Character Creation Cast

Series 26.3 - Genesys and Skyjacks with James D’Amato (Discussion)

Episode Summary

Welcome to the final episode of series 26! James D’Amato joins us, once again, to discuss Genesys, a setting neutral RPG by Fantasy Flight Games, as well as learning a bit more about the Campaign Skyjacks world of Speir!

Episode Notes

Welcome to the final episode of series 26! James D’Amato joins us, once again, to discuss Genesys, a setting neutral RPG by Fantasy Flight Games, as well as learning a bit more about the Campaign Skyjacks world of Speir!


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Episode Transcription

Transcripts Automatically Generated - Not 100% Accurate

Ryan Boelter  0:00  

Welcome back to the final episode of our skytrak series everyone. We had a lot of fun with this series, and we hope you've enjoyed it so far too.


Amelia Antrim  0:08  

If you're enjoying this interesting and rich world please consider listening to and then backing on Kickstarter couriers call. They met their funding goal on the first day of the Kickstarter and are now working towards some exciting stretch goals. If you love podcasts that you can listen to with your whole family, such as this one, please check it out and consider making a full season a reality. Yeah, it's really good. It's really


Ryan Boelter  0:33  

good actually listened to the whole thing. And I'm excited for the episode six that came out recently.


Amelia Antrim  0:38  

Oh, so I we're still on episode five. And Nate was really upset because it only takes 15 minutes to drive to his dad's house and he's like, we're gonna take a month to finish every episode. Sorry, I'm sorry that we don't have anywhere to go right now.


Ryan Boelter  0:54  

Exactly. Well, another great thing that you can do with your time is having on over to Apple podcasts pod chaser or any number of other places and leave us a review. You can do so like Scott Paladin did on pod chaser. And Scott said Character Creation Cast is for RPGs like eating just the delicious cream out of an Oreo. The process is so pleasant, and they get to dive into a game and show the best parts. Let's make some people.


Amelia Antrim  1:27  

I like the idea of being the cream and an Oreo.


Ryan Boelter  1:30  

Being the cream in the Oreo it's it's a very good compliment


Amelia Antrim  1:33  

it is. Well Aren't you just the cream in the Oreo?


Ryan Boelter  1:37  

I like it. I like it too. How many other saying Can we make up on this pocket?


Amelia Antrim  1:42  

I don't know. We didn't make that one up those captain.


Ryan Boelter  1:45  

I guess that's true. Thanks for your contribution. Well, with all of that out of the way, let's get on with the show.


Amelia Antrim  1:53  



Amelia Antrim  2:27  

Welcome back to our discussion episode last time we created characters for Genesis this episode we'll be discussing the character creation process. We are very excited to welcome back James d'amato Do you want to go ahead and reintroduce yourself again for everyone at home and tell us about the character you made in our last episode? Hi Yes,


James D'Amato  2:44  

I am James d'amato president of the one shot network host of one shot and campaign. And last episode I made a character called old song who is a member of the liquid swords monastery or Used to be some time ago because they are currently dead and a ghost. old song I believe, I mean, in my head probably follows around Ryan's character and has Ryan's sort of on this, like very important journey that maybe could be about revenge, maybe could just be about some other form of justice. And I'm there to lend some of the wisdom of the liquid swords monastery and prevent disaster.


Ryan Boelter  3:33  

Mm hmm. And, Amelia, can you tell us about your character?


Amelia Antrim  3:38  

Sure. I made Eudora Atherton, who is a very ambitious aristocrat, and also a necromancer. Maybe in her spare time.


James D'Amato  3:50  

We should dig down on that and


Amelia Antrim  3:53  

very excited to figure out exactly why I'm a necromancer. I'm so excited to hear about this. Ryan, you want to tell us about your character?


Ryan Boelter  4:01  

Yeah, so I made Ezra fallen star. She is a fallen angel and a liquid sword traveler. They use she they pronouns. And yeah, she was somebody that used to be an angel for an indeterminate amount of time. And something caused her to fall to earth and lose her wings. And now they are trying to exist in this world, learned what they could from the liquid sword monastery, and now they have the ability and the power to finally make right what was once made wrong.


Amelia Antrim  4:52  

All right, let's go ahead and dive into our segment that we call d 20. For your thoughts, your thoughts and I hate it ever. free time.


James D'Amato  5:04  

I love it.


