Character Creation Cast

Character Evolution Cast E18: Enhancing Your Games with Games

Episode Summary

This is our 18th episode of Character Evolution Cast, and we’re here to talk about making your gaming experience better by adding MORE GAMES!

Episode Notes

This is our 18th episode of Character Evolution Cast, and we’re here to talk about making your gaming experience better by adding MORE GAMES!


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Episode Transcription

Transcripts Automatically Generated - Not 100% Accurate

Ryan Boelter  0:05  

It's our 18th character evolution cast episode, everyone. This episode is going to be all about utilizing the right tools for the job when it comes to expanding your campaign story. But before we get to that, we've got some announcements.


Amelia Antrim  0:21  

First up is a descent into midnight Kickstarter update, because we're not going to shut up about never,


Unknown Speaker  0:27  

you can't make it.


Amelia Antrim  0:30  

As of the release of this episode, there will be 20 days left to get your hands on this phenomenal game. They have blown through two of their stretch goals, and every $5,000 from here, they'll be locking in another session for the steampunks to play their descent into midnight campaign. It would be really cool to see what a long form version of this game might sound like. So please help make that happen if you can. This is you know what i'm i'm not going to continue to tell you about how great this game is. You've heard it before. It's so good. It's so good. Oh my gosh, every time I'm like, every time I interact with this game I'm like more excited about it. I recently got my tax return and I was like, heck yes. Gotta up my pledge to that like very nice Limited Edition. Haha, absolutely. Before that was like, Oh, I don't know I shouldn't and then I was like, You know what, you know? I'm gonna do it. I'm gonna do it. I can't say no to it.


Ryan Boelter  1:32  

It is a beautiful like hardcover, like deep blue silver like,


Amelia Antrim  1:36  

Oh my gosh, and like Devon's art on the front. Like, oh, gimme, gimme. Yep. Oh, my gosh, that good, good game.


Ryan Boelter  1:44  

And just recently on the Taylor's podcast, the game closet. They released a world building and character build. character creation episode of dissented midnight with rich Howard at the helm. Cool, DC, Devin George and Richard price Landry.


Amelia Antrim  2:07  

I know I gotta listen to it. I'm yeah, I haven't gotten to it yet but like,


Ryan Boelter  2:12  

I'm halfway through and they're they're just blowing my mind left and right.


Amelia Antrim  2:16  

Yeah, from what I've heard from Devon. It's phenomenal, huh?


Ryan Boelter  2:19  

Yeah, I am I waiting with bated breath for the actual play of that session. And I hope it comes soon because my goodness. Yep. Yep. Well, aside from decentered many there is a lot going on in February. It seems to be the month of the Kickstarter. So we mentioned in this very episode that you're about to listen to one other Kickstarter that's wrapping up soon for two


Amelia Antrim  2:47  

he mentioned to Oh, yeah,


Ryan Boelter  2:48  

we do mention to Kickstarter,


Amelia Antrim  2:50  

you mentioned to Kickstarter. Oh, goodness


Ryan Boelter  2:52  

gracious. There's so many. So keeping your eye out for those. But one I'd love to point out right. Now that we don't mention is a game by Kevin pecker? Who designs another game that we're talking about this episode? He is releasing princess world, which is a PBT, a game. And he started designing this game after having the discussion with his daughter and asking her what sort of game she would want to play. So Oh cool. So he literally like the the nine core princesses you can create. Were all the ideas that his daughter had. Awesome. Yeah. So it's the story. They have a Kickstarter video of how it all started and how it all evolved into what it is now on their on their Kickstarter page. So go check that out. It's It's such a such a beautiful game. We've got a we've got a spotlight episode coming up this next Thursday for the game so keeping your eye out for that too. It's It's just really good.


Amelia Antrim  4:02  

Yeah. Speaking of things that are really remarkable, guess what time it is.


Unknown Speaker  4:09  

review time view time


Amelia Antrim  4:11  

review time, maybe I'll turn and


Ryan Boelter  4:16  

now it's time to read some reviews.


Amelia Antrim  4:19  

Yeah, no workshop. We only have one more review left after this one and then we'll be out of reviews. Which would be really sad for you, dear listener, but you can help with that. Uh huh. If you head over to Apple podcasts with iTunes, you can leave us a rating and review and we will read it on the air. It helps us out a lot and brings the show more listeners like this review from self area from the United States on Apple podcasts. informative fun and relaxing. Amelia and Ryan are delightful combination of earnest excitement and welcoming chill a fantastic Stick pair for the discussion of a wide variety of systems. The discussion episodes are always thought provoking and a great source of inspiration for my own TT RPG sessions. I was sucked in by the cheerful homie fluffiness of house guard episodes, and stayed for Well, everything else too. Oh, thank you


Ryan Boelter  5:18  

ever so we're so glad that you can join us Safari that that is such a wonderful review. And can I say those? most current episodes were absolutely fantastic.


Amelia Antrim  5:27  

Yes, they were a lot of fun to do the


Ryan Boelter  5:31  

most adorable characters we've probably ever created. Absolutely. Or ever. Well, I don't think we could top the adorableness.


Amelia Antrim  5:38  

No, I don't think so. And I think honestly, if we did, it would be dangerous.


Ryan Boelter  5:44  

Today, we're going to create characters for heart and oh,


Unknown Speaker  5:51  

no, oh, no, no, no, no.


Amelia Antrim  5:56  

Well, with all that out of the way, enjoy the episode.


Ryan Boelter  6:32  

Welcome to character evolution cast a show where we discuss what to do with all those characters we just made. I want to be your host Ryan and today my co host Amelia and I are joined by you, dear audience to discuss enhancing the story of your main campaign by utilizing other games.


Amelia Antrim  6:52  

What do we mean by this? games within games? Yeah, mini games, other smaller better different games. So say you're planning a campaign in your favorite system, and you're really invested in your characters. But you want a way to expand the lore in new and interesting ways that maybe the system you're playing in doesn't give you an option to do. One way you can do that is by creating your characters in another RPG system and playing certain parts of the lore as a short one shot or a mini campaign.


Ryan Boelter  7:25  

Yeah, absolutely. So this episode, we're going to go over some examples of what sorts of things you can do and what sorts of tools and games you can think about getting in order to enhance your experiences at the table. Whether you are a player or a GM, we think this advice could go pretty far to getting a deeper connection with any of your characters, or the story as a whole.


Amelia Antrim  7:51  

First, before we jump into the specific examples, our usual disclaimer not everything's for everyone. let's recognize that this method may not be for everybody. So definitely consult with everyone at the table. See if this is an idea that works well for your group. enthusiastic consent is something that we've talked about previously, most notably in our star crossed episodes with Alex Roberts. If everyone is not on board, maybe don't do this. And certainly I think compromise is a really big part of this. But you know it. Games are meant to be fun. This is the thing that we have handed over and over and over again, but not everything's for everybody. You're here to have fun. If it's not fun, don't do it. Yeah. Again, your mileage may vary.


