Эпизоды
-
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 hereWorldbuilding 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 monocultureDetails of Intrigue – The granular details – items, specific NPCs, historical events that have shaped the worldListen 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 GameWarhammer Fantasy RoleplayMutant: Year Zero – Ad Astra ExpansionBlades in the DarkWanderhomeBooks, Authors, Etc.
Repo! The Genetic OperaThe Forest Moon of Endor (Star Wars)Deep Space Nine (Star Trek)Babylon 5Children of Ruin by Adrian TchaikovskyThis Book I Read Podcast featuring Adrian TchaikovskyMore about Samuel
Twitter – @pootsidoodleWebsite – Ulster UniversityMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith 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.
-
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 haveSamuel 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 monocultureDetails of Intrigue – The granular details – items, specific NPCs, historical events that have shaped the worldSamuel 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 collaborationCM Lowry asks Samuel to share some tips for playersHave a conversation with your GM and the other players to establish the collaborative process, preferably in game session zeroPerspective 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 adventureSamuel & 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 GameWarhammer Fantasy RoleplayMonarchs of CamelotInto The OddMork BorkWanderhome by Jay DragonMausritterMouse GuardBooks, Authors & Publishers:
Penny Dragon GamesRedwall by Brian JacquesOnTableTopSea of Claws by Samuel PootsCubicle 7 GamesDigital DryadMore about Samuel
Twitter – @pootsidoodleWebsite – Ulster UniversityMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What is Roleplay? #18: Narrative Worldbuilding with Samuel Poots first appeared on Beyond Cataclysm.
-
Пропущенные эпизоды?
-
Welcome to Episode 17 of ‘What Is Roleplay?! This episode we are joined by Aviv Or and Eran Aviram to discuss teaching games
Aviv & Eran’s work ‘The Crystal Heart’ and how it uniquely teaches readers to roleplay, specifically to play the Savage Worlds RPGTheir use of narrative to explain how to play, based on the assumption that the reader has no prior knowledgeThe time and effort they have put in to developing the ability to teach games through the graphic medium, such as the use of humour, and colour (to indicate who’s turn it is)The importance of aesthetics and atmosphere when teaching someone a game – open the rulebook on a fun page with graphics, use colour dice, create a comfortable environment. Know your audience – what will this person enjoy, what will draw them into the game?Pick the right game – something that is colourful and well set out will help you learn the game and teach it to othersSet up a specific scenario for your new players, so they have a basic understanding & something to work with: ‘Let’s play a fantasy adventure where we will be rescuing a princess from a fearsome dragon’. Then as you explain the rules they will be able to refer back to the scenarioBeing a good player means taking part in the shared social contract – agreeing as a group what your desired outcome is and then not doing things that negatively impact on that agreed outcome.FUN! There are so many different forms of fun, make sure the game is fun for the new player. Do no harmRolling Dice – Make sure the first roll is nice and basic. Let the player understand what happens after the roll. Let them succeed. Explain how the dice effect the game and the outcome. Check Episode 1 for more info on diceStaggered rule introduction – clearly and concisely communicating the rules of play, but in a slow and methodical approach. Instead of spending 30mins to an hour explaining all the rules, just introduce them as needed. For example the concept of advantage or disadvantage doesn’t need to be unpacked until it’s relevant to encounter at handView the rulebooks as encyclopaedia rather than manuals that must be memorisedDo not take away agency from the player – do not make the games rule system something that they have to fight against. Don’t disempower them by withholding the rules or rolling the dice for them.In our actual play Eran walks Chris and Aviv through a game of City of Mist, teaching them about the system, dice rolling, tags and status mechanics. Will they overcome the powers of darkness and the mysterious chanting monks?Links to things we discussed:
Games:
Crystal Heart Comic & RPGCity of MistSavage WorldsUp To Four PlayersNOVAPathfinder 2MausritterDragonbaneDungeons & DragonsFiascoLancerBUY Crystal Heart hereBUY Eran’s games hereBooks, Authors, Publishers etc:
Dragon MeetFantasy Flight GamesWorld Anvil Worldbuilding Podcast by Eran AviramUnderstanding Comics by Scott McCloudMore about Aviv
Bluesky – @avivor.bsky.socialWebsite – avivor.comUp to Four Players – uptofourplayers.comMore about Eran
Blue Sky – @nnesk.bsky.socialWebsite – EranAviram.meReady To Roll Comics – uptofourplayers.com/comics/Up to Four Players Dischord – discord.com/invite/V6UVvKRMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukBluesky – @beyondcataclysm.bsky.socialPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What is Roleplay #17: Teaching Games with Aviv Or & Eran Aviram first appeared on Beyond Cataclysm.