Ryan Boelter  5:05  

All right. In this segment, we want to talk to our guests about their thoughts on the character creation process of the game we just created characters for, and how it relates to this system into other games. But first,


Amelia Antrim  5:20  

I get to know your questions. Yeah. James, we've already talked to you about how you started playing games and started podcasting. But I want to talk about this setting in particular, why is this the direction that you chose to take campaign and what has the process of creating this world look like for you?


James D'Amato  5:39  

So we chose this really because Gianni and JPC wanted to play as sky pirates. I mean, they didn't even know they wanted to play as sky pirates. Initially. They just the idea they came up with was sky pirates. They didn't know who would be jamming it. They didn't even really know that it would be Part of the campaign thing or if it would be their own thing. So they came to me with that idea. And I thought about sky pirates and like what I thought would be compelling about it. I tried to avoid steampunk in creating the setting a big portion of that is steampunk is a genre that's kind of loaded with its own fans and genre conventions and whatnot. And I feel like I don't know a lot about it. So I tried to like develop something that is distinct and what I think of as sky Jax is folk tale punk is us taking folk tales and the idea of folk beliefs and superstitions and using that to create a framework for a universe and we're still using the punk aspect of punk in this is a story about people resisting oppression and oppressors. One of the things that we wanted to do with this is try our best at telling an anti colonialist story. You know, being from the US, pretty much everything in my life and cultural experience has been shaped or touched in some way by colonialism. And it's kind of a bad, toxic thing. I mean, not even kind of it is a bad, toxic thing that's hurt lots of people over a very long period of time. And you know, I cannot overthrow colonialism, as much as I have a distaste for things that happened because of colonialism and things that continue to happen. There's only so much that I can personally do to resist it. And I'm kind of obligated to a lot of institutions that depend on colonialist assumptions. So my way of pushing back against that is trying to tell a story that resists that framework as much as possible. And in campaign sky, Jack's, I wanted our overall campaign to be about overcoming a colonial oppressor and imagining what the world could be like without that sort of limitation on it. And, like, I think that went hand in hand with the Decemberists, because in their myriad songs about sad sailors. They're usually about people who are the victims of oppressive systems or the victims of outright oppressive people, people who are the victims of oppressive circumstances and I think that thematically blended very well, to sort of undermining colonialism and capitalism. Then the adventure fiction coming in that is, you know, the the base set of the universe is like there is oppression, there is strife and suffering, and finding ways around that and overcoming that and building new things is where we find adventure fiction. And so, a lot of the world building process has been about pulling mythology out of songs and folk tales, and folk believes and trying to build a universe out of that. There's also the straight up acknowledgement that there's only so much a person in my position can really do to tell an anti colonial narrative because as I pointed out, it's shaped every aspect of my life and and the culture that I come from. I've also hired freelancers to try and fill in some cultural gaps. And I don't know that we'll be successful. You know, we might look back at this in a few years and find out like, Oh, well, you know, we tried our best, but there were some things that didn't work out. Hopefully, we inspire, you know, a generation of creatives who can take what we did and build on it and expand on it and, you know, make our efforts appear foolish and, you know, infantile in their ability to actually achieve what they were seeking to achieve.


Ryan Boelter  10:37  

Mm hmm. So, here's a question that I always love hearing the answer to, from our guests. Can you tell us about your personal process for picking and creating a character in in pretty much any role playing system?


James D'Amato  10:53  

Ah, um, a lot of it is improvisational at this point, I have to Create characters in so many different games that I don't really have the luxury to sit around and think about, ooh, this is a character that I want to be or this is a character that I want to make. Because if I get caught up in that, you know, it's like, well, I don't really have a desire to do that so much as I just want to play this game. So I will typically either base characters around characters that other people have brought to the table and sort of let them evolve based on other player choices to kind of support the themes and ideas that they're bringing forward. Or I will use something like the luminary divinations that I used for us to at the outset, to create a framework that I can build upon. Mm hmm.


Ryan Boelter  11:54  

It's really cool.


Amelia Antrim  11:56  

I love how everybody's answers so super different to this question. How do you think character creation in this game stacks up to other systems that you've played? You've played a lot of games and made a lot of character. Yeah. So how do you feel like this went compared to other things that you've done, I'd put it pretty


James D'Amato  12:13  

squarely in the middle. I mean, Genesis is a crunchy system, like an hour, it has crunchy aspects. So you can spend a very long time making a character in a crunchy game, I think, especially if you use a tool like Genesis Emporium, it tends to go pretty quickly. If we were doing this by hand, just the arithmetic would stretch it out much longer than it needs to be. But having that supplemental tool really makes it a much, much more tolerable process for me, which is not a charitable term. But, you know, like, I think it does allow you to build a pretty specific vision. I think for a lot of Players they're going to want more experience. But you know, I I tend to start making characters at higher levels and a lot of games that I play anyway just because I think it's more interesting to have more abilities.


