lowry asks Samuel to share some tips for players Have a conversation with your GM and the other players to establish the collaborative process, preferably in game session zero Perspective is all important – how does you character view and react. Consider their backstory and how their experiences and memories will effect the way they approach the adventure Samuel & CM Lowry share a brief actual play, starting out in a tavern at the edge of a range of ominous foothills. Strange interactions between a bar tender and post-person ensue, including decapitated Beast-man head in pickling vinegar!! Links to things we discussed: Games: Jim Henson’s Labyrinth The Adventure Game Warhammer Fantasy Roleplay Monarchs of Camelot Into The Odd Mork Bork Wanderhome by Jay Dragon Mausritter Mouse Guard Books, Authors & Publishers: Penny Dragon Games Redwall by Brian Jacques OnTableTop Sea of Claws by Samuel Poots Cubicle 7 Games Digital Dryad More about Samuel Twitter – @pootsidoodle Website – Ulster University More about Us CM Lowry on Twitter – @cmlowryauthor CM Lowry’s website – All About Chris Website – beyondcataclysm.co.uk Patreon – Patreon.com/beyondcataclysm With music generously provided by: Powerplant & Imploders.The post What is Roleplay? #18: Narrative Worldbuilding with Samuel Poots first appeared on Beyond Cataclysm.
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1 year ago
41 minutes 11 seconds

What Is Roleplay?
Welcome to What is Roleplay: a podcast from Beyond Cataclysm exploring the very basics of Roleplay, Role Play Games, and what it means to be part of this awesome hobby. We will be exploring the nuts and bolts of how to play role play, with each episode themed on a particular concept or idea. Even if you know literally nothing about role play games currently, this podcast is at a level that assumes no prior knowledge. We will have interviews with leading designers from the indie scene, and take a look into games you may have heard of, and others you haven’t heard of, but should. Each episode ends with some short live-play examples too, to put flesh on the bones we've laid out earlier on.