Ryan Boelter  8:37  

Absolutely. Other considerations might be that the game you're playing already handles certain situations very well within the the rules of that game. So there might not even be a need to deviate.


Amelia Antrim  8:50  

Yeah, absolutely. Some games have this kind of built in a little bit.


Ryan Boelter  8:53  

Yeah. So having all of that said, let's go ahead and dive into some specific examples of what we're kind of talking about here. We'll start with kind of like story expansion sort of games, right?


Amelia Antrim  9:10  

Absolutely. So these are things that can help add more to a story that you're playing within a game. These are the things that we talked about doing like a one shot or a mini campaign. So less character building more playing out additional parts of the story that you maybe didn't get to play out in the game. These are really good for like flashbacks or side quests or things like that.


Ryan Boelter  9:30  

Absolutely. So probably the the game that started me thinking about all of this is a game we covered previously on the show. And again, we just mentioned,


Amelia Antrim  9:42  

we talked about all the time all the time,


Ryan Boelter  9:44  

obsessed with Star crossed by Alex Roberts. And if you're not familiar, first of all, shame on you. That series three,


Amelia Antrim  9:54  

series three, and also part of our recap at the end of the year, last year, one of our recap episodes Yeah, it's Yeah, it's come on how do you not know about this really is we're saying if you've listened to this podcast at all,


Ryan Boelter  10:08  

yeah, but you know, this might be somebody's first episode. So and they might not be familiar with with all the the wonderful RPGs out there that we have covered. So if you haven't listened to series three or heard about us talking about this a lot. Starcraft is a game where you use a Jenga tower as the main mechanic. And the game tells the story about two people that really, really want to do stuff. And really, really showed it


Amelia Antrim  10:38  

should be clarified by do stuff. We mean even like your hands,


Ryan Boelter  10:43  

just started relationship. It doesn't even have to be completely intimate. It's just people that have a romantic tension that really shouldn't get together for whatever reason, and you get to define all of that during the game.


Unknown Speaker  11:00  



Ryan Boelter  11:01  

yeah, it's it's really cool because you can use this game to, if you have in your main campaign, maybe a player and an NPC or two players or, or maybe even just two NPCs that have this sort of dynamic, it'd be really cool to kind of pull them out of the main rules of the game and and see what happens through the rules of the star crossed. A horror Borealis recently did this. They took two of their characters one of them is a character from kind of the the secondary campaign that they have that takes place back in time. And one of them's an NPC that that person eventually ends up with, and has a relationship with in the in the current present time in the game. Yeah, so that one's on their bonus Patreon. So if you really wanted to listen to that, that's how you get access. But it's it's a really cool way to figure out kind of what what happened with these people and what started their relationship in the past. And how did they get to where they are now.


Amelia Antrim  12:18  

So the one shot podcast and did a series to again, it's in the secret archive for the one shot podcast. They played a game on the main show called of drought origin, which is a d&d Adventure kind of game where you play as drown. But in the secret archive as part of the side story, James and Mel did a game where they played as the two characters that they played on the main show and kind of played out their romantic backstory as well. So that was really exciting to listen to. Oh, yeah, it's a lot of fun. And so the main part of that story is on the Domain one shot feed but then there's also the bonus content. So you can kind of compare the two Same as with a horror Borealis too, it's kind of nice to be able to hear you know how, how those things connected, like how people are using, I should say that we do that we're going to do a lot of that in this episode is give you examples of where you could hear people playing these kinds of things. So


Ryan Boelter  13:22  

yeah, cuz when I heard people playing existing characters and existing settings, it kinda was a really cool feeling. Because it's like, if you're, if you've been listening to a certain AP, and they're going over certain characters, and you get really attached to those characters, and then you kind of pull them out and put them into this really interesting, like, nice situation. It has a really nice emotional impact. And I think if you do that with your characters that you have at your home campaign, it would also have kind of think


Amelia Antrim  13:57  

it would have an even bigger impact because Yeah own characters yeah


Ryan Boelter  14:02  

and it is to noted that Starcraft is a two player game. Currently Yes. But there is something said about the tension that others feel in the room watching that sort of thing unfold. So if you have a full table and only two people are playing Starcraft it's it's almost like an a spectator sport sort of speak of, like, wonderful role playing and like is that tower going to fall tension?


Amelia Antrim  14:38  

I think to it offers a kind of a cool opportunity when people want to play out a romantic story, but maybe everybody else at your table isn't super into that. Yeah. Because you know, playing out romantic scenarios are a thing that not everybody's comfortable with. And especially when it's two characters, it can feel kind of alienating for other people at the table. So if this is something that like a side part of this is really a important to you. And you want to see how this romantic subplot between you and another player kind of plays out. But you don't want to subject everybody else at the table so that you just want to know what the like, they just want to know what the result of that is and where it goes. I think that playing a two player game can offer a really cool opportunity to do that without having to drag everybody else in. This is sort of like a break from that rule of everybody has to be on board. I think as long as people are on board with you playing the game outside of the game, which is definitely something I think you should talk to your group about. But I think it does offer a unique chance to play out some of those romantic stories in a way that not everybody has to watch or that not everybody because doing like those side quests and stuff can like I said can feel kind of alienating to the other people that aren't involved in a lot. So I think that's a cool thing about doing something like this too, huh?


Ryan Boelter  15:56  

Yeah. I mean, if you if you think about like traditional sticking The same game sort of stuff. Like if you go to d&d and say the rogue has a side quest, where it's just the rogue and the GM, and they have this grand adventure, just one on one. I can see a lot of people saying, Well, why couldn't I have a one on one where I can? Why couldn't I be there for that? Or, you know, what am I missing out on?


Amelia Antrim  16:24  

Yeah, I mean, and I think that there's, I can definitely go both ways, because I think sometimes depending on the group, and depending on what kind of role play you're doing, sometimes it is really fun to watch when you're with a group that are like they get really into it. It is fun to watch other people. That was one thing I enjoyed when I was doing an AP was like, even if my character wasn't in it, I was playing with people who were such great players that I didn't mind watching those side quests. But I also know sometimes as a player, you're like, No, I want my play time to be me playing. And so I think that this is a cool, you can do it either way. You know?


Unknown Speaker  16:56  

Yes, absolutely. There's ups and downs to both sides of it.