Unknown Speaker  13:15  

I think


James D'Amato  13:19  

overall, the character creation process is not as arduous as it could be. But it's also not like a powered by the apocalypse game or a forged in the dark game one where as you build characters, the system helps you establish connection between players and characters, which I think leads to a stronger experience. Also, you know, world building is kind of divorced from what we're doing here, which makes it in my mind less compelling. I look at something like a descendant to midnight, where world building is inextricably linked. To what you're doing when you create characters. So, you know, this is middle of the road. It's not the worst crunchy system. It might be among the best sort of traditional systems but like still, I think there are games out there that now really could be said to be defining the traditional space that are doing really interesting things with character creation. And like, if I wasn't on Character Creation Cast if I was doing a one shot episode, I probably wouldn't broadcast the creation of these characters. Just because I don't think it's that interesting to listen to.


Amelia Antrim  14:37  

Yeah. Yeah, it's it does fall squarely in the middle of that crunchy thing because any anything that has XP spends is always a little too crunchy for me. I like playing the game of Genesis, but curating characters is not one of my biggest excitements. I do like that. It feels easy. Enough to spend those points though that like, it's, I feel like it's very clear what you can do with your points and it's not, you know, there are only three derived attributes. So, yeah,


Ryan Boelter  15:12  

it's okay. And it might be, it might be the tool that we use this time compared to the tool last time was Star Wars, but it felt like it was a little easier than Star Wars. I had less of a compulsion to try and min max completely.


Amelia Antrim  15:30  

Hmm. Or maybe that's an early episode and you've grown as a person.


Ryan Boelter  15:35  

I mean, that's very possible. That that is extremely possible. But yeah, it was it was really easy, especially with the tool. And it went faster than I was anticipating.


Amelia Antrim  15:49  

You know, what I think would be interesting is to take it at some point and do it as a true genre neutral game. And then Try and make our characters go together and see what happens. What kind of setting comes out of that?


Ryan Boelter  16:05  

That would be an interesting exercise with Genesis create the characters first and then see what sort of studying comes out of that.


Amelia Antrim  16:11  

Yeah. Start with


Ryan Boelter  16:12  

anything in the bass boat. That sounds like an undertaking.


James D'Amato  16:15  



Amelia Antrim  16:17  

Another time.


Ryan Boelter  16:21  

Awesome. The mechanics of character creation in should assist us It doesn't really enforce the feel of actually playing the game. I don't think so. I mean,


Amelia Antrim  16:32  

yeah, it feels very divorced from it.


James D'Amato  16:34  

Yeah, you're just you're just setting up the dominoes. You know, you're, you're not really doing anything. There's no play in the character creation in the traditional sense. I mean, I am a big proponent of finding personal play in game systems. And you know, there are definitely people who enjoy the process of creating a character in a crunchy game that has a really rustic blended level of details that you can pick and choose from as you create like your person. But there it doesn't reflect what the game is actually doing.


Ryan Boelter  17:14  

Yeah, it I think the closest thing that has his experience points is going to tell you kind of you're going to be working with experience probably through play. But that's that's kind of the the only thing that even remotely feels like it would come up in actual play.


Amelia Antrim  17:38  

Yeah. Yeah, it doesn't feel like it's attached to it at all. It feels like a very separate thing happening over here. And then you go play the game. Yeah, as opposed to like being an intro to the game, which is usually the ones that we we get excited about is when really it tells you what playing the game is going to be like. And I don't think that this really does a good job of that. Having played the game, it feels like totally separate.


Ryan Boelter  18:00  

Yeah, yeah, that makes sense. But that kind of leads me to another question about the the biggest flaw of character creation in this system. I kind of have a thought in mind. But what what do you think, James? What do you think is the biggest flaw of character creation in Genesis?


