Character Creation Cast

Series 23.3 - Lancer with Tom Parkinson Morgan and Miguel Lopez [Designers] (Discussion)

Episode Summary

In the final episode of our Lancer series, Tom joins us as we learn a little bit about our team, talk about the difficulty of managing a lot of options for customization and learn more about Lancer itself.

Episode Notes

In the final episode of our Lancer series, Tom joins us as we learn a little bit about our team, talk about the difficulty of managing a lot of options for customization and learn more about Lancer itself.

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Guests and Projects:

Tom Parkinson Morgan @Orbitaldropkick

Miguel Lopez @The_One_Lopez

Massif Press @LancerRPG




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Amelia Antrim:

Ryan Boelter:

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Episode Transcription

Transcripts Automatically Generated - Not 100% Accurate

Ryan Boelter  0:01  

Welcome back to series 23. Everyone. This is the last episode of our Lancer series and we are really excited to share it with you.


Amelia Antrim  0:10  

First as usual announcements. Yeah, sometimes I feel like a principal because I'm sitting in front of a microphone Oh, did your school do that like ours just didn't have like the cool time


Ryan Boelter  0:24  

I honestly


Amelia Antrim  0:27  

didn't Why did you make TV? Okay, you know, nevermind TV track on track. The descendant of midnight Kickstarter is launching February 15. And we are so excited about it. You can hear more about the game on series 18 of this very podcast. There are a ton of awesome people working on that project, including several folks who have been guests on this show. I know re who was on our magpies episode is doing some of the accessibility help with the project. Devin who did our edifis episode. With us is doing some of the art. I want to say that there are a couple other people, but I can't remember. Oh, yes, Tracy is doing some of the Kickstarter coordination stuff. Tracy was on our iron edit episodes. So it's very exciting. It's a game that Ryan and I both love so much. So please keep an eye out for that. I'm sure we will be tweeting and talking about it for the duration of the Kickstarter. So get used to it. We're not going to shut up about it. It's a very good game. It's really really good.


Unknown Speaker  1:28  

It's really good so bad guys.


Ryan Boelter  1:32  

Well, one thing I wanted to highlight was that fellow one shot network podcast, a horror Borealis, and their parent podcast, the cryptkeeper are doing a Patreon drive right now on the cryptid keeper Patreon. What's of interest to fans of that show is that at certain goals, will actually be able to hear some bonus episodes. That takes place in the world of a horror Borealis, which I am thoroughly We're excited to hear so definitely check them out if you're interested as well.


Amelia Antrim  2:04  

As always, we love getting reviews, they make us feel so good. You can leave them for us at Apple podcasts stitcher and pod chaser. And we will read them on an episode like this one from Lieutenant from the United States on iTunes. Titled, so nice. I had to review it twice. I reviewed the podcast much earlier in the year on another platform and I'm confident in saying Amelia and Ryan have continued to make me love their show. Genuinely great people and hosts. They interest me in every system they use. Yes, Amelia, even heroes unlimited. Okay, I went back and listen to those episodes, by the way, and, oh man, my aspiration is palpable.


Ryan Boelter  2:45  

It's very choice


Amelia Antrim  2:47  

and our constant source of inspiration in my own character creation. They've also introduced me to some amazing systems, including some that I normally would not have checked out and have contributed to many a source book now in my library. Keep up the great work you too. I look forward to what you create next. Thank you. Thank you


Ryan Boelter  3:05  

so much Lewton.


Amelia Antrim  3:06  

We appreciate it. And I guess we'll allow this second review through our review filter. Now I'm just gonna we read every review. We do, we really do. I'm really glad that you have now also contributed to the role playing game economy by buying more books. I like to pretend that it's a business expense. That's what I tell myself when I buy more role playing game books that I know I won't have time to play. It's a business expense


Ryan Boelter  3:31  

cast and by the role playing books and then write it up.


Unknown Speaker  3:35  

Right. Yeah, totally. I think that's how, that's how that works. Right?


Amelia Antrim  3:39  

Look, it's how I justified my mind. I'm not committing any kind of tax fraud, but I tell myself, it's for work.


Unknown Speaker  3:47  

Well, with all of that


Ryan Boelter  3:52  

let's get on with the episode, shall we?


Amelia Antrim  3:54  



Ryan Boelter  4:24  

Welcome back to our discussion episode everyone. Last time we created characters for the Lancer. This episode we will be discussing the character creation process. We are very excited to welcome back Tom, one of the designers of Lancer. Unfortunately Miguel was not able to join us for this episode, but you can hear me gal on the first episode of this series. Tom, do you want to go ahead and reintroduce yourself again and for everyone at home and tell us a bit about the character that you made in the last episode?


Tom Parkinson Morgan  4:57  

Yeah, I'm some pockets and Logan The author and writer and artist of the image comic series kill 6 billion demons available in print and on the web. And also the CO writer of monster. And the character I made is Lucien p Abercrombie. His callsign is keeps his next name is tangent royal and he drives around in a rather old fashions gms Everest has a big ol heavy machine gun, a bunch of missile racks and a whole lot of grenades strapped to it is probably extremely unsafe. And we've also discovered that he's got a cigar box and a cigarette lighter in his his neck Kevin. And he's sort of the impromptu leader of this group, according to his talents.


Amelia Antrim  5:57  

Self identified leader


Tom Parkinson Morgan  6:02  

I've got a pic. I'm picturing him as sort of an older gentleman probably probably likes to tell you about the old days won't see much


Amelia Antrim  6:10  

back in my day. Ryan do I tell us about your character?


Ryan Boelter  6:16  

Yeah, absolutely. my character's name is Liliana quintel. And her callsign is Rhapsody. And her gms of wrist mech is called silent crescendo. Which I absolutely love her You guys are really good. And she used to be a medic before joining up to pilot the max and a little bit of the the medic protecting people and saving people kind of transfers over to her mech pilot in style of trying to get things done fast and protecting people by Just getting up close and personal with the the enemy with to effectively laser swords.


Unknown Speaker  7:10  

Three swords


Ryan Boelter  7:12  

yes yeah I've got three swords yeah so yeah it's it's a


Amelia Antrim  7:17  

yeah two hands but I got three


Ryan Boelter  7:19  

sore and one of the cool personalizations I have for the Mac is one I am attacking with my swords. My mech seems like in like an otherworldly sort of like like the swords are singing


Tom Parkinson Morgan  7:34  



Ryan Boelter  7:37  

how about yourself Amelia?


Amelia Antrim  7:40  

I made a character my pilot name is Monroe Parkhurst. My callsign is Valhalla. And then my nickname is riskiest assumption. So my character is outlaw background and then I decided as That my Mac is like it, it looks like a piece of junk. It's not, it's in pretty good shape, but it looks like a piece of junk. It's covered in spikes. And I, one of the triggers I took was show off. So I just imagine that like, I just like to go in and make a mess. And like the quickest way to do something is to just blow it up properly.


Unknown Speaker  8:25  

Hmm, very good.