Ryan Boelter  16:59  

Yeah. So, Star cross was the first one that came to mind. So that's why we we talked about it first. But there are so many others that you can get into one one example that I just absolutely love that I heard recently using kids on bikes for younger versions of your characters, yes, um, or even just telling a story in the past, depending on like where your campaign takes place, because kids on bikes is you play as kids and you're on bikes. And


Amelia Antrim  17:39  

okay, maybe I mean, have to be on bike. Specifically, remember one chat game where there's a lot of skateboarding?


Ryan Boelter  17:46  

Yes. So kids on wheeled devices have the same ring to it, of course. But it's effectively there's like a mystery of some sort that you kids are going to be trying to figure out or fix or try to survive it's it's the Stranger Things role playing games the I would even probably classify The Goonies as a kids on bikes type of adventure.


Amelia Antrim  18:14  

Yeah, I could see them it's it's kids out kind of it's that sort of like latchkey kid kind of thing where like, you're you wonder sometimes like, Where are your parents? But it's kids are having adventures doing things themselves and you have that very it's a very realistic kind of setting. I mean, there's there's still like, can be spooky stuff going on, but it's very much like, you don't have access to things outside of what kids have. Right. You know, and in the, in the game as designed, you're playing in the 80s. So you don't have cell phones or anything like that either. You know,


Ryan Boelter  18:53  

yeah. Yeah, the 1980s was an interesting decade to be a kid in because You literally could just get out of your house and ride a bike to a friend's house like two miles away. And your parents would be like, All right, come home for dinner. or, or, or not, if you call us and so that I remember a lot of times doing that as a kid, and this game covers a lot of that fun adventure that you can have. But it's really cool that you can you can take your adult characters say if you're playing a modern game, or a game from like their early 2000s or so. Put them back in time, 20 years or 40 years in our case right now. And and play this and see what happens.


Amelia Antrim  19:43  

Yeah, I think it offers a chance to play out some of those like growing up stories and kind of see I think it's a really good game for playing like how did our group come together? Yeah, would be a really fun Use of this game to just say like, Oh, we've been you know you talk about we've been doing this for forever. Yeah, well go back and play like When was the first time you guys went on an adventure?


Ryan Boelter  20:10  

You know it's it's interesting because it It almost feels like Stephen King's It is like a quintessential kids on bikes sort of scenario of adults that know each other that promise they're going to help take care of this thing if it comes back. And then there's flashbacks to the kids and bikes portion. Yeah. So turns from adults in cars to kids on bikes, I guess.


Amelia Antrim  20:42  

We'll devices Yeah.


Ryan Boelter  20:42  

So one example that I know of that is going to be coming soon is another horror Borealis reference. They're doing a game that takes place 20 years prior to the main campaign. So the main campaign takes place in 1996. And this game is taking place in 1976. Okay, and there's going to be a bunch of different kids in in the small town of Revenant, Alaska, and it's going to follow their adventures, whatever that entails. But what's cool is 20 years prior to the main campaign, a lot of different NPCs and even some very, like, maybe four year old versions of some of the characters are going to be in town. So it's very possible that these players will run into other cool younger NPCs that they know from the main campaign.


Amelia Antrim  21:42  

Very cool.


Unknown Speaker  21:43  

Yeah. So I thought that was really cool.


Amelia Antrim  21:47  

Another game that works really well for story building is reflections by Jim mccullar. Yeah, I'm the one shot network has used this a couple times. Most recently on campaign sky Jax, it's in the main feed right now. But they did a Gen Con live show, which was so much fun, where Liz and Johnny played out the story of how Travis and Gable met. And so the way this one works is you have two individuals who are at their like final showdown with one another. But the core mechanic of it basically is you go back a couple acts and say like, When was the first time we met? when, you know, when did it almost come to blows? And basically building up the story to why are we at this final confrontation? You can change around like the the way the scenes work because they start with these very specific prompts that say like, you know, it was a time of whatever we stand upon blank. I remember when you were blank, but you sort of you stayed at the studio. But it's very easy to to change them up. And actually the core game has a couple additional scenarios in the back Yeah. That you can use because there's


Ryan Boelter  23:10  

like a there's like a rom com version. There's like wrestlers. Yes. And pirates are in there too.


Amelia Antrim  23:20  

Yeah, there's love and laughter that's a rom com One Yeah, there is a wrestling one there is a dogfight one was a pirate one. Um, there's a couple different options for things that you can kind of play out but again, it's Yeah, there's a gun fight one. And then of course for the sky Jax one, James kind of rewrote it a little bit to make it more specific to the story that they were telling. But yeah, it tells a very good it's meant to be sort of a flashback kind of thing of like, how did it come to where it is right now. And the other time that they used it was in the dungeon dome. See? Okay, I'm Ali and drew played it out between their two characters. Similarly, like, what how did we end up at this last like final showdown where we're facing off between each other? And so yeah, the main part is meant to tell the story between two samurai. It's very cool. I love it a lot. But it also can play out a lot of different scenarios. It's very painful.


Ryan Boelter  24:23  

And I think I read that reflections was inspired by another game that's very similar called a single moment by Toby about. Yeah, and that one is, it's a different mechanics, I believe. But is it still the like, two individuals are coming together? I believe in that game. They are specifically Samurai and it goes through the flashbacks and and figuring out how they came to that single moment. Where they have to fight.


Amelia Antrim  24:56  

Yes, um, I'm not sure I think that you can get better copy of a single moment still, or maybe I got it with the Kickstarter for reflections. But Toby actually wrote to the rom com scenario that's in reflections.


Ryan Boelter  25:09  

Yeah. They don't have a single moment on Drive Thru at least.


Amelia Antrim  25:12  

Okay. Yeah, it's very similar. The mechanics of it are a little bit different. But it's this it's Yeah. reflections is heavily based on a single moment. So they work pretty well together.


Ryan Boelter  25:24  

Yeah. And it's pretty cool because you can just alter it like James said, and fit it directly to your setting your characters your world and alter the the goals and whatnot. Um, yeah,


Amelia Antrim  25:39  

it's super easy to it's a super easy game to have. And the mechanics are pretty simple too. Because you you get these goals and then you get dice at the end based on those goals and then you roll kind of to see who wins this standoff duel. Yeah, another thing and honestly if you wanted to, if you got to the end of it, and you want it to just leave it there because the whole goal was to say why are we rival? You don't even necessarily have to play out that last scene. Absolutely.


Ryan Boelter  26:05  

Yeah, cuz it doesn't have to be a rivals or friends to rival story because I mean even the existence of the rom com thing where it's it's I think generally enemies two lovers is I think the progression of the goals and whatnot in that game. And, and I think the resolution is whether or not you get together at the end. Nice. Yeah. Which is kind of cool. And it's the same game. So you're not you're not lovers or ex lovers that are trying to off one another.