James D'Amato  18:18  

Hmm. I mean, you know, I don't know that there's anything that I would classify as a flaw per se. You know, going from kind of the Roger Ebert School of judging a thing. You're, you're judging it based on what it was trying to achieve, right. And this is a crunchy game that is trying to give you the tools that you need to play it in character creation. And I think it does a fairly good job of providing you a lot of different options to allow different characters to feel distinct from one another. You know, I was Say that unless you have somebody who's knowledgeable guiding you, or you have personally read through the rulebook as you're doing it, you might not understand that characteristics are as important as they are upfront. That really needs to be established because it's easy to build a character that has a lot of two's and feel during the game like, Oh, I'm most of my roles, I'm underpowered. Or if you thought, Oh, I really like this characteristic, but you didn't pair it with skills that you really use very frequently. You can kind of shoot yourself in the foot at the outset. It Like I said, that's kind of hard to call that a flaw because there's a certain level of system mastery that a game like this anticipates its audience enjoying. So you know, that that's the closest I think I can get.


Ryan Boelter  19:56  

Yeah, the thing I felt was kind of missing. was something that helped you figure out how your group kinda works together.


James D'Amato  20:08  

So, I know in the Star Wars system, there is more to do about that. But I think that might be in the strength of fear and desire. Though those feel a lot more personally bound. It's not the same thing as the Gosh, I'm trying to like the I know this is not the term for it, but an edge of the Empire, like the debt chart, or there was something that kind of gave you your motivation. It was a table that you could roll on to see what was happening this week. So I don't know if I can truly define that because we didn't really play with that and I've never really cared about that for my process.


Ryan Boelter  20:56  

That makes sense.


Amelia Antrim  21:00  

What do you think are the good parts about character creation in this system?


James D'Amato  21:05  

Well, Emilia, did you have a fall? Or did you feel?


Amelia Antrim  21:09  

No, I just feel like for me, it's just the fact that it feels like a very separate exercise. I like when building characters feels like playing the game. Gotcha.


Ryan Boelter  21:18  

Gotcha. I mean, that's fair.


Unknown Speaker  21:21  

positive things.


Unknown Speaker  21:26  

I like


James D'Amato  21:27  



Ryan Boelter  21:30  

I like that


James D'Amato  21:30  

you can build a starting character very quickly in a very crunchy game. Even if you're doing things the old fashioned way with arithmetic and by hand, if you focus on skills and characteristics, you can be done fairly quickly. That is not something that a lot of people care about. But it is something that you know, if you just want to start playing, but you still want to play with a character that you made. You can do that in the system, which, you know, it's hard to say that for other games.


Ryan Boelter  22:05  

That's very true.


Amelia Antrim  22:11  

Are there stories that you are especially interested in seeing people tell in the setting that you've created, or stories that you're excited to tell?


James D'Amato  22:20  

I mean, certainly stories that I'm excited to tell. As far as other people like, I try to keep my hands off of what other people might do with the setting. And with the things that we created. Part of it is because this is based on folktales, and no one really owns those. So my vision of sphere is that there are a lot of people that tell a lot of stories on sphere and all of them might be true in a certain way. So I think I'm very excited to See, innovations that people come up with for the world? See things that they decide to delve into that, you know, I wouldn't have any knowledge of and that's something that I'm kind of already getting with my freelancers. And the ideas that they're putting forward. I would really love to spend some time in rock, Shari, the place that Strix developed for us. I would love to visit wind writer island in the primary campaign at some point because there's just a lot of stuff going on there right now. But you know, I'm just generally excited to see people's ideas as they unfold. Next.


Ryan Boelter  23:44  

So, this is our favorite portion in the show. It's time to discuss what we think would happen with these particular characters. And we we dubbed this the fanfic portion of the show. So we get to make fanfic of the characters. We Just made.


Amelia Antrim  24:00  

Yeah, I'm excited because we did talk about determining our motivations here. And there are tables in here that we can roll on. And you know how we love random tables?


Ryan Boelter  24:13  

Are you rolling out random tables for your motivations?


Amelia Antrim  24:16  

I mean, I don't know. I might. Who knows what'll happen. I mean, one of the example fears is death. Well, that could be amazing.


Ryan Boelter  24:26  

That would be amazing for a necromancer.


Amelia Antrim  24:30  

I want to see what happens.


Ryan Boelter  24:32  

Well, I picked mine so if you want to go ahead and roll,


Amelia Antrim  24:36  

okay, oh, why don't you explain yours while I'm grabbing some dice.