Ryan Boelter  8:28  

That's awesome. So, let's go ahead and dive right into a segment that we are calling a D 24, your thoughts,


Amelia Antrim  8:38  

the 20 for your thoughts. In the segment, we like to talk to our guests about their thoughts on character creation and how it relates to the system and other games. But first, we like to get to know you a little bit better. So we're going to ask the very cliche question, we're going to get it out of the way. Can you tell us how you got into RPGs in the first place, and I want to ask the following You came into game design too. We talked a little bit about it before Oh,


Tom Parkinson Morgan  9:03  

sure. Yeah, yeah. Um, I, I played RPGs for a long time actually started playing d&d. Back when third edition had had recently come out a bunch of kids at my school played it and would like play it off to class and stuff like, like really surreptitiously to just like, run the back of like woodshop like, at the bleachers with ice and stuff, which is great. And it goes, No, no one you know, knows how to play d&d. When you first start playing, and you know you're in middle school, yeah. And but I had a great summer that actually met a lot of people, a lot of my friends that way and actually met Miguel, my co writer and my friend of about 17. And so us now playing d&d in the seventh grade, which is which is great. And yeah, and so I just kept playing playing low RPGs mostly doesn't drag And then the fourth edition d&d, and then fifth edition d&d that came out. And then I branched out along the way into like, things like apocalypse world and I played a bit of savage worlds. Some friends and I played some rants and blades in the dark, which is probably my favorite game show really enjoyed. And I've always liked game design. I used to sign board games was like one of my hobbies in high school. Just like right right down board game design ideas and stuff cuz I quite like you know, gaming systems and trying to figure out I don't like game game. What makes games fun or interesting or like cool to play for people because I enjoy games a lot. But I also like to be critical about them and think about like, what is the what are the components of the game which make it interesting, what's next the experience of playing a game, a good experience and think very About that, and how to sort of represent that in, in, in a game and so I started a lot with board games, but then I draw comic book, which is my main job nowadays, and people would bug me about doing a RPG for the comic. So I was pulling a lot of Apocalypse for all the time and I was like, Well, I'm going to make a game based on apocalypse world because fairly easy to hack the game. So I ended up doing a one for my comic, which I released on Patreon was actually got very good reception. I don't think it's a great PDCA hack. But I did finish it and it did get me kind of interested in game design. And so I ended up writing lots to with my longtime friends and den roommate. Go Lopez. And so we wrote together. And over a very long and public testing process, we ended up with something resembling a good game, so but it wasn't initially. Yeah, but I learned a lot over the course of Signing lots of actually enough of like writing it and thinking about like, what works and doesn't work when it comes to making games. So I think I'm a much better designer now than when I when I started the process, it was a long learning process. But yeah, that's sort of the longer the short of its kind of to give you a good summary. Very cool.


Ryan Boelter  12:18  

Can you tell us about your personal process for picking and creating characters in any role played systems?


Tom Parkinson Morgan  12:25  

Well, that's interesting. That's a good question too. I I'm actually curious I'm I don't like to always like to. I use a lot and sometimes I'm when I come on podcasts, and I end up asking tons of questions and slowing the whole thing down. But you guys like I've touched on this before. Like, what? What are you guys very visual? Or do you think about the idea first, like what comes to you?


Unknown Speaker  12:49  

When you first think about it,


Amelia Antrim  12:50  

I personally, usually go off of like, what am I in the mood to play? Like what kind of person do I want to embody? When I sit down to do this? I think I make them very good. differently depending on whether it's a one shot or campaign. It's a campaign I like I, I get, like real stressed out about it and I'm like, these decisions are forever whereas if it's a one shot it's like, and honestly on this show because we never have to play these characters I will make all of the terrible decisions are carefully campaigns but generally I kind of think about like, personality and and their goals because I'm much more of a narrative


Unknown Speaker  13:28  

player. Sure. Yeah.


Amelia Antrim  13:30  

So then I kind of like pick skills that kind of fit that personality. Okay.


Ryan Boelter  13:35  

Yeah, and for myself, I like to do the, I guess the goody goody type characters. Always but I've grown a lot and other and other goody goody but a little bit naughty. Yeah, um, except that one time that I created the most horrible person


Amelia Antrim  13:54  

which I'm still really proud of you for you followed through.


Ryan Boelter  13:58  

He broke me


Amelia Antrim  14:01  

Yes, since then you felt a lot better about it. Early on in our episodes, I like to give Ryan crap early on in our episodes, he was really bad about that, like every character he made was like just the nicest. Whereas I love inter-party conflict. And so like all of my characters are like kind of backstabbing. And Ryan is not about that. And so it was a lot of fun to see him try and make it a little bit naughty.


Ryan Boelter  14:28  

Yeah, I do. I do. Regardless of what I do. I like to create a character that's that's kind of could be a hero.


Tom Parkinson Morgan  14:35  

effectually Yeah, yeah. I said, I guess my answer I am. I tend to think of like concept first, like, and then see how that fits. Like in my savage worlds game. I played him. It was a superhero game using the super rules for that thing. So I was like, Okay, so what you know, I like to learn the parameters. And I think about like, oh, what, what kind of what's the thing I want to do in that so I always try to pick characters that have something interesting. Going on of some kind of motivation, and then kind of builds that. So like, in that game I was playing in the Super Game and I'm like what I find really interesting as far as like superpowers. I was like, Well, I think like cloning or like duplications like really interesting. So I looked at I made a character who's a duplicator who can make copies of himself. But but the catch to his character was that he was pretty sure that he was just a copy that didn't copy. And the original had died a long time ago. So he was like having a constant existential crisis. Like one of the one of the quirks that he had with his superpowers, which is actually part of the game mechanics was that he shared sensation with all his clones, and could like communicate with them but also could like look their eyes and feel what they're feeling and stuff that had a little bit of a hive mind thing, but not really a hydro set separate people, but like, he could feel what they're feeling. And of course, they were really expendable because they're clones. And so you know, we constantly getting these fights and you would dig a giant robot and he'd be like, he'd be like, don't do you know, deal with that and UCLA go on. Get like crushed and die. Later on someone came up to him was like was like what happens to your clones when they die? He's like, Oh no, they die. And I feel it. Like someone who's like coping with that. So I


Amelia Antrim  16:13  

experienced my own mortality many times.


Tom Parkinson Morgan  16:16  

Right so I always like to make characters that have something, something the grappling with a some kind of internal thing that's like driving them. And sometimes it works. Sometimes it doesn't. I tend to find that in games that are very character focused or a little more narrative. It works better in some games like d&d. It doesn't always work because d&d doesn't have really have room for that unless you make room for it is very much about like, running around the game itself doesn't do that. Like you can certainly bring it yourself right. But it's it's not a feature of the game. No. So like, I made a character in my d&d game that someone's running right now and I'm a player and animated character who's very like, morally minded. They're repelled and was like No, we can't just kidnap this person though we kindnesses and of course DND by BB, dd fivey. And players been players like big party was doing all kinds of crazy, insane stuff all the time that my character had no approval for in the slightest, which totally, you know, slowed the game down a little, just like, I was constantly being opposing it was like we can't do this, which is, which is interesting if other players are willing to buy into that, and have a conversation about it. But the players at my table weren't really interested in playing or didn't have as strong of like a role playing concept as me. I was constantly being the person that was had a character that had like, principles to degree. So then I made a lizard man who's really hungry all the time. That's the deal. There you go. That works much better for that sort of game. So yeah, that's I guess that's my answer.


Amelia Antrim  17:55  

Want to know how you think character creation in this game stacks up against other Games.


Tom Parkinson Morgan  18:01  

I wish it was, um, I wish was a little more concise because I love really simple character creation. I like the way I like the way apocalypse world and those games handle it where it's a sheet and you check boxes. Because it's so easy to onboard people. Lance Lance is a little bit more finicky. I mean, innately, it kind of has to be because Max, Max hat kind of has to be a thing where that your character has a pilot component and a mech component. And so it has to be a little more complicated. And there are a lot of choices to make in life too. So I wanted to very much limit the amount of choices you can take when you first get into the game, and then gradually introduce that people often look at the game and they go, Oh, my God, it's like 440 pages of options. Well, it's not it's like three pages of options first level, and then it's like 120 pages at higher levels. And the rest of it is other rules and stuff. But so I think it's I think it's a fairly open system that I think manages to deal with the Whole maturation process fairly painlessly. I tried to get it there as much as possible. I think it's better than other like free form point by systems. In my experience, they do a bunch of met like, I tried to make a mutants and masterminds character wants for a game someone was going to run and it was a nightmare. It took me like three hours, I had to do math, I had to calculate dozens, just like


Amelia Antrim  19:20  

oh, yeah, I don't know. Yeah, but I have a liberal arts degree. I don't do math.


Tom Parkinson Morgan  19:29  

Inevitably, though, I think I'm pleased with how open it remains, and how you can kind of make a lot of character concepts very easily in the system. So


Amelia Antrim  19:40  

I think for the amount that the book and you guys to talk about it being tactical, I think that it isn't as crunchy as I expected it to be. And I was I feel like this was a really good middle of the road kind of a thing, because it's still wasn't a lot of ways kind of doing the track. boxes and that kind of stuff of like, okay, here's a list of weapons that you can have. Which one do you want? It was just I think that there were more checkboxes. Yeah, but it still felt like pretty, like I said a lot less crunchy than I expected it to be given the genre. And I


Tom Parkinson Morgan  20:16  

know that very little man. Yeah, no. And the thing is,


Amelia Antrim  20:20  

now I can add, I can do that.