Amelia Antrim  26:43  

Right? Yeah, there's a lot of there's a lot of really good options for that one. Yeah. And it's another one that is a two player game. We should point that out. But again, really good for playing out those kind of rivalry scenarios and possibly romantic scenario absolute winning on how you want to play it.


Unknown Speaker  26:59  

No, I did.


Ryan Boelter  27:01  

Create a game based on reflections that uses a Jenga tower that is a four player game if you wanted to go that route and modify my game for some reason.


Amelia Antrim  27:14  

Modify his modification.


Ryan Boelter  27:16  

Yeah, but I


Amelia Antrim  27:18  

will check this out.


Ryan Boelter  27:20  

Check out my my page if you really want to see that. But um, yeah, it's it's really interesting to to take that dual mentality of two people against each other and figuring out how it would play out or even figuring out how to get to that point. Yes, I think it would be really interesting. Like if you get to a certain point in the venture where there is a duel between two characters. You go and resolve that or at least figured out how it got there. Through reflections. And then then once you get to that last moment, and reflections. Cut back to the main game and see what happens. Yeah, that'd be pretty. Yeah,


Amelia Antrim  28:04  

like I said, you don't even have to play out that last scene. It gives you a lot of chances to kind of cut it off wherever you want. Another really cool one. dread Oh yeah, is a fantastic horror game. Originally, Starcraft started out kind of loosely based on dread before it sort of morphed into its own thing. But similarly uses a Jenga tower to emulate a lot of that tension going on. You're playing this really suspenseful, suspenseful story. And when you do actions you pull from the Jenga tower. And if it falls, everything goes real bad for your character. So you can rebuild the tower and continue to play that's a nice thing about this one, and the game is not over just because the tower falls. It does raise the stakes pretty dramatically that tower falls. So certainly that's something you can kind of work As a group if if that's really what you want to do, because you may not want character death if this is kind of a side story sort of thing. Yeah, absolutely.


Ryan Boelter  29:07  



Amelia Antrim  29:09  

but you could use this one definitely to play out a particularly tense scenario if you're kind of going through a mystery or like, you know, you have a game where you have to enter like a haunted house, or I don't know. campaign did it for a Halloween episode, or a couple Halloween episodes. I don't remember if it was more than one. Yeah. where their ship was infested with giant killer rabbits. It was very good. They did a great job and actually never knock down their tower.


Ryan Boelter  29:37  

Oh, wow.


Amelia Antrim  29:38  

So nobody died. Yeah, it turns out there. They're all very good at it's Yeah, it's fantastic. But it is even to listen to on an AP so tense because you can hear them like, No, no, no, no, no. Like that tension of it is really, really awesome. And you know, so they used to play out kind of like a bottle episode scenario. Um, so I think it, it plays really well in that sort of like one shot kind of a thing and a thing that doesn't necessarily hugely impact the plot. But you know, say you want to side quests, you want to kind of change it up or Deuce, you know, you know that you're going into an adventure that's going to be particularly tense, and you want to have a mechanic to really emulate that tension. dread is a great game to do that. And it is sort of setting neutral. So you can play it and you can play it kind of any way that you want, and it'll slot into whatever system you're playing really well.


Ryan Boelter  30:38  

Yeah, absolutely. And it's, it's interesting because it's like it's, it still has that GM group dynamic. So if you're playing a game with a GM normally and then go into dread, the same GM and had go through that sort of tense scenario that that they're envisioning


Amelia Antrim  31:00  

Yeah, yeah, we should say that like, certainly reflections is a GM less game technically. However, if you listen to the campaign episodes, if you're a fan of this guy jack series, you can hear James acting kind of as facilitator and asking some sort of, you know, setting questions and like asking people to expand on stuff. So certainly, even in gms games, I think there's a role for them kind of as a facilitator absolutely, sometimes,


Ryan Boelter  31:26  

especially if your players are not familiar with the game itself. Yes. It's very good to have somebody that knows the game to walk through certain steps or like, Oh, you do, you're doing this. So now you have to do this thing. And that's what that means mechanically. That's really helpful. Yeah. So the next one is more specific, but I believe the people at the Prothean city podcast Have toyed with the idea at one point of using the ward by Kevin pekar to resolve a superhero getting massively hurt and put into the hospital. So the ward is a medical drama simulator type game. It's powered by the apocalypse. And it's basically Grey's Anatomy, the role playing game effectively. So you've got the, you've got stuff for doing the medical stuff, but you also have stuff for doing the drama of the hospital and like the relationships and doctors being less than professional with one another.


Amelia Antrim  32:52  

No doctor says get along great nerves over any drama. Oh,


Ryan Boelter  32:56  

well, I mean, less than professional and waste. get along great to just think Grey's Anatomy, you'll know what I'm talking about. And this would be a really interesting game to slot in for a character, especially like a PC that gets really hurt in the main game. I don't know how much of the setting itself is, like, ingrained into the ward. But I imagine that it would be easily hackable to to kind of just put this sort of hospital type system into your game itself.


Amelia Antrim  33:36  

Yeah, I think that that would be pretty easy. Especially with most pvta games are, you know eminently hackable? Oh, yeah. That's why there are so many of them. And I think that that's a good way to play out. You know, we talked a lot about like, injury and sort of the consequences of those things and how a lot of games don't play those out particularly well. You take your long rest and then you're better you All your medicine check, and then you're better. So if you want a little more from something, if you, you know, we talked about like, there would be some sort of like dramatic emotional impact and, you know, not only for the person that's injured, but for the people around you. I think the ability to play that out is is kind of unique and I think something that a lot of games are really lacking.


Ryan Boelter  34:22  

Yeah, absolutely. And, and putting a character's fate up to like, this new doctor character that you create specifically for this scenario. Or maybe there's an existing doctor NPC that you convert to a character in the ward. That would be a really tense session, and every single dice roll, like determine matters, determining the fate and having it matter. Yeah.


Amelia Antrim  34:51  

And the nice thing too, is that pvta systems are very easy to learn. There's not a lot of rules. And so that's an easy one to slot into, because It doesn't require learning a whole new system. That's the thing about most of these games to that we've picked is that they're pretty rolls light so you can kind of easily pick them up. Yeah, absolutely. add to your story.


Ryan Boelter  35:13  

Yeah, I think pvta as long as you play one game, that's pvta you pretty much have a good solid base from playing any, any other ones. Mm hmm.


Amelia Antrim  35:26  

That's certainly been my experience with you. Another good one. I'm kind of on that pvta spectrum a little bit different.


Ryan Boelter  35:35  

But you Jason Yeah.


Amelia Antrim  35:37  

Yes. Yeah, definitely is blades in the dark by john Harper, and I think this one would be a really good one to play out a heist.