-
Welcome to Episode 16 of ‘What Is Roleplay?! This episode we are joined by John Dodd to discuss dungeons
The intrigue of The Dungeon – why would someone build this, what was it for, how did it get here? You’re not supposed to be there!Maps as promises – they guarantee excitement, adventure and maybe treasureMega-dungeons – Architecturally impossible structures that might prove impossible to explore in one lifetimeThe joys of having almost too much space and level of detail to exploreThe beauty of sci-fi and fantasy allowing you to bend the realms of what is reasonable to create impossible mega-structuresDungeons are a nightmare – you’re in the dark with no idea what you are doing or where you are going. Perfect fodder for an adventure.Key Things A Dungeon Needs:Light – Yet there is an absence of it and the dungeon doesn’t want you to have it! The contrast of light & dark. Dark as a representation of the unknown.Treasure – If someone has gone to all the trouble of building a dungeon there must something interesting down there! A great evil? A King’s ransom? Why is it there? There has to be something that draws people in to the dungeon, where they know they shouldn’t beWhat Now? – So you have a reason to be there and you’ve used light to find the treasure. But you’ve got to wonder what now? Something or someone has taken over this Dungeon, as they’re never being used for their original purpose. What happens next? Most dungeons don’t have a back door! How are you getting out?Actual Play: Chris & John explore a Dungeon deep under modern day London, found by accident during tunnelling works for the Elizabeth line. It’s an icehouse build by a chryomancer (the assistant to the regional Chyromancer), who set out to make a million from selling ice to rich Victorians. Look out for the monstrous subway trains and the hidden entrances in the grounds of the abandoned Mansion! Ice-locks abound!!Here are the beautiful maps John draw of this Dungeon during the actual play chats with Chris. Download images & scenario hereLinks to things we discussed:
Games:
Dungeons & DragonsFighting Fantasy by Steve Jackson & Ian LivingstoneFighting Fantasy: Deathtrap DungeonD&D: The Temple of Elemental EvilD&D: Forgotten Realms – MenzoberranzanWarhammer 40K – Space HulkDelve & Rise by Anna BlackwellDungeon Master (Atari Game)Moria, from The Lord of the RingsShadow of MoggCY_BORGParanoiaBooks, Authors, Publishers etc:
Wizards of the CoastGames WorkshopThe Big Book of Battle MatsSubterranea BritannicaNeverwhere by Neil GaimonAdventure Tourism Podcast by Chris BisetteThe Time Machine by HG WellsDragonmeet ConventionWorldconMore about John
Twitter – @AutomaticDoddFacebook – facebook.com/john.dodd.9022Website – TheDodd.comLuna Press Publishing – .lunapresspublishing.comMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What is Roleplay #16: Dungeons with John Dodd first appeared on Beyond Cataclysm.