Tom Parkinson Morgan  20:22  

Yeah. The thing is, I've always tried to my philosophy of design is actually to make decisions. Discrete. communicated clearly what kind of decision you're making, right? And like, what it is what your choices are, right? limited in scope to some degree because people think they want choice but they actually don't what they want is limited choices. Discrete limited choices, and also impactful. Yeah, people want discrete limited, impactful choices. Do you guys have you played d&d for you? Have you made characters in that game?


Ryan Boelter  20:56  

I know that's the one that I did end up skipping.


Tom Parkinson Morgan  21:00  

44 he actually is one of my favorite games. Design wise because it did a lot for the genre of role playing games. Today, I would look at it and criticize a lot of aspects about it. But one of the interesting things that it did was make the character choices you have into like these like powers that you could take, and it was very clear what decisions you were making. But one of the things I didn't do correctly was that there was lots of stuff and a lot of 90s RPGs, which you mentioned, do this thing where they're like, so many character options, which just boiled down to like plus two to this or whatever. And it's so boring


Amelia Antrim  21:37  

here as unlimited.


Tom Parkinson Morgan  21:38  

Like, what like, give me give me five less character options. Give me one character One, two character options, but each of them do something interesting. And and I am asked to choose between the two of them. That's a much more interesting decision. It's more fun.


Unknown Speaker  21:54  

That was kind of my belief, I think. I think I've got it. Okay. Unless Yeah,


Amelia Antrim  22:00  

Yeah, I think we talked about that with when we did our spire and our heart episodes when I think that was the thing that grant talks about was just having like fewer choices, but all of them be pretty evocative.


Tom Parkinson Morgan  22:11  

Yeah, yeah. I like spire smart. Actually, here's the thing. Here's the thing, I think is great and should be more games. And the concept is the juice. The game should have the juice. You see, when you see a character option, you should say, Ooh, that's interesting. Yeah, pretty cool. I want to learn more about that. As opposed to just


Amelia Antrim  22:34  

I don't remember like the exact wording of it, but I know it's one of their design philosophies is like it like good options. Like you can't choose between. Right, right. Yeah. Which is, I think, really


Tom Parkinson Morgan  22:46  

cool. Yeah, it's boring. It's boring to pick a plus one to something in this circumstance. It's more interesting to like pick an option, which is like, you really good with every sword, and you can cut someone's head off if you quit them. Whoa, what the hell? That's the great Like that kind of stuff. That's, that's interesting to me. That's awesome.


Amelia Antrim  23:04  

Yeah. And I think that like, you know, you talk about not wanting so many skills. It's the thing that we've talked about on the show a number of times to that I call like the analysis paralysis, right? It's just like, you look at this whole list, and it's like, I don't even know where to start,


Tom Parkinson Morgan  23:18  

I give up. Well, it was very, very important to me to have limited choices when you first start playing the game, because there's so many character options, but also something you'll notice. I mean, we'll probably talk about it with character vanston shortly, but it was very important to me that every single choice in the game was tied to flavor and was tied to a decision you can make by looking at some and getting a feel for it. Like there are four mech manufacturers in the game. And if you look at them visually, you can understand what they're about, and they enable you to understand any of the mechanics. It was very important to me that I actually had that components of the game of Miguel night at brutalist flavor and all this art and stuff into the game because been made making a decision much easier. It really guides you to look at that and be like, Ah, that thing is what I want to play that guy there.


Amelia Antrim  24:07  

Well, and I think for new players, like anytime I sit down and look at a new system, I've gotten a lot better about it since doing this show, because we have to look at a lot of systems and I have to kind of absorb them quickly. But it would always take me a couple of sessions to really figure out like, what I'm doing and what all of these choices really mean. And so I think only having a couple choices when you first start lowers that barrier to entry for people to it's not as overwhelming and it's easier to sit down and be like, Oh, I can learn about three things. And then I'll worry about the rest of it when it's time. The thing I


Tom Parkinson Morgan  24:40  

don't like about a lot of games is they really heavily on board stuff when they bring people on. Like Dean D for example. Kurdish and Dean I know we'll talk about a lot is like the nut you know the biggest thing people play it's the gateway drug if you try to get people to play a d&d d&d with you, they'll sometimes they'll just bounce off because making a DVD Character remains a tremendous pain. Yeah, cuz there's all kinds of weird antiquated stuff in character creation, you have to ask people to make all kinds of weird decisions like innately that the being


Amelia Antrim  25:12  

and especially if you haven't played the game before, you don't understand what that choice is about, like, what does this do? Yeah, later on. Yeah.


Tom Parkinson Morgan  25:19  

So, you know, in Lancer, I've tried to defray that somewhat but did it being a step by step process of what do you think a character is good at? here's, here's, you know, 123 choices. But also I wish it was better at it. And I wish I could do something like, you know, like, yeah, like spider or PDCA character where I just had to check boxes and everything was there for me.


Unknown Speaker  25:41  

So great. That's really, really good.


Ryan Boelter  25:45  

Yeah, one thing I really liked about the character creation in this system was picking all the pieces for the Mac and even the characters, equipment, and whatnot felt very much like those old Like mech Warrior Games and Armored Core game and those are the big things that I had experience with growing up that made me absolutely love the mech genre. Right so it wasn't so much watching anime that had max in it or cartoons or things like that it was these games where you had all of these customizable options and stuff and then seeing at level zero like the the array of options that you have nothing like too overwhelming was pretty fantastic. The you know, the thing in the game too is like you're building a character and it's not like you're buying equipment like that is your character


Tom Parkinson Morgan  26:43  

Yeah, and you can swap it out you know, every every mission you go and you can pick different weapons and stuff but like that that's your character is and as a great great amount of freedom and wants to like build a character the way you want to build noticed very important to me


Unknown Speaker  26:59  

and very hard to Balance. Yeah, I wouldn't recommend it


Ryan Boelter  27:05  

awesome. So there's not too many, like, quote unquote different types of characters in this game but how did how did you come to the decision to do kind of this more open ended sort of character creation instead of like, you are the tank, you're the heavy hitter and so on.


Tom Parkinson Morgan  27:29  

I just like I like a character systems that you can make interesting character builds and I'm a big fan of that stuff. So I wanted to make a game that handled you know your ability to like think creatively within a system to make character that did a particular thing. But you also have the freedom to make decisions and do stuff that was like this is cool for me. I like a game called shadow of the Demon Lord, have you? Okay, I've heard I've heard of a p. m, and I'm a huge fan of it. It's actually a big influence, and lots of Accuracy difficult some comes from shouted demonoid spoon vein system. And in that game, you very much like Warhammer RPG, you start at level zero. And then you go from level one to three, pick a class. And I think you go from like, like one to four for like five to eight or see basically pick a class like every three levels. As you level up, you don't stay the same class of very, very, very discreet packages of, of class. So I was like, Well, what if we do that, but you can just pick any class you like, and then you can pick it in any order and mix and match them. Because people can tend to do that anywhere in character systems, right? They always tend to like, if you look at a lot of people who are playing like optimize, I'm doing big quotes for the audio listeners optimize DD characters, they always tend to be like multi class characters. And the game is actually the the current edition of dungeons dragons does not handle multi classing very well. It's not very balanced. And a lot of games don't a lot of games people always look to look to opposite Mize the characters by taking several different character options, you know, I was like, You know what, I'm just going to build a game where lets you basically just pick the options that you want. Because that's how mech game should be to me is you know, very much like that Armored Core thing of like picking the things that I find really cool and using that to support a play style. And every mech in the game is doing a particular thing and you'll read through the license and it's, it's its own discrete package of like, I am a cool agile melee fighter at all three levels of my license, do that. And I can take as many as one of those or as many as three of those if I like it. And that that means you can you know, if you want to be a cool agile melee fighter, there are several flavors for you to pick from and mix and match at your at your discretion basically. So that was important to me. The silh are like discrete sort of types of Mex. And if you're looking into people who have been playing this game for a long time, that tends to be certain types of like a very optimized, you know, build still. But you can play anything in this game from like, I want to be a super tanky Mac that sits there and has like a big rotary cannon or no amilia you might like this MX it's in the, it's on our. It's not actually in the core book. It's on our page. It's available free. It's called the jump. And it's got a huge fist. It's so big, you have to actually spend a turn just charging it up like Captain Falcon style. So that that's kind of the way we've differentiated characters. And that game is like the choice. Yeah, very much. I mean, sounds a little cliche, but like the choices you make the things you make during character creation, that becomes your character, essentially.