Ryan Boelter  35:45  



Amelia Antrim  35:46  

Um, the way that the mechanics work in this game, unfortunately, I haven't had the chance to play it. But the way the mechanics work in this game is that you're playing against this clock, but I really like the preparation mechanics for this game. Especially if you are used to playing something like d&d where your players are like, we have to game the system, we have to, you know, like, we have to play everything out ahead of time and like plan and plot and that kind of stuff. It's really good to kind of turn that on on its head where you say, Okay, let's have a flashback scene of like, how did I prepare for this? And so it's the game is meant to do heists and that kind of thing. And so to be able to take, you know, like, we know we have this thing coming up, let's, instead of playing d&d, or whatever, let's take a system that is meant to do this thing that we're trying to do. And I think that's really what we're trying to get at with all of these is saying, rather than trying to take the system that you're playing in, and twist it and morph it to do what you want to do, it's totally okay to say, hey, for this session, we're going to switch systems real quick and do something that is meant to do the thing that we're talking To do Yeah, because that is, that's the really cool thing about there being such a wide variety of games out there is that there is a game that is built to do the specific thing that you're trying to do. You know, there's a game specifically built to play out that tension of a love story, there's a specific game, to play out your medical drama to play out your heist to do something like that. So rather than trying to hack, I mean, we are still hacking, but rather than trying to like, twist a system that you're playing, and really kind of like, you know, shove a square peg into a round hole of the game that you're playing. It's, it's cool to take a session and do something with a system that is meant to do the thing you're trying to do. Yeah, I think that's really what we're getting at with the story building.


Ryan Boelter  37:48  

Absolutely. Cuz you could do a lot in d&d, you can do pretty much anything you want in d&d, but the resolution mechanic is ok I do something roll a die. Put it against your skill and see if I succeed or not.


Amelia Antrim  38:02  

Right? And I definitely don't want it. I feel like a lot of times we are kind of down on d&d because it is like the, you know, the gateway, it's the one that everybody knows. But I think I point out at one point in some episode, that there are games like what is your game? It's a question that we asked now is like, what is your game meant to do? What kind of stories is it meant to tell? Because otherwise, we run everything in gurps. Right? And we don't have to. We don't have to. It's okay.


Ryan Boelter  38:28  

I don't think we want to either.


Amelia Antrim  38:31  

I mean, maybe somebody does. There are plenty of people and I see it, I'll read it and stuff like that people are like, Oh, just hacked end to do it. And it's like, you could, you absolutely could and there are people that do and they do wonderful hacks, and you know, like, come up with some really brilliant mechanics. But if you take a game that is meant to do that, I think a lot of times you're going to have more fun because the mechanics support the emotional story beats that you're trying to tell and things like that in ways that something like DND can't necessarily do because that's not what it's built for. And that's not a slight against end that's just not what it's made for. Absolutely,


Ryan Boelter  39:05  

yeah. Like even some powered by the apocalypse games. certain events are put into one move or and that's one dice roll. And and that's not as exciting as trying to build up this Jenga tower without it collapsing, or, or trying to do a heist and not having to like plan everything in advance getting into a pickle, and then, oh, here's this flashback of how I figured out what to bring based on the situation I'm currently in. You know, that that doesn't. It leaves more room for you to figure out something in a fun way instead of you know, relying on a mechanic that's not designed to do anything more than a resolution or maybe even waterfall and right right


Amelia Antrim  40:02  

I think that is what we have our story building for right now. The other section that we want to talk about world building, you know how big of fans we are world building. So we have picked out a couple games. And obviously this is not a full, we should say that about all of this is not a full set of games by any stretch of the imagination. You can hack things to do all sorts of other things. Yeah. But we want to talk a little bit about games that you can use for world building, if you want to sort of gamifying that process if you play a game that doesn't have that built in, or even if you do and you want something more than that. This first one is definitely example of a game that does have some world building components. But they wanted a little bit more. Do you want to talk I kind of remember the microscope episodes. So long since I listened to the very early


Ryan Boelter  40:52  

audience. I literally am going through the stop hack and roll backlog and probably a week ago. I came upon their microscope, a hack. I think that all this signal light Oh Yep, for creating a like a superhero backstory that goes back four generations or something like that. Um, so basically microscope is a game that has a timeline in it. And you're you're trying to figure out events on that timeline for the world that you are playing. And I, I don't know too much of the details. I don't know if you create a world in microscope or if you are just thinking of this timeline for other settings. But


Amelia Antrim  41:43  

you I think you create a world that's part of it. That's cool.


Ryan Boelter  41:47  

So you can create a world to start your game or you can take an existing world and create a cool timeline for it. Or both. Prothean city like we said us this for building their primary city Halcyon city is the main city in masks. But they didn't want to play in Halcyon city they wanted to play in their own city. And that way they could play with their own heroes and and all that sort of stuff and still have Halcyon in the world. But effectively they're they're effectively making like the the Gotham or the metropolis to the other city.


Amelia Antrim  42:31  

Yeah. And the cool thing about this one as as an example for people is that it's the very, very first episodes of it so you could go back if you wanted an example of this, you can definitely go back and listen to those episodes without it being spoilers like some of the other ones that we've talked about. definitely have some spoilers for their main shows. Yeah. But yeah, the way that they use this is to create like the sort of hierarchy of superheroes and they have like they've created The age of you know, like their golden, or Silver Age of superheroes. They create Falcon through this, I think, which is their sort of main government organization that covers superheroes. And so there's so many like, kind of story hooks. Yeah, basically. So on top of like the world building and the timeline, it helps you create events NPCs things that you can sort of pull back on and use a story hooks in your own game. And they have done James and Brandon, like, made a really quality hack of microscope to do what they needed to do. I think it's something that is very easy to translate to that game too. And we'll try and put a link to


Unknown Speaker  43:45  

Yeah, absolutely.


Amelia Antrim  43:46  

We're going to try and put a link to all of the like show examples that we've given you in here where we can some of the secret archive stuff we can't but


Ryan Boelter  43:52  

right or we can link to it, but I have to pay for it. If you if you're not


Amelia Antrim  43:59  

which you know, so so far.


Ryan Boelter  44:04  

Yeah, the microscope that that episode they they like, create like a location, index card and then they talk about it around the table. And then they place that on to the table. And then they do like maybe an event, maybe the NPC and then you can expand on things later, when it comes to your turn again. So that's how like piccola ended up in the Prothean. City world. That's how that's how the striped Eagle was created, and all sorts of other cool characters that are iconic to the Prothean. City world if you're if you're a fan of that show. Yeah, if you did end up listening to all the episodes of the show, except for the world building. Go back cuz after having listened to what almost 100 episodes,


Amelia Antrim  44:51  

yeah, there's stuff in there. That's still important.