Ryan Boelter  24:40  

So, motivations it looks like we have to pick a strength, a flaw, a desire and a fear. So my strength there's a bunch of good wants to choose from, but I went with courageous because I see my person as Somebody who likes to go on the front lines and protect the people that she cares about. But their flaw is anger. Sometimes when they are very protective and things aren't going their way they might get angry. Or if if she sees an unjust situation that she wants to intervene in, she might get angry as well. But her desire is love. And that kind of goes hand in hand with her fear of isolation. She craves love and she fears being cast out and isolated once again. Cool


Amelia Antrim  26:02  

I want to point out the rolling on these random tables is doing great things for me right now. My example desire from this random table was love and my fear death. So, yes, yeah. Which I feel like goes along with the luminaries that we pulled before. See here, and then for my strength, I got curious. And for my flaw, I got pride.


James D'Amato  26:32  

So there's, there's some similar themes to dress there for sure.


Amelia Antrim  26:37  

Ah, I feel like this is very interesting, though. The idea of a necromancer who's terrified of death.


James D'Amato  26:45  

Very much the opposite of dress and that respect.


Ryan Boelter  26:48  

Yes, no one might be driven to necromancy to overcome a fear of death.


Amelia Antrim  26:56  

Well, I mean, I feel like there's the potential that it's the Fear of death of a loved one. And this concern, right because I have this goal that I will pursue endlessly which I think is at some point to find a lost love. But I like the idea that this is a person who prepares for the worst. And it's like well, there's the potential that this last love is dead, which is terrifying and I don't want that, but I need to be able to fix it.


Ryan Boelter  27:30  

So here is your last love old song


Amelia Antrim  27:35  

maybe I don't know how old his old song are, you


James D'Amato  27:40  

know, I didn't really define that I was picturing upwards of 100 years old. That's amazing. You know, I'm a ghost can be pretty old.


Ryan Boelter  27:51  

That's true. And that would that would explain the like across any distance and time your love stands eternal. Sort of sort of deal that we got the luminaries, for sure.


James D'Amato  28:06  

It would be that's really interesting because I definitely lived before Amelia


Unknown Speaker  28:12  

probably lived and died before that.


Amelia Antrim  28:16  

Yes, that's true. See that? that's confusing.


James D'Amato  28:19  

Because you could I mean, maybe you read read my writings or poetry or something and and fell in love with that. That might be why I'm back as a ghost to partially.


Amelia Antrim  28:31  

Oh, I like that. Now. Now, I would like you to not be a ghost. So I am terrified of death but in love with a ghost apparently.


James D'Amato  28:40  

I mean, that's super neat.


Ryan Boelter  28:43  

Yeah. I like it.


Amelia Antrim  28:46  

James, did you roll on tables? Did you think of anything? I don't normally use these.


James D'Amato  28:51  

Yeah, I can. I don't normally use these. I can randomly select something from this drop down menu here. Baba. Nope, that's somebody else's already so just not gonna do that. My strength is that I am idealistic My father is recklessness that's interesting for an old sage. That's how you died. My desire is for no that's not my desires for expertise so I'm going to say and my fear is expression. That's really interesting. I'm gonna say this character probably kept any thing that wasn't like that wasn't life philosophy, anything that was personal secret. And they like I think those are whatever writings Emilio's character had That sort of sparked this infatuation or this love is kind of driven by that private writing. So, a lot of my life, I spent time not expressing myself and sort of probably playing into my own myth, and I achieved great things like I was an idealistic person. So I stuck my neck out, because I was also reckless, but I stuck my neck out for like good causes. The thing that I really strove to achieve was like a kind of personal enlightenment to be reached the top of my various fields. But you know, I did that all at the expense of interpersonal fulfillment.


Ryan Boelter  30:52  

Like that.


Amelia Antrim  30:53  

I really love this is a very good characters.


Ryan Boelter  30:56  

So if if Amelia is character Eudora brought old song back from the dead into ghost form. An old song follows Ezra to give them advice and, and whatnot. It, it would be, it'd be almost interesting to say, like you were reading the the old, like entries from old song. reading these writings were inspired, did some necromantic ritual old song comes back but at the monastery where I'm at and then we are somehow drawn to you get together.


Amelia Antrim  31:47  

And then you and I don't want to be friends, but we have to be now.


Amelia Antrim  31:56  

Yeah, so what are we doing on our adventures? are we are we just going along and following your quest?


Ryan Boelter  32:03  

Like, that's a good question. What is my quest? Because I left a kind of generic of I'm thinking, what was wrong? Did my past was being like, I don't know, maybe. Maybe there was something to do with. Okay, angels be framed by other angels, certainly. And then. Yeah.