Ryan Boelter  30:43  

So what does the process of character creation tell us about the game of Lancer?


Tom Parkinson Morgan  30:51  

Well, as you level up, you get license levels and that's actually represented in the game by you getting Another license or license level of a level of access, and we choose to keep it very abstract. It's not actually like, I mean, it could be a literal license that you have. I think it is by default, but it also does represent like access to information resources, you know, requisition that kind of thing. It doesn't have to it's just whatever you have available for your character, you always have access to it now no matter what. And, and we don't have to worry about tracking currency or anything game right is no currency and monsters. They're like money to track you just get


Amelia Antrim  31:33  

that would be a math.


Tom Parkinson Morgan  31:36  

So you just have, you just have the stuff you have. And so each character level represents discrete stuff that you want to incorporate into your character. And then you get better at triggers. You get more grit, which increases your HP and attacks and stuff. And then eventually, you can start picking core bonuses, which is kind of a loyalty program things. So there are four main effects. If you pick three in one manufacturer, you got a cool bonus you could pick. But I think it I think it kind of tells you directly like, how your character is like moving through the universe and the kind of things that picking up and the things that getting better at. So it's kind of cool. I like how it plays out. Yeah.


Ryan Boelter  32:23  

has a lot of good flavor to what you can expect flavor wise with playing the game.


Unknown Speaker  32:30  

Yeah, yeah, definitely. Yeah, I think so.


Amelia Antrim  32:34  

I'm gonna ask a really mean question now. Yeah. What do you think is one of the biggest flaws of character creation here?


Tom Parkinson Morgan  32:41  

Oh, definitely. The amount of decisions I'm asking you to make on character creation. I think it's still still too high. And I wish it was a way to streamline it. I haven't figured one out. I've tried. And I like I said, I really wish I could keep it a little simpler and Make it more of a easy choice by choice thing. I mean, maybe if I had a choice, I would say, don't even get into your makin level, you know, the first session, just do your pilot stuff, then make a mech afterwards to kind of, you know, onboard people slowly, because it can be overwhelming it so the new system, it doesn't play exactly like any other system out there. So there's lots of things that people kind of have, like people always ask me, where's the skill list? I'm like, there's no skill this guys hold on, you know? Yeah. So that's a bit. There's a lot. There's a lot of like mental baggage that you have to get over to play the game in the first place. So I hate that like front load is one of things I hate about RPGs. Like front loading all that. Yeah. Information on you, sir.


Amelia Antrim  33:39  

Are there like templates in the book like for like some of the, like the specifics of the max, I intended? I


Tom Parkinson Morgan  33:47  

don't remember I intended for premium characters in there, but I didn't and it would have been easier.


Ryan Boelter  33:56  

Yeah, well,


Amelia Antrim  33:56  

yeah. I mean, I don't obviously based on the podcast, Like, I don't necessarily like using like a pre Gen kind of character, but I know that like it's like for the, for the backgrounds. You know, I had some of those like triggers kind of listed in like, here's suggested thing. And so like I felt like that kind of was like oh, okay, these are the things that go I


Tom Parkinson Morgan  34:17  

maybe should have put some, like example bills in there. I feel like I kind of actually skipping over somewhere along the line.


Ryan Boelter  34:24  

Yeah, I think when when I was going over the triggers, they felt very much like aspects in fate.


Tom Parkinson Morgan  34:32  

Oh, sure. Yeah, I like that thing about that. Yeah,


Ryan Boelter  34:35  

it had a very, very good feel to that. Um, so the the length, the lack of skills and stuff like that. It doesn't require as much uploading of information right up front because it's just like, you get to interpret it.


Tom Parkinson Morgan  34:53  

There is a very discrete separate separation between narrative play in lenser and combat And also the ways you advance and the ways the capabilities your character has in both fields because I didn't want them to tie into each other. I wanted to be separate, because you want your character to be cool narrative stuff. And you also want them to be good fighting. Because you do get out of your Mac once. Yeah, but you also you don't want the decisions you make about your narrative play to be weighted equally with the decisions you make about your fighting capabilities, you're going to be expected to fight that's part of the game. So it was very important to me to separate the two so in a way that did actually kind of bloat the character creation a little bit. I tried separating it, I tried combining it at one point, but you ended up with weird things like that. Like you know, brash physical pilots always had really tough Mex for some reason that you can play against type, you know, to some degree, and I didn't like that soul so we kind of have the system you have now.


Ryan Boelter  35:47  

It makes sense.


Amelia Antrim  35:48  

Yeah, I feel like I didn't mind it being two distinct things. I felt like it was especially because there wasn't a whole lot of choices to make about the pilot. Yeah, I'm that it was pretty quick. Yeah. And so yeah.


Tom Parkinson Morgan  36:00  

It didn't feel it was if you can leave it even more sparse in the past, and people actually asked for a little more fleshed up pilot stuff.


Unknown Speaker  36:09  

I could believe I could see it.


Amelia Antrim  36:12  

Is there something here that you're particularly proud of that you feel like you've done really well in this game?


Tom Parkinson Morgan  36:18  

Definitely, balancing this game has been a nightmare, because there's so many character options. And people will find the craziest ways to, to break your game, like completely unintended interactions and stuff, and you have to account for it. But it's been a very rigorously play test. And I can I can thoroughly say it is a very enjoyable tactics game with a lot of character options and like, characters feel very powerful and impactful. And combat feels pretty dangerous. And it's it's a lot of fun to play. So I'm very proud of that. Very cool.


Ryan Boelter  36:50  

So this is a genre that has a lot of history and a lot of media attached to it. Are there parts of that that you specifically wanted to capture? This game or things that you specifically wanted to leave out.


Tom Parkinson Morgan  37:04  

So like the funny thing is like I didn't really consume much mech media before writing Lancer. I played the old mech warrior on the Xbox back in the day, which was really fun. I played on record which I enjoyed a lot. Okay. I played a tiny amount of Titan full, but like I think like, like a demo that back in the day. And I really liked gurren Lagaan which is a mech anime. Yeah. But that's about it. Like it's really literally all the next sort of related media that I consumed prior to making the game so for me, it was more about writing a cool like sci fi game to a degree. I did like Macromedia though how it becomes thing of like, it is a good, a good medium for like RPG stories because by nature the mech is like oversized hero figure, you know, it's like you're a god kind of Neo, you have the power it's literally power personified in a in a thing. You know, it's like an honor. I think I think that media is is at its best when it's kind of either examining that in a critical way or interesting way or like Evan Jolyon, for example, or, or when it's like really playing into that, or kind of, you know, kind of like enforcing that like hero fantasy to a degree. A lot of mech media tends to be like sort of war war media in general, think about war, like a lot of Gundam Gundam thinks about that stuff. So I think was important to represent that too. I think Miguel Cory talked more to that. him being the writer for the game stuff, but I think it was important for him to think about how to contextualize the fact that Mexico like war machines, you know, yeah, they're not for like, you know, peaceful conflict resolution. Yep. They are very much for fighting. And so, you know, how do we, how do we think about, you know, the game of it's obviously about violence. And we don't want that to be unexamined to a degree. And so the game has a lot of thoughts about, you know, what men should be doing and, and the violence you're carrying, pilots are committing and it kind of, you know, like I said, it makes you think about your cool robot and what you're actually doing with it.


Amelia Antrim  39:32  

Okay, so this is this is my favorite part of the show. And this is the fan fiction section. Excellent. Where we get to talk about our group and how we think how we think we would fare and how this game would go. Excellent.


Tom Parkinson Morgan  39:44  

Excellent. I have some tables we can roll in the feed like,


Amelia Antrim  39:49  

we love random


Unknown Speaker  39:50  

schoolies love it. Okay.