Ryan Boelter  44:53  

Yeah. And I went back to listen to it recently and it blew my mind how much Like where everything came from? Because when I first listened to it, I didn't know anything about Prothean city. I was like, Oh, that's cool. But now I go back and listen to it again. I'm like, Oh, that's cool.


Amelia Antrim  45:10  

Well, I think that's the cool thing about it, though, is that nobody knew anything about it.


Unknown Speaker  45:14  

When they started, exactly,


Amelia Antrim  45:16  

well, the see how much of it still matters. How how big of an effect it had on the world? Yeah. Um, it's Yeah, it's very interesting, strongly recommend, even if you don't listen to the rest of Prothean. City, I strongly recommend going listen to those worldwide. Yeah.


Ryan Boelter  45:31  

Yeah. It's interesting. There was like a crime family that didn't show up until like, 50 or 60 episodes in or something like that. Yeah. Wow.


Amelia Antrim  45:41  

Yeah. How do you remember?


Unknown Speaker  45:43  

Well, I mean, if you talk to Brandon,


Amelia Antrim  45:46  

right? Yeah, that's you do know. Yeah.


Ryan Boelter  45:48  

Yeah. I really want to see his a sheet of clocks. That's just like hundreds of clocks of different events. Going on yes given moment in the world, like, wow. Yep, that's a masks thing.


Amelia Antrim  46:10  

Another cool game for that same kind of not the same kind of world building but in a cool like world building option is dialect by Catherine Himes and how con sila Golu of 30 games. You create a language for your like world you create this world and this language. I am dying to play this game and I heard it on she's a super geek and I don't remember I think they might have done it on one chat. I'm not positive, but it's it's so interesting. Because I think you know, not only does it give you like a language for your world, because that's really cool. You can kind of build up some like lingo and slang for your well, which I think adds a lot of color to things. But you go through the process of like building Holding up and then like sort of like dying out of this language. But you also define things that are really important to this world as part of it, you say like, this is why we have a word for this thing because it relates to what we do. Yeah. And so building up some of those things that are important and saying, like, you know, we have words for like our crop cycles, because that's really important to this world. It's very cool to listen to, on this. She's a super geek podcast, for sure. And I'm sure lots of other places. But it's, it's neat because it helps define not only the lingo for that world, but you know, why do you have these words for things like why are these important to us? What have we, what have we built in this world that necessitates a word for this thing. And so I think that is is a very different way of looking at things I love linguistics and like the way we use language and Things like that. So that's fascinates me. For a long time I thought about going into linguistics as a as a school. That's cool major. But yeah, it's really neat because it just colors the world in a way that I think a lot of other world building kind of ignores but sort of just doesn't really facilitate.


Ryan Boelter  48:21  

Because you could you could just outside of the game make up some lingo and everything, but I don't think it would have the same emotional like, impact.


Amelia Antrim  48:30  

Yeah, it is hatches a lot of like, you're right, like emotional impact to the reasons that we use those words. Like I said, you know, we defined that crop cycles are really important. And that's why we have these words for growth and you know, things like that. And that's why this is the word that we use. In Yeah, like I said, in a way that I don't think a lot of other games really put the same importance on


Ryan Boelter  48:53  

and it's really cool. Then when you're diving into and playing the game and talking in character and using Those words that just immediately will attach all of you even deeper into this world. And what's really cool is those are your words. Those are words for your table that nobody else in the world is going to be using for their games. Yeah, absolutely. So it creates like a really neat like, I don't know why I want to say kind of like an exclusive sort of feel to your own campaign. Yeah, that's pretty cool, huh? All right. Alright. So this next game, it's not out yet. But actually it's currently on Kickstarter. And I heard it I'm she's a super geek and immediately fell in love with it. But deck hooba by golden lasso games. It uses a like a form of tarot card that has different questions on it kind of like for the queen, which we'll talk about in a little bit. But this is an entirely like it's, it's for world building, and character relationships, among other things, where you can, you can go round and randomly draw these cards and figured out what it means for the situation that you're dealing with. Which is really cool. So it has all these sorts of prompts. And there's like beautiful art on the cards that are supposed to inspire you. If you are into Tarot, like and you do readings and stuff like that. This would be an even cooler thing to get into simply because there's a lot of apparently hidden imagery within the cards that is very like specific to the taro experience. Oh, cool. Yeah. So it's a it's an interesting one that that looks like if if you say you don't have a relationship linking thing in the game that you're about to play like generally d&d doesn't have it you know heroes unlimited that sort of game doesn't have it. You can take a game like the Kuma and play just the relationship building portion of it and figure out how your characters are all linked together before we even start playing.


Amelia Antrim  51:30  

Yeah, I think it it's really cool to be able to miss one is pretty is very world neutral which makes it in another good game to kind of insert into your game it doesn't it actually I should say all of these world building ones are setting Yeah. Cuz they're building world.


Unknown Speaker  51:53  

Oh my gosh.


Amelia Antrim  51:56  

But it makes it really easy to again, slot into your game and say like, we are going to build these things together, which I we're going to hound us to death. Games are cool when you games are really cool when you have that personal emotional connection to this thing that you have built together this shared emotional experience of building the world and so all of these games and I just I love Yeah. It's It's so good.


Ryan Boelter  52:29  

Yeah. But because it's it's basically like the beyond the wall, the game that I'm a part of. We built the village and I care about everything in that village because we built it. And if my GM would just say, Hey, here's a village here's the map. Here's where the stuff is. Like, Oh, that's cool. But why why do I care about the the bakery that's down the street that's run by this this elf person. That's the only other elf in town who gets the goodness reigns from the the grainery.


Unknown Speaker  53:03  



Ryan Boelter  53:06  

gives them a good deal because they have a link because of all this other stuff. It's like, we made up all that cool linking connection between all these cool NPCs because of the way the game plays, but if your game doesn't have that you can slot it in to have it with using a different game like tokuma or microscope or whatever. Mm hmm.


Amelia Antrim  53:32  

Another cool game for some world building is for the Queen again by Alex Roberts. This one I think is really cool for setting up a political landscape. There are a few hacks of it out there. But it is also cool for playing out a story inside the game. The way for the Queen works is you sort of you score around the table and you are playing people in the Queen's retinue. Yeah, and you will pull cards And they'll ask questions and really all you're doing is sort of improvising this story together. I'm looking at the cards that I have in front of me right now to see what some of the questions are. There's a false rumor about you in the Queen back at Royal Court. What is it? How did it start? What brings out the Queen's cruelty? And there's there's just all of these like sort of evocative questions and prompts that you can go through and build the story. You save the Queen's life once how you suspect to this journey isn't about diplomatic negotiations. What else do you believe is going on and why? So I think, you know, you could certainly hack this game and write your own questions. It doesn't have to be about a queen. It could be about you know, any kind of like village leader, it could be about somebody else in your party if you decided that you wanted it to go that way. You know, like tell the story about your sort of group leader. But I think it It asks these really open ended broad questions. That are very evocative. And, you know, there's a couple that is like, you know, like that question what brings out the Queen's cruelty? Okay, it's established that in this question that this queen is cruel. Now what? And so like, as a GM, I think it'd be really cool to write some of your own questions for a game like this too. But it's very simple because you're just putting down the story prompts and asking people to tell a story and the way that people kind of build off each other or as you go around the table is really interesting a couple times that I've played it, it's been fascinating the stories that


Unknown Speaker  55:32  

you come up with.