James D'Amato  32:33  

So sort of like revenge against somebody that actually did something wrong or


Ryan Boelter  32:38  

Yeah, cuz probably the biggest injustice I can think of, is being falsely accused of something and having nothing to do to like prove your innocence.


James D'Amato  32:52  

For sure. So you just suffered the punishment. So do you have a score to settle with with some other Angel out there? Is that it?


Ryan Boelter  32:59  

Yeah, I think So I think I have a score with some devious angel that is not what they present themselves as


Amelia Antrim  33:10  

interesting. Oh, I really like this.


Ryan Boelter  33:14  

Yeah, so I have to I have to kind of either go against them, which would probably be a bad idea, direct combat, you know, or find the truth and, and kind of reveal that


James D'Amato  33:34  

that could be a really interesting journey and like, I think you know, my character, I can see them trying to push you down a different path, one that is not as destructive. Like, yeah, that my main thing is being philosophical like guidance for providing philosophical guidance for people. And you know, I have this real idealistic streak so I think I would look at a quest for vengeance and try to nudge you in the direction of doing better than that.


Ryan Boelter  34:16  

Yeah, I want to say I started out like, on just pure vengeance on my mind that my anger kind of clouding my judgment. And and you're able to talk me down.


James D'Amato  34:29  

I mean, maybe I am like, I think that's probably what the story is about.


Ryan Boelter  34:34  

Yeah. To talk talk me into thinking a little bit more strategically and a little bit more calmly. Kind of helping me find my center a little bit.


Amelia Antrim  34:52  

I like it. Yeah. I would go on this adventure. Haha.


Ryan Boelter  34:57  

This is what I love these people.


Amelia Antrim  35:00  

Yes, they're great. We did a great job. Oh, we're so amazing. We're really good at that. Well, let's get into our last segment, which is our advancement discussion and take it up a level.


Ryan Boelter  35:18  

So in this segment, we will cover character advancement and growth in this system. At first, we like to say how to how do we think characters changes people within the narrative of this game?


James D'Amato  35:32  

How do you mean in Genesis or the specific narratives that we've constructed?


Amelia Antrim  35:39  

This is a hard question with a system neutral game. Usually, games have like stories that they are specifically meant to tell, like a specific genre of story. And so that usually leads to how people change and the kind of growth that they're meant to go through and sort of journey that they're meant to have. This game doesn't really have that. You know, we've kind of made up our story for how we think this narrative might go, and what kind of growth might happen. But Genesis is a game doesn't.


James D'Amato  36:07  

I mean, it does have a framework in that you have skills and characteristics. And as you gain experience and talents, and as you gain experience points, you get more of that stuff. So, it is a game about you going through experiences and getting stronger because of it.


Ryan Boelter  36:28  

Okay. So the mechanical growth kind of reinforces the more narrative growth.


James D'Amato  36:36  

I wouldn't say that I like the mechanical growth reinforces the mechanical growth, or the story growth reinforces the mechanical growth it is, as you do things in this game. If you're playing by the rules, you will be awarded experience for doing those things. And those experience points can be used to make yourself stronger.


Amelia Antrim  37:01  

Okay. Yeah, I think that's an interesting dichotomy and games is how you spend experience too, and the things that you can spend it on. This is the kind of game where you can go through something, you get the experience for doing that thing, and then you can spend it any way you want to. So you can spend it on something that is not narratively relevant. It doesn't necessarily have to be a reflection of the thing that you have just gone through. You don't say I level up the skill because I went through this and you certainly could as a player, you can choose to make your mechanical choices follow that narrative pattern, but this is not a game where you have to do that.


Ryan Boelter  37:40  

Yeah, that's interesting. It's like you could effectively meta your way to an like a min max type character if you want it to completely devoid of whatever story beats come at you.


Amelia Antrim  38:00  

But why would you do that? Right?


James D'Amato  38:02  

Because you have more fun that way. Like, literally that's the reason is that you care about the other thing and you do the mechanical stuff.


Ryan Boelter  38:10  

Yeah, absolutely. I mean, so that kind of basically answers it is both you grow narrative Lee as the story progresses it's just you don't have like that that genre framework until you have a setting right that has the the factors of the world included in it. Yeah. But also the the mechanics, there are mechanics for for just leveling up. And it's a point by system.


Amelia Antrim  38:45  

So I want to ask another question. This is the question that I was gonna ask before before I forgot. James, do you feel like this game puts an unnecessary amount or even just a lot of pressure on the GM as opposed To players? Or do you think that that just kind of depends