Unknown Speaker  39:54  

Let me have a look so you can find it for you.


Tom Parkinson Morgan  40:00  

See was our first one. Here he goes. So if you go to page 40 of the core book, there's a little first session set of tables that you can roll on, figure out like, who your characters are, what else might be between them and stuff? Like the jomi role in the first one here and let's figure out why. Yeah, let's let's do it. Alright, let's do this. So I got a nine, which means we are devotees of a higher power. Whoo. All right, what kind of higher power do you think we say? That's interesting.


Ryan Boelter  40:33  

Oh, that is really interesting. Yeah,


Tom Parkinson Morgan  40:36  

I got actually got a I got a follow up here does next page. There's a patron table. Oh, someone else should roll then we can find out what's known as our patron


Amelia Antrim  40:47  

words, but am I really


Tom Parkinson Morgan  40:49  

20 2020 I got a nine or ancient martial code or law. Our duty is our patron Sort of like space paladins Okay,


Amelia Antrim  41:05  

there you go, Ryan,


Ryan Boelter  41:06  

that that fits very well with my character concept. Which makes it really interesting that you're an outlaw. Yeah, that's true. Yes. To be an outlaw. Yeah.


Amelia Antrim  41:16  

Mate, you know, maybe I'm just serving time. But yeah. It's not entirely volunteer community service.


Unknown Speaker  41:25  

That's right. That's right.


Tom Parkinson Morgan  41:29  

And then if you want to do some personal history, yeah, we'll do 20 on the table, you can ask questions. So for example, I rolled an eight here, and my question is, oh, seriously, which if you taught me everything I know about building max. Currently, my character wasn't, didn't build next before. And then you can answer and be like, like, which


Amelia Antrim  41:51  

one? I think it was


Ryan Boelter  41:51  

me. I mean, that makes a lot of sense. And it's a lot of sense. I


Amelia Antrim  41:54  

mean, I think mine is is largely built out of spare parts,


Tom Parkinson Morgan  41:57  

right. So there you go. You taught my character how to actually put Mex together.


Amelia Antrim  42:03  

Yeah, but now you think you're in charge. Exactly.


Tom Parkinson Morgan  42:08  

Like that. You guys should roll roll on that table.


Unknown Speaker  42:11  

I will roll. All right.


Amelia Antrim  42:14  

I got 15 Which of you is the most curious about me? Huh?


Tom Parkinson Morgan  42:20  

Good question. I think it's probably it's probably your character Ryan because yeah, I feel like my character might know her a little better. I might know that my Mohammed abetik is a character.


Amelia Antrim  42:31  

I do not pick will say will say I'm, I am will use she her pronouns. Oh, yeah. So


Ryan Boelter  42:37  

yeah, I would say my characters probably the most curious. Curious Yeah, like, this outlaw is now in our organization, you know, fighting for this higher power for an ancient martial code or law. Like a duty.


Tom Parkinson Morgan  42:56  

I feel I feel like maybe like maybe my voice Sort of head cam here is that my character was in this in this organization and was like, I want to I want to learn how to build a met. Then we have an outlawed like in the break somewhere who knows how to build Mex? You know, Alice, you out if you teach me how to build a mech and you do a little time with us, you know, like maybe the deal we cut at some point.


Unknown Speaker  43:21  

You're gonna


Amelia Antrim  43:21  

get my hours then and then I can then I'll be


Tom Parkinson Morgan  43:26  

like that. You want to want to roll Amelia see what so you hit on the table?


Amelia Antrim  43:30  

I think right? Oh, sorry. That's right. Yeah.


Ryan Boelter  43:35  

I roll the one. Would you if you did I grow up with? Well, it's probably my car. That makes a lot of


Unknown Speaker  43:42  

sense. Yeah.


Ryan Boelter  43:44  

All right. So So are we related? Or Or is it more of like maybe like a like a mentorship program versus your character? I'm guessing quite young, like early 20s. Probably.


Tom Parkinson Morgan  43:57  

Yeah, maybe maybe grew up in this industry. Like Marshal order this holy Marshal leader in actually, that makes sense. Yeah. Yeah. And then that's how we know each other.


Amelia Antrim  44:10  

I like that. Yeah. I want to know what is this code we're fighting? What is this


Tom Parkinson Morgan  44:15  

kind of funding for us what I want to do this like, we know


Ryan Boelter  44:26  

that that kind of makes it more of an ominous type thing instead of something hopeful in an optimistic well in Well,


Amelia Antrim  44:34  

you don't know it might be it might be very nice. Maybe we're just want to save the elephants.


Tom Parkinson Morgan  44:40  

We are conservationists.


Ryan Boelter  44:43  

We fight against any and all mech poachers,


Tom Parkinson Morgan  44:48  

space poaching, space poachers, yep. But we also serve a higher power. Yeah, so I don't know. We.


Amelia Antrim  44:58  

I mean, that doesn't necessarily mean Detroit. Sure. Yeah, I mean, maybe the higher power is just the World Wildlife.


Tom Parkinson Morgan  45:08  

equivalent of it. Yeah, there you go. conservationists? Yeah. An order of Marshall conservationists Oh, no.


Ryan Boelter  45:17  

With giant missiles So


Tom Parkinson Morgan  45:23  

does that make your character approach it and Amelia?


Amelia Antrim  45:26  

I mean, probably no. Yeah.


Tom Parkinson Morgan  45:32  

That's why I like including random tables, that kind of thing, because you can instantly instantly make a little narrative of just a few dice rolls, which is really fun. Yeah,


Amelia Antrim  45:40  

like the idea that it's like look, it's you or the pandas


Ryan Boelter  45:46  

Yeah, I really liked this this random personal history table to


Tom Parkinson Morgan  45:51  

do that. You can you do like missions you can generate like environments and stuff, too in the game. Got a few tables, but


Amelia Antrim  45:58  

yeah, I like the missions. I was looking over. Some of those those are pretty cool okay let's let's decide here I'm gonna roll on this mission okay we're gonna decide what we're nice we'd be doing 11 attack hostile defensive position to destroy key objective Okay. Wow I mean it's probably some kind of animal testing right


Ryan Boelter  46:19  

that makes sense that we


Amelia Antrim  46:23  

are some kind of like I don't know oil pipeline to they still use oil


Tom Parkinson Morgan  46:27  

and space and lock and lock sir No don't use it


Amelia Antrim  46:31  

probably like


Tom Parkinson Morgan  46:32  

helium yeah there is smuggling and you know outlaws and different areas of space that kind of thing so


Amelia Antrim  46:39  

it's probably like a like maybe some some space mine


Tom Parkinson Morgan  46:41  

yeah maybe there's like a refinery that is like run by some you know nefarious PMC that is like polluting the environment we have to destroy it for it. It makes little space pandas good stinks. Oh yeah


Unknown Speaker  46:59  

I like this narrative That's amazing. Awesome it. Yeah. Nice. I like it.


Unknown Speaker  47:06  

Yeah, that's I


Tom Parkinson Morgan  47:09  

could run the game. Oh, yeah.


Ryan Boelter  47:12  

That's really cool,


Amelia Antrim  47:13  

but we don't do that here. Yeah. Okay, so I want to know to like, given given what we have for our characters here. Would we be any good at this?


Tom Parkinson Morgan  47:24  

I think we give it the best shot. Definitely. Characters level zero and Lancer. They're pretty capable but they're not like, you know, super powered gods. Yeah, yeah, you're a rookie, you know? Yep. So let's see. We'll see.


Amelia Antrim  47:42  

Yeah, I mean, I think if we have to destroy something, I'm all


Tom Parkinson Morgan  47:45  

right with that before we do that. Yeah, I think we


Ryan Boelter  47:48  

can do that just fine. And I do have a high interest in stealth, too. So good. Okay, if we needed the person to infiltrate stealthily, I could. Okay.


Amelia Antrim  48:00  

You have three swords.


Ryan Boelter  48:01  

I've actually got four technically Yeah,


Unknown Speaker  48:03  

that's true.


Ryan Boelter  48:06  

I have I have a personal sword. Sorry.


Unknown Speaker  48:08  

Yes, she does. That's what they call their Four Swords.