Amelia Antrim  55:34  

And it's a really easy game because you're just answering questions. So I've played it with my mom and my sister before, who've never played role playing games before. But just a fun game to sit down and answer questions and tell this kind of story together.


Ryan Boelter  55:48  

I am still itching so much to play this game.


Amelia Antrim  55:52  

Oh, you could you could so easily sit down and play it with Ashley. I know like just the two of you should do it. Because it doesn't feel like a role play. Absolutely at all.


Ryan Boelter  56:01  

Yeah, it's, it's a story building game effectively, which is really cool, right,


Amelia Antrim  56:05  

which is, you know what you're trying to do. So you can certainly do it in the story section too. But I think, like I said, for setting up a sort of political landscape of like, what does this leadership in this world look like? And you could play it certainly is NPCs. But just to give you some background of like, what's going on in this world, outside of your little, too?


Ryan Boelter  56:25  

Yeah, so like, especially like a, like a fantasy world or world with a dystopian leadership or whatever. You can build that up. And then when you get into the main campaign, again, with your main characters, and you have to interact with this political landscape that you built, I can imagine that you can either be super happy about it, or very frustrated that you made things hard for yourself.


Amelia Antrim  56:57  

could go either way.


Ryan Boelter  56:59  

Yeah. So that That sounds really fun.


Amelia Antrim  57:02  

Ryan, I'm really excited to talk about this last night


Ryan Boelter  57:04  

just last section is probably the best piece of advice that we can offer. So pay very close attention.


Amelia Antrim  57:12  

We're going to talk about character but


Ryan Boelter  57:13  

yeah, so that's kind of our niche. So what's the you may not know that about?


Amelia Antrim  57:19  

Yeah. But we're as much as we love world building. We're kinda into character.


Ryan Boelter  57:26  

So, character building, uh, what's what's the best way that we have found to create characters? Recently,


Amelia Antrim  57:39  

Ryan, I would say the best way we found to create characters recently is random table. Yeah.


Ryan Boelter  57:45  

Now tell me how can you use random tables to to create characters?


Amelia Antrim  57:51  

Well, Ryan, this section of the outline is entirely to tell people to go back and listen to our academy episode, where you can see exactly what sort of horror You can create when you take a pile of random tables and make characters. Yeah, so there are certainly books that are just devoted to character building random tables. What we did was took a bunch of random tables from a bunch of different games and use them to create characters now nuts, not stat blocks for characters, but just descriptor kind of descriptive words for characters like species and then what kind of hats they were wearing. That's very important. And you know, what sort of shell corporations they worked for and was there spaghetti or not? Yeah. Obviously, we did. This is a really cool interactive exercise with an audience which was so much fun. I'm really dying to do that again at some point. But it random tables really at like just the trinket table ndnd or like the heritage tables and alpha bar, they just add this like little bit of flavor to your characters. This is Like the little seasoning on top, you don't have to use it to create your whole character though it is very fun and we've done it in our traveler episodes and our heroes unlimited episode. Yeah. I'm obligated to put it at the end of heroes unlimited every time I say it, but you can really add some flavor to if you use it. There are obviously other character building books and you know, I think we should shout out because now this is this is the end of the section really, we just want to shout about random tables and make you listen to our category. There are certainly books James d'amato has his to his ultimate RPG character, backstory guide and ultimate RPG gameplay guide. There's also best game ever by Monte cook games. There are certainly plenty of books about how to run great RPGs that have exercises and things that you can do. There's just like, there's just a plethora of things out there. And I think really what we're trying to say here is that just because you are playing One particular game does not mean you are limited to that.


Ryan Boelter  1:00:03  

Absolutely. Yeah, it was really interesting because we started with nothing except these random tables. And we had no plan, we created characters. We created a world. We created the world. We created a situation. We created NPCs, and links between those NPCs and the characters. Yeah, everything kind of just came out of these weird random tables that we threw together. And somehow all of them ended up being some sort of mutant animal of some sort.


Amelia Antrim  1:00:35  

Yeah, well, I think toward the end, we kind of fudge that a little bit and decided that they had to be because the first two or three but yeah, definitely go back and listen to that account a con episode. It was so much fun. Gosh, what a good time. Yeah, I think that we've, we've really covered a lot of stuff here. I would love to hear from people. If you have done something like this in your game if you've played a mini Game inside the game. I'd love to hear about it and how it worked out for you. Yeah. Um there's just so many options here that I think that I just really understand that like you don't have to just because you're playing a game doesn't mean you have to play that. Oh, and this is an awesome opportunity to try out other RPGs shoe. So many of us are like, I have 25 games on my shelf, and I've only played two of them. This is a really great chance to play a different one.


Ryan Boelter  1:01:25  

Yeah, we try it out and even cover like, even using traditional a lot of trade show games. Like, like descent into midnight for creating them underwater civilization in your main campaign. Or DND. If you want to play d&d and your kids and kids on bikes campaign, or all sorts of other fun combinations, you know,


Amelia Antrim  1:01:47  

yeah, yeah, there's we've got we've only scratched the surface. Haha.


Ryan Boelter  1:01:52  

Well, I guess this is the section where we thank everybody for listening.


Amelia Antrim  1:01:58  

Yes, thanks for putting up


Ryan Boelter  1:02:00  

Oh, yeah, thank you for joining us for this discussion. We are really thankful that you're here and with us. And if you really want to talk at us, you've got a few places where you can find us online.


Amelia Antrim  1:02:15  

Yes. Like I said, We'd love to hear more about times that you've used this or times you're thinking about using this or questions you may have about doing this. You can find us on Twitter at Creation Cast or on our discord at discord, Character Creation Let us know what you're thinking about doing what you've done, what's worked, what hasn't? Sounds great.


Ryan Boelter  1:02:36  

Absolutely. Well, we look forward to hearing from you and we look forward to our next episode, so we will see you next time.