-
Welcome to Episode 15 of ‘What Is Roleplay?! This episode we are joined by Côme Martin to discuss diceless rpg
Chris & Côme discuss many different Roleplaying Games that don’t use dice & explore the spectrum of games from completely controlled by fate, to the other end of the spectrum where the only narrative input in the game is the things your saying to one another around the table.The mechanics of dice use and how they can be replaced with other items such as a pack of cardsThe ways that a deck of cards can be broken into different groupings for use in roleplay. Côme prefers cards to dice as it gives you a wider range of optionsThe option that cards give you for editing – you can change the deck by writing on the cards as you go through them so that they next time you use that card it has a different effect.Using pick up sticks, Jenga, runestones, Tarot cards or tokens as help prompts as part of roleplay instead of dice.Diceless roleplay gives the players and the Games Master (GM) a little more power over outcomes, rather than being ruled by chance.Games play without any prompts & GM-less play – the joys of improvisation.Worldbuilding and lore writing – how diceless play can make for really interesting world building experiencesActual Play: Christof & Martin star in a spring time coming of age adventure set in the Viking era. Magic spells and finger bones abound!Links to things we discussed:
Games:
Meanwhile on the SubwayTwo SummersLucky for NoneUnboundFeathered Adventures3 Games about LifeDreadStar CrossedFate of the NornsNot The End Millennial Apartment HuntersDixitMysteriumFiascoMicroscopeA Set of ScrubsISBN CoffeeBelonging Outside Belonging [System]Free Kriegsspiel Roleplaying (FKR) [System]Lost & Found [System]Books, Authors & Publishers:
Wanderhome by Jay DragonPossum Creek GamesBully Pulpit GamesMore about Côme
Twitter – @comemartin_Itch – comemartin.itch.ioInstagram – instagram.com/comemartin_/Website – LudosphereMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What is Roleplay #15: Diceless Roleplay Games with Côme Martin first appeared on Beyond Cataclysm.
-
Welcome to Episode 14 of ‘What Is Roleplay?! This episode we are joined by Johan Nohr to discuss design
Everyone can draw – as adults we stop being creative because we fool ourselves into thinking that we cannot do it.How the independent games scene allows people to explore new ways of designing and laying out games that go against the safe mainstream game publishing normsHow good graphic design helps to communicate the feel of the game and draws the player inThe beauty of getting something hand drawn or hand made in the era of digital designOver the top art-punk designs that skew all design norms vs minimalism and the use of white spaceHow tactility helps improve the player’s experience of role playing games – use of techniques such as foiling, embossing, gloss vs matt papers and printing on the book ribbons.The differences between screen readers & printed books. The problem with PDFs being set up as if they were books when they could be better designed for onscreen use. The plus’ of digital versions when it comes to accessibility.Listen as Chris & Johan do an actual play where they design a ridiculously meta game entitled ‘GamePOD’, intended to be published on an editable 8-track tapeAn encouragement to experiment with and enjoy roleplay and roleplaying games.Links to things we discussed:
Games:
MÖRK BORGDelveUmbraMausritterOld School EssentialsCY BORGGozrMedieval Margin-agerieMORK ORGISBN CoffeeBooks, Authors & Publishers:
Stockholm KartellSquareHex PublishersAll Rolled Up PressMore about Johan
Twitter – @artbynohrItch – jnohr.itch.ioWebsite – Stockholm KartellMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What is Roleplay #14 – Design with Johan Nohr first appeared on Beyond Cataclysm.
-
Welcome to Episode 13 of ‘What Is Roleplay?! This episode we are joined by Rugose Kohn to discuss Melee Combat
Trigger warning for violence and body horror!Melee combat is usually gritty and visceral hand to hand combat as opposed to more removed and antiseptic approach such as aerial bombardment.How early roleplaying games have sort of set the standard of combat as just charging in headlong and hoping for the best where as more modern systems make that approach obsolete and involve more subtilties.Experimentation as an exciting approach to roleplaying.How gravitating towards combat can squash creativity, whilst finding other ways to deal with the encounter can open up really interesting outcomes.Systems that use interesting mechanics to deal with managing conflict such as Powered by The Apocalypse, Lichoma & Fiasco, which emphasise story telling rather than melee combat.Rugose shares a fun experience of melee combat in a game of MÖRK BORG at GenCon 2022.Chris & Rugose get into some actual play featuring a hardware store in Colorado, billy clubs, concealed hammers and a dishevelled criminal known only as Dobie. Broken arms and lost eyeballs ensue…Links to things we discussed:
Games:
MÖRK BORGRed Box DnDTwilight 2000Into The OddWarhammer Fantasy RPG5e DnDPowered By The ApocalypseLichomaLancerFiascoFour BorgBooks, Authors & Publishers etc:
Stockholm KartellBogfolk Co-opGen ConFilm
Monty Pythons ‘Holy Grail’Conan The BarbarianRamboDumb & DumberMore about Rugose
Twitter – @RugoseKohnItch – rugose-kohn.itch.ioWebsite – rugosekohn.comMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What Is Roleplay? #13 – Melee Combat with Rugose Kohn first appeared on Beyond Cataclysm.