Unknown Speaker  48:16  

Three swords. That's right.


Tom Parkinson Morgan  48:19  

The fourth one, it's too late. Yes.


Ryan Boelter  48:25  

Yes. I love it. Perfect. All right. Well, let's, uh, let's go ahead and get into our advancement discussion then. Oh, nice. In a segment that I love to call, take it up a level, level,


Unknown Speaker  48:42  

level level. Nice.


Ryan Boelter  48:49  

So how do we think characters or change as people within the narrative of the game?


Tom Parkinson Morgan  48:58  

You know, the thing is, the game doesn't come itself overly much with the role playing side of your character, although it gives you lots of hooks to do, so it doesn't actually mechanize any of that, in terms of the characters is changing as people, they, they become more competent and have a lot more resources. And that's kind of a fun narrative. I suppose everyone becomes more like a veteran, you get more grit, you get more triggers, better triggers, and you have more access to max. And you can build like a more complicated and interesting mix. So I think you do get that sense of like becoming an ace, you know, to a certain degree


Amelia Antrim  49:35  

more individualized. Yeah, yeah, yeah. As you add all of those things to your man. Yeah,


Tom Parkinson Morgan  49:40  

definitely. Um, the game does have a downtime system. And the downtime actions, some of them do actually build on each other, which is quite fun. So you can build some fun narratives out of just like continually going back into downtime, and figuring out like, you can like start organizations or you can learn a skill you can do stuff like that. So that will duck Chris a lot of cool character hooks for, for building your character out. But we don't have any, like, direct things to cope with, like personal growth or anything in the game.


Amelia Antrim  50:10  

And then how does leveling up work? We've talked a little bit we've kind of just like hinted at it a little bit, but when you when you increase your license level and Yep, do all of that. What mechanically happens and how does it


Tom Parkinson Morgan  50:24  

How does it change things so it's really simple. So when you level up a monster, you add plus two to any trigger, or you pick it pick a new trigger plus two. You get one talent points when any talent and you get one license point to spend on any licensee like in the entire book, which can get pretty daunting. We'll do an experiment right now. I want you guys to go to the start of the Compendium which is on page one or you can go to page 120 Three actually tell me tell me when you're there. Okay. Yeah, let me know in the Chromebook. You good. Yeah. And all I want you to do is just flip through the book and just tell me what which makes look really cool. And just tell me what interests you about to slip through and just tell me what you think in the companion you can go as fast or as slow as you like to stop and hit something really cool. Actually, that's what we'll do is find something cool and stop right there.


Ryan Boelter  51:32  

Metal Mark?


Tom Parkinson Morgan  51:33  

Yeah, Mark. Yeah. So so when you level up, you pick a license you pick the first level in any of these licenses and we'll give you the two pieces of gear there. We pick the second one it'll give you the frame so you actually switched max from the Everest and you can pick something else. The middle mark is from Mr. moto coopera, which is as you can see the the Corporation for people who'd like to drive sports cars that have swords. Oh yeah, and They're focused on agility as a corporation, and stealth, like hyper accurate weapons, big sniper rifles, that kind of thing. They're very fast very evasive. Next, the metal Mach in particular, if you'll read through the systems can turn invisible, which is very powerful. So sort of a stealth fighter mech. And it was kind of what you do is you level up you just like find the stuff that's cool and you just get levels in it. And then you can mix and match that stuff. Now, when you level up, you can take metal Mark license level one, and you will be able to put flash charges and reactive we've on your Everest. Now you can play Everest that has something that no one else can take because you've got that license level. So it starts to customize it further. If you take a second level and that'll mark, you can now get in the metal mark. And you can also put a rail rifle in this and a sharp knife on there, you know, so on and so forth. Or you can take the Everest to put the rail rifle on the Everest so on and so forth. So it's just the process of like finding stuff that's cool and taking it in and it kind of mixing and matching to make a really powerful mech. Yeah, what did you What did you find the funny thing cool


Amelia Antrim  53:18  

is that there's a lot of


Ryan Boelter  53:21  

sorry, really spiky one and two two to 11 Oh, yeah. The man to court.


Tom Parkinson Morgan  53:27  

The men score Yeah. The man the man score is is from Horace. Horace is the hacking mech company that focuses on the systems and warfare but the nature of hacking in Lancers bit weird, and they have a lot of stuff that bends causality and time, other things in space. So you can like get like hack someone's neck and make them teleport. The medical in particular is kind of a kamikaze mech. So it has Lightning has these huge lightning spines, they can shoot lightning out of an old time. And it's when it when it ever it's actually destroyed, it blows up in an enormous explosion. And you'll notice that all the flavor texts in the men's court systems are quotes from the Egyptian Book of the Dead. Wow. So it's sort of like playing a pile of very angry pelvin. Yeah, playing into that score.


Ryan Boelter  54:31  

There's some really good things in here.


Tom Parkinson Morgan  54:33  

That's great stuff. Yeah. Yeah. Or, I mean, I pointed out the Vlad before the Vlad is a big spiky IPS no stomach that you might enjoy Emilia which is a kind of a tanky mech. Yeah, I was looking at that one before. Yeah. And it's got a nail gun and it can literally nail other Mex to the grounds. Yeah, I want that. Yeah. So if you pick up a flag, when you level up to L one, you will get the Impact launch and the web Joe snare and the web is like a big trap like a bear trap. Next size bear trap you throw up. And and the impact lunch is like is literally a gun that's a melee weapon. It's like an energy launch that fires one shot off. And it can penetrate through multiple Mex. And so it's it's basically, you know, it's based on poking things with very, very spiky melee weapons. And then an LLC, you can climb into Vlad. And then you can pile that bad boy around and make all your game is is very upset when they have lots of little enemies attack you.


Ryan Boelter  55:36  

Oh, that's amazing.


Tom Parkinson Morgan  55:38  

Yeah, so that's kind of how the game works. It's just, it's just like finding cool. And of course, each one is 23 license levels. So inevitably, you'll take more and more of them and mix and match them. You can get some truly ludicrous stuff.


Amelia Antrim  55:56  

There is Yeah, I mean, and there's There's so much art in this book. Yes. Like it's really easy to like flip through and be like, Oh, I watch that. I mean, because that's really what we did here is us like that one spike. Yeah, I want it.


Unknown Speaker  56:09  

Yeah. So


Amelia Antrim  56:10  

and so I think it's really easy to kind of pick even if you don't read through. Yeah, to look at and be like, Oh, this is the vibe that I


Tom Parkinson Morgan  56:17  

like, if you flip the page like to 47 for me real quick. See that guy? That is yes, that's the Harrison armory Sherman. So without even telling you what what that guy's about. What do you think that that guy's about? What do you think his deal is?


Ryan Boelter  56:35  

Looks like artillery. Yeah, like heavy heavy ranged. Yeah, he's just got a big he's got a big laser.


Tom Parkinson Morgan  56:43  

His head is the laser.


Ryan Boelter  56:44  

Oh, wow.


Tom Parkinson Morgan  56:48  

So that's the benefit of having a very hard heavy book is yes. What they're gonna mainly be like, yeah, like it looks like a gun platform. That seems great. Yeah, like that.


Ryan Boelter  56:56  

Yeah. It's pretty cool. So so if you hit license level six you could theoretically have two full fully outfitted backs to choose from. That's right. Yeah, and mix and match. You can mix and match secret combine systems and stuff from any of those max together. Wow, truly what is like, you know, quote unquote, your mech build. Yeah. Or you could just slap a bunch of random stuff on to your, your primary, your, your initial.


Tom Parkinson Morgan  57:27  

There are people who make some really fun builds mean, it's like, there's like a mecca of Lancaster, which you can ride around like a horse. And people have made some great builds where there's another mech called the Goblin, which can clamp on to another mech like a sort of symbiotes and boosted and so you can have, you can have a mech collapse onto a mech, writing another mech. And I'm not sure how efficient it is, but it is very fun.


Ryan Boelter  57:49  

That's amazing. Yeah.