Amelia Antrim  1:02:50  

Character evolution cast, like Character Creation Cast is a production of the one shot Podcast Network and can be found online at www character creation. head to the website to get more information on our hosts and guests, or even find some of our character sheets. Character Creation Cast can be found on Twitter at Creation Cast. I'm one of your hosts Amelia antrum. And I can be found on twitter at ginger reckoning. Our other host Ryan bolter can be found on twitter at Lord Neptune. Music for this episode is used with a Creative Commons license, or with permission from the podcast that originated from further information can be found within the show notes. This episode was edited by Amelia antrum. Further information for today's guest can also be found in the show notes. Thanks for joining us. And remember, we find that the best part of any role playing game is character creation. So go out there and create some amazing people. We'll see you next time.


Amelia Antrim  1:03:57  

Now we got to read some show blurbs show blue Show by show mabs now we gotta read some show blurbs. Show blurbs show love. Show by show maps.


Ryan Boelter  1:04:12  

Character Creation Cast is hosted by the one chat Podcast Network. If you enjoyed our show, visit one shot podcast calm, where you will find other great shows like warda


Amelia Antrim  1:04:24  

warda is an original fantasy actual play podcast created by Ali Grauer and drew marshy esky. It's one part Game of Thrones, two parts Downton Abbey served on the rocks with a twist of Agatha Christie, discover our magic mystery and more than a little socio political commentary along the way. The city holds thousands of stories. What will yours be?


Unknown Speaker  1:04:47  

Okay, coffee here


Amelia Antrim  1:04:52  

which is not the best for mouth sounds. But man I need the caffeine.


Ryan Boelter  1:04:54  

I have Diet Dr. Pepper, so that's even worse for meltdowns.


Amelia Antrim  1:04:59  

I have Diet Pepsi over here for when I'm thirsty after the coffee. As


Ryan Boelter  1:05:04  

we all know, diet soda is the best first winter. It is


Unknown Speaker  1:05:12  

a little bit cost podcast


Amelia Antrim  1:05:12  

brought to you by


Ryan Boelter  1:05:14  

diet soda. Yeah, a little bit of coffee followed by a diet soda chaser.


Amelia Antrim  1:05:19  

Yeah. Look, I just thank you so much caffeine right now. It's not doing anything.


Ryan Boelter  1:05:25  

That's understandable. I had some tea earlier. Just some green tea. And now I'm having back Dr. Pepper about half an hour later because my kids woke me up too early.


Amelia Antrim  1:05:35  

Because parenting man says parenting as I frequently tell my children and I say why do you need so much coffee? I say do you want me to be a good mom or not?


Unknown Speaker  1:05:46  

I'll put all this. Uh huh.


Amelia Antrim  1:05:50  



Ryan Boelter  1:05:51  

All right. I think I'm starting.


Amelia Antrim  1:05:54  

Yes. Looks like it's cool.


Ryan Boelter  1:05:59  

All right. I'm gonna go Give us a five count. And then we'll we'll hop into it.


Amelia Antrim  1:06:05  

Okay, I'll take a look at my card. Oh


Ryan Boelter  1:06:11  

sad a metaphor.


Amelia Antrim  1:06:12  

That's it's true for I don't know for what but just being confused.


Ryan Boelter  1:06:20  

all tangled up in my cord.


Amelia Antrim  1:06:21  

I'm all tangled up in my cord.


Ryan Boelter  1:06:23  

Okay, it does sound like a like a good phrase that somebody in the future would use often.


Amelia Antrim  1:06:30  

Yeah, I was listening to some episode of something like some episode of ours where we decided that we're going to use this. Oh no, maybe it was g five or I don't remember some podcasts I was on where we decided we were going to use the phrase I'm so angry. I could vomit bees.


Ryan Boelter  1:06:47  

That sounds either like our heroes unlimited one.


Amelia Antrim  1:06:52  

I think it might have been a lot of time talking about enlarge and control insects. I love this episode. So There's so much fun like Jeff and john are great. They were the perfect guest for that because they were like, We love this game but we do not take it seriously. My favorite is like they get to the point where they keep like making up rules just too annoying.


Unknown Speaker  1:07:14  

I'm like, I can't tell if you're lying or not. No, you can't.


Ryan Boelter  1:07:19  

Listen, I played that game so many times, and I understand probably maybe point 5% of the vehicle combat rules.


Amelia Antrim  1:07:30  

Look, do you need it? No,


Ryan Boelter  1:07:34  

no, you just avoid going on vehicles in heaven fight. Okay. We were forced to once in one adventure and and that's ever again ever again. Vehicle combat rules and plenty of not even


Amelia Antrim  1:07:49  

one No, not even one.


Unknown Speaker  1:07:54  



Ryan Boelter  1:07:56  

All right. Now that we got that out of our system,


Amelia Antrim  1:08:00  

Yep, so angry right now you're so angry.


Unknown Speaker  1:08:12  

so angry I could vomit bees.


Ryan Boelter  1:08:16  

Good phrase is a good phrase. I'm all tangled up with my cord over here. No


Amelia Antrim  1:08:29  

more drinks diet soda, coffee coffee soda. Oh, that's like one of those Jones sodas right uh huh. Today introducing carbonated coffee


Ryan Boelter  1:08:48  

Okay, especially if it's like all hot


Amelia Antrim  1:08:55  

I was thinking like an iced coffee beverage not like no


Ryan Boelter  1:09:02  

I don't even know how that would work.


Amelia Antrim  1:09:04  

I don't know. I've never had a hot I mean, I guess like you've had like hot. You know, like a hot soda. Yeah. Like every once in a while you go to like drink and you're like, Oh, you know, like in the summer or something. But I don't think it's still carbonated at that point.


Unknown Speaker  1:09:18  



Amelia Antrim  1:09:18  

can you carbonate a hot beverage someone right into this show?


Ryan Boelter  1:09:22  

Yep. And let me know. I'm sorry, dear listeners for everything that we've forced upon your ears at the end of this episode.


Amelia Antrim  1:09:30  

Yep. Please know that it's the beginning of the recording for us and we're like this and we haven't even started yet. Okay.


Ryan Boelter  1:09:40  

For real, for real. Here comes two fingers.


Unknown Speaker  1:09:56  

Okay, that's okay.


Amelia Antrim  1:10:02  

That's a little bit naughty.


Unknown Speaker  1:10:06  

Cuz I'm comfy. I know but nobody can see that.


Amelia Antrim  1:10:12  

I wasn't looking at the screen.


Unknown Speaker  1:10:15  

I apologize, dear listeners.


Ryan Boelter  1:10:23  

This is gonna be a high energy episode.


Amelia Antrim  1:10:27  

Okay, we didn't need all that caffeine.


Ryan Boelter  1:10:30  

Too late now. Now. We're doing it live. All right, here we go.


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