-
Welcome to Episode 12 of ‘What Is Roleplay?! Join Chris & Dave as they get very silly in an All Outta Bubblegum actual play special!
A brief explanation of the rules of All Outta BubblegumA safety talkCounting for funSetting the scenePizza delivery mishaps and corner shop catastrophesMore countingListen as the game unravels as we run out of bubblegumConclude with us that you don’t always have to spend hours prepping before a fun rpg session – you can take inspiration from things around you and have a great laugh in the processLinks to things we discussed:
Games:
All Outta BubblegumFREE PDF DownloadMovies:
They Live!More about Us:
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What is Roleplay #12 – All Outta Bubblegum actual play first appeared on Beyond Cataclysm.
-
Welcome to Episode 11 of ‘What Is Roleplay?! This episode we are joined by Guilherme Gontijo to discuss Design
How design is very similar across the board, and how the differences often just come down to execution?Why does design matter?It is more than just style or a taste aestheticDesign is more about translating ideas on the abstract plane into visualsGood design helps roleplay games (RPG) creators to communicate the ideas, mood and feel of a game visuallyYou can fit a whole lot of fun into a small amount of space with good designThe DIY ethos and how the punk spirit has influenced the Indie RPG sceneFunding the beauty in both minimalist as well as heavily illustrated RPGs such as MÖRK BORGThe major importance of remaining faithful to ideas – starting at the essence of the idea and allowing it to inform the design. Making an alliance with the idea and not allowing outside influences to change it & allowing open ended questions to remain.Italian ‘Giallo‘ horror movies and their influence on Gontijo’s game Blurred LinesListen as CM Lowry & Gontijo live design a new game where monks fall into temptation to one of the seven deadly sins and end up in a sepia hell where everyone is in perpetual motion. The working title? ‘No Rest for the Wicked!’Links to things we discussed:
Games:
Vaults of VaarnHoney HeistLasers & FeelingsMÖRK BORGBlurred LinesBooks, Authors & Publishers:
Grant HowittJohan NohrDriveThruRPG.comitch.ioMore about Guilherme
Twitter – @gontijolabItch – gontijo.itch.ioWebsite – gontijolab.comMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What is Roleplay #11 – Design with Guilherme Gontijo first appeared on Beyond Cataclysm.
-
Welcome to Episode 10 of ‘What Is Roleplay?! This episode we are joined by Spencer Campbell to discuss Stats
Laying out some of the basic types of stats that are used in roleplaying gamesThe concept of Min/MaxThe good, the bad and the ugly of StatsFocusing on skills and approaches rather than just a list of statsExploding dice!How stats enable us to connect with our character and the world of the gameLinks to things we discussed:
Games:
RuneThe Lumen SystemThe Lasers & Feelings SystemEnd of the WorldDungeons & Dragons 5th EditionNovaSavage WorldsSpireREAPBooks, Authors & Publishers:
Fantasy Flight GamesWizards of the CoastMore about Spencer
Twitter – @GilaRPGsSpencer on itch – gilarpg.itch.ioGila RPG website – Gila RPGsMore about Us
CM Lowry on Twitter – @cmlowryauthorCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmWith music generously provided by:Powerplant & Imploders.
The post What is Roleplay #10 – Stats with Spencer Campbell first appeared on Beyond Cataclysm.