Tom Parkinson Morgan  57:53  

And obviously, if you can do dumb stuff like that, why wouldn't Yeah, but the thing is the game it's not like it's a nice thing that like I would say, don't go into that, because, you know, you're you're you're making a weak character. That's a pretty strong combination, and it works very well in the game. And the game supports that and, and encourages you to make crazy stuff like that. Yeah,


Amelia Antrim  58:13  

yeah, I mean, for the like plethora of options that there are, it seems like it's, it doesn't like put you on track the way a lot of other games do where it's like, okay, I've picked this option and it like it doesn't feel like skill tree sort of writing where it's like if I want this and then now I can't have that because it doesn't make sense. There


Tom Parkinson Morgan  58:31  

is one thing in the game which is slightly limiting, which is the core bonus thing, which is every three levels you take with a certain company, you can take a bonus, but you need three levels from that company. So it's like a loyalty thing. So if I had three levels and Smithson amount of corporate I could take as an instrumental coopera core bonus. And if you haven't slightly mismatch like that you can't take exactly the ones you want. But there is a general message system is one that everyone can take every three levels anyways, you don't exactly miss out. So it is Sunday. If, like, if I, if I am more loyal to this corporation, then I'll get more, you know more benefits and that's awesome. But that's funny to encourage people to think about builds in a particular way.


Ryan Boelter  59:13  

I like to how that has kind of a like an in universe connotation of operations know how to make their systems more compatible with right


Tom Parkinson Morgan  59:21  

Yeah, exactly. That's it. That's exactly it.


Amelia Antrim  59:23  

And it's important to get all you know to fill out your punch card. Yes, yeah. You gotta get like that discount later. Right right


Tom Parkinson Morgan  59:30  

every three steps to get a free Mexico that's how


Ryan Boelter  59:36  

that's how the get you?


Tom Parkinson Morgan  59:38  

Yes, actually level up a monster. And the thing is, you make a very discrete decisions one decision to the time so it's a lot easier when you love people that try making high level characters and wants to it's kind of a nightmare because you're picking all these things. Oh, yeah. Yeah, but it's actually a lot easier with Comic Con. I will say try. Try messing around with Comic Con. You can make some really fun characters. Yeah,


Ryan Boelter  59:57  

I use Comic Con for character creation in these episodes, and it was, surprisingly once once I figured out where everything was very, very easy to just hop into a thing and look at the options and just pick what I needed to. And even limited the options when I didn't have enough points or whatever.


Tom Parkinson Morgan  1:00:21  

Eventually that game will also have a encounter building for the DM to track and keep all this stuff and we'll have live life the ability to like take that onto your phone and and just do it live in the lights that I like that a lot. Yeah, yeah, that helps a lot. And as an amazing name generator, that's probably the most important. Yeah.


Ryan Boelter  1:00:40  

The name generator, it's worth it just for you. Even if you don't use the names. It gives you the kinds of the flavor of games in this world. Oh, yeah. And you can easily come up with something based upon that, which I really like.


Tom Parkinson Morgan  1:00:53  

Yeah, actually was funny because we didn't have anything to do with the name generator. We never touched it but the person who made it JOHN arena who's a great developer, he does stuff selfless stuff in there and he hit the tone Exactly. I have to tell him anything he does.


Ryan Boelter  1:01:09  

That's awesome. So I think the only thing we didn't exactly explicitly cover for advancement was how do you gain a level?


Tom Parkinson Morgan  1:01:19  

Oh, this is actually yeah. So in Lancer you like I said the game is structured around doing a mission downtime mission you know, ad hoc or sorry, l you know until you finish and yet when you finish a mission in Lancer, you level up if you're successful or you are not successful when the mission is over and completed new returns your base or wherever you are, you still level up. Awesome. It was important to me that you know, leveling up in life is based on sessions played basically and, and running through missions and deciding because one of the things and wants to ask Actually a lot of things game actually asked you explicitly to do when you embark on a mission to think about the goal and the stakes involved it firmly and mechanically says determine this before embarking on a mission and and so when the stakes of the goal resolves are no longer relevant, a snake something something plays out, then you level up so I didn't want to tie it to success because you know, if you fail, you've done this whole thing. You know, you don't get the level of didn't learn


Amelia Antrim  1:02:28  

anything, right. Exactly.


Tom Parkinson Morgan  1:02:31  

Yeah. And it's no XP tracking or anything. You just love, love whenever you do a mission, for example, 12 missions. That's it.


Ryan Boelter  1:02:38  

That's awesome. I also like the if you fail at the mission, you still have a lot meaning you get access to better equipment and better like yeah,


Tom Parkinson Morgan  1:02:47  

later that as Lady sources, you guys better gonna give you some more stuff and you better succeed. Yeah,


Ryan Boelter  1:02:55  

I've viously we under equipped you last time, so


Unknown Speaker  1:03:00  

Yeah, I like that.


Ryan Boelter  1:03:02  

Very cool.


Tom Parkinson Morgan  1:03:03  

Yeah, there's a reason there's a downtime action which is which is called bison time. And the only thing it does is forestall whatever inevitable doom is coming your way.


Unknown Speaker  1:03:14  

Which is pretty good. That's amazing. I love that.


Amelia Antrim  1:03:17  

Just hold on. Just gonna put it off to later.


Ryan Boelter  1:03:21  

That's called procrastination.


Tom Parkinson Morgan  1:03:23  

Yes. mechanized procrastination. Oh, there you go.


Amelia Antrim  1:03:28  

Well, this is the game for me. Well, we did it. We made characters. We talked about them. This was good fun. I was really enjoying


Tom Parkinson Morgan  1:03:38  

this game a lot. Well, thank you.


Amelia Antrim  1:03:41  

Yeah, not like I honestly, I think I told you in the emails that I've heard nothing but good things from my friends and like, yes, it lived up to my expect.


Tom Parkinson Morgan  1:03:50  

Like you're about to check it out and get some maybe play a session or two. And at the very least, you should mess around with Comic Con make some characters because it's very fun. Like I said, I haven't stolen this computer but like I played around with it before and it's super fun it's a good time


Amelia Antrim  1:04:04  

yeah I made it really really easy


Tom Parkinson Morgan  1:04:07  

and the game is out in PDF form right now in fact we'll be releasing an update for probably this weekend and it will be the print parody update and then we will be printing copies for Kickstarter backers will ship in March and then you'll be able to probably purchase physical copy the our website which will definitely be up by then.


Unknown Speaker  1:04:29  

But for now you can find you


Amelia Antrim  1:04:30  

can see the look on your face. You say that Yeah.


Tom Parkinson Morgan  1:04:37  

We've been putting things off because we're focused on just getting the print copy out there. Mm hmm.


Amelia Antrim  1:04:42  

Oh, yeah. I'm sure I know that like fulfillment on Kickstarter is is like


Tom Parkinson Morgan  1:04:46  

Oh, yeah. Yeah. Oh, sounds just we're very fortunate to make enough money to be able to pay someone to do it for us because x Yeah, I would not want to manually chip 7000 blacks no sighs no


Amelia Antrim  1:05:04  

400 some page.


Tom Parkinson Morgan  1:05:05  

Now where would you keep those? Yeah, I already have, like 600 comic books in my office right now them I need to get rid of


Amelia Antrim  1:05:16  

Yeah, if you if you brought those two she blew out.


Unknown Speaker  1:05:19  

Yeah, no, she would Yeah. Amazing.


Amelia Antrim  1:05:25  

Well, Tom, thank you so much for joining us to talk about Lancer, Can you remind everybody where they can find you and what sort of things you're working on?


Tom Parkinson Morgan  1:05:32  

Yeah, um, you can find me at on twitter at orbital dropkick. You can find me at my webcomic kill 6 billion demons and also slash kill 6 billion demons. Yeah, there's this like I drew a whole comic. It's actually my main gig and you should read it if you'd like once you check it out. Here. It's pretty good. That was 500 pages of it up there and it's free. So just go read it. There's also three print editions of Image Comics, which you can buy in most comic shops. Go your local comic shop equals find on Amazon, Barnes and Noble if you don't like it. And then finally, you should check out, Miguel. He's on twitter at the underscore, one underscore Lopez. And you can find us at massive press on Twitter, and massive dash press it. It still is our main site, if you just Google wants to a massive, massive and it's ma ss, if you'll usually find us very cool.


Amelia Antrim  1:06:33  

And we'll put links to all of it in the show


Tom Parkinson Morgan  1:06:35  

notes. Sweet. Actually many.


Ryan Boelter  1:06:36  

Yeah. Just go to the show notes. It'll all be there.


Amelia Antrim  1:06:40  

Yeah, I we should just say that every time I left all of that stuff, and it'll be in the show notes.


Tom Parkinson Morgan  1:06:47  

Very cool. Yeah. Cheers.


Ryan Boelter  1:06:50  

Yeah, thank you again, so much for sitting down to do this with us. And thank you to everybody for tuning in. We will see you next time.


Amelia Antrim  1:07:00  

Character Creation Cast is a production of the one shot Podcast Network and can be found online at www dot Character Creation head to the website to get more information on our hosts this show and even our press kit. Character Creation Cast can also be found on Twitter at Creation Cast or on our Discord server at discord Character Creation I'm one of your hosts, Amelia antrum. And I can be found on twitter at ginger reckoning. Or on my other podcast garbage of the five rings, or other host Ryan bolter can be found on twitter at Lord Neptune or online at Lord Neptune calm. Music for this episode is used with a Creative Commons license or with permission from the podcast they originated from. Further information can be found within the show notes. Our main theme music is hero remix by Steve combs is used for the creative commons license. This podcast is owned by us under Creative Commons. This episode was edited by Amelia antrum further information for the gameplay systems used in today's guests can be found in the show notes. If you'd like to leave us a rating or review, we have links to various review platforms out there, including Apple podcasts in our show notes. Also check the show notes for links to our other projects. 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  1:08:32  

Now we got to read some show blurbs show blurbs


Unknown Speaker  1:08:35  

show love show by


Unknown Speaker  1:08:37  

show NURBS


Amelia Antrim  1:08:39  

Character Creation Cast is hosted by the one shot Podcast Network. If you enjoyed our show, visit one shot podcast calm where you'll find other great shows like design doc


Ryan Boelter  1:08:50  

join hosts Hannah Schaefer and Evan Rowland as they redesigned the role playing game design doc is an experiment in public participatory analog Game Design. It's fun. It's messy, and you're invited along for the ride. He


Amelia Antrim  1:09:07  

did it. All right, we did it.


Unknown Speaker  1:09:09  

I did it too. I was there in spirit with all of you. Okay.


Ryan Boelter  1:09:19  

I'm trying to balance between being able to hear my washer and dryer in the background and being able to hear myself. That's okay. I think that's fine. I should be alright. I believe. All right, I forget him. I'm Martin Drake.


Unknown Speaker  1:09:38  

Ryan. It's better.


Amelia Antrim  1:09:41  

Just recorded like on Sunday, didn't we like uh,


Ryan Boelter  1:09:43  

yeah, but we use weird colors and


Amelia Antrim  1:09:45  

we just use a different shade of orange.


Ryan Boelter  1:09:49  

It's more brown.


Amelia Antrim  1:09:50  

Okay, whatever you say. All right.


Tom Parkinson Morgan  1:09:55  

Weird us space. Oh, sorry. I can't say the word


Ryan Boelter  1:10:02  

Okay, so should we do the sign off then now and then hop back to making people?


Amelia Antrim  1:10:10  

Sure we can get. Okay. Just go down here and then you can move it around. Okay,


Ryan Boelter  1:10:15  

very cool. Alright. Alright, so now we'll do editing magic. We can keep recording. And hey, I am going to see if I can not break my microphone position in my little funny things. I don't know what to do black or blue.


Tom Parkinson Morgan  1:10:39  

Blue, blue. Yeah.


Unknown Speaker  1:10:43  

Let's see if it fits.


Unknown Speaker  1:10:46  



Ryan Boelter  1:10:49  

looks cool. Yeah, they were falling down. This thing is so precarious like, the I don't know how to tighten it anymore but like it's tight just enough where if I don't touch it, it doesn't rotate forward. So I don't know if this was the the cheap Amazon like Microsoft microphone arm. Yeah. And it's done its job is all I can say. But it's had the weight of a Blue Yeti on it. Oh nice just like a five pound mic. Yeah.


Tom Parkinson Morgan  1:11:36  

I will send you guys probably like jankis character sheet possible it's gonna be great. When we do this Christian, do you want to go through using the kobuk? Is that would that be preferable to you?


Ryan Boelter  1:11:48  

Ah yeah, the core book Um, I think probably because I downloaded the Comic Con thing and since it's an official part of creating characters. I don't see why we shouldn't use it. Yeah. Um, but I have no idea where to start, which is fine.


Tom Parkinson Morgan  1:12:09  

It's okay. Yeah, it might be worthwhile. If, if we go through it using the book, but then you can enter information into Comic Con. I think that'll let you I think that's the character sheets. So yeah, I'm just gonna, I assume I'm making a character with you guys. So yes, absolutely. I'm gonna find on on like a like line paper


Ryan Boelter  1:12:32  

and it's gone. Nice. Nice. Yeah, yeah. I, what we usually do is we'll we'll create a group of characters, Sam's GM, like we're all acting as the GM if I lively, and then we we figured out why we're a group.


Tom Parkinson Morgan  1:12:50  

Well, I've got some tables for us.


Ryan Boelter  1:12:53  

I like that. I like it when the systems do our job for us. Oh, yeah. It's really easy. Really like this.


Tom Parkinson Morgan  1:13:04  

Thank you. Yeah, our artist is Jay isles and she did a spectacular job. Very nice.


Ryan Boelter  1:13:10  

I really great show. I've been seeing a few games like a lot of Kickstarter have been, you know, a while ago that I supported and then now now things are coming to fruition. And I'm seeing them and I'm like, oh, I've got a lot of work to do on my game.


Tom Parkinson Morgan  1:13:30  

Oh, I know. Yeah. Well, the game did not look like this for a long time. So it was basically a unformatted like Word document with like headings and stuff. And people played it like that for a long time. So yeah, you actually find earlier versions of the game out there on the web, you can probably search back as far as like 1.4 or something, which is like 10 versions ago. Oh, wow. Which is not a game, I'd recommend Playing but it's Yeah. Yeah, I'd have different ideas.


Ryan Boelter  1:14:05  

My my, my game started in September of 2017, I believe, Oh, cool. And the first version I got playable within a month. It was garbage.


Tom Parkinson Morgan  1:14:20  

As it is, as it is, I have a very good story for you guys which is that I eventually had like a little like a point by system. And point by was for everything in the game. And so you could build a mech that you could get rid of, and you could get like things you know, kind of Allah, Allah like other point by games, like you can strip out react to shielding from your Mac and you can like take the legs off and stuff. And so what people did is they did all these like downside things. And then they didn't take any other systems and all they would do is cram as many guns into them next. You had like the infamous bowl of knives Max, which was just like 12 pretty Yeah.


Ryan Boelter  1:15:00  

Very fun. That's awesome.


Amelia Antrim  1:15:02  

I didn't put my kids to bed because Elena had slipped a note under my door that said, is it bedtime? Yeah.


Tom Parkinson Morgan  1:15:10  

Wow, that's very responsible.


Amelia Antrim  1:15:12  

That's a whole mood but bedtime isn't until eight till only 745 sounds like I don't get your bed if you want to, I guess. Yeah.


Unknown Speaker  1:15:22  

You do you man. I'm very kid.


Amelia Antrim  1:15:26  

They apparently needed T.


Tom Parkinson Morgan  1:15:28  

T. This summer.


Amelia Antrim  1:15:30  

My throat is dry.


Ryan Boelter  1:15:33  

I need certainty. Dash Aponte, please.


Amelia Antrim  1:15:38  

I mean, honestly,


Ryan Boelter  1:15:41  

if you're gonna have a dry throat, might as well take care of it the proper way. All right, and that's where I will. I'll make a little snap snaps. Sorry, know where I'm going to go. It doesn't matter because I'm right at the end anyway.


Tom Parkinson Morgan  1:15:56  

Yeah, yeah. You're gonna stop the audio on my side. And then


Ryan Boelter  1:16:00  

Let's do that. Let's go ahead and stop and then save this and here we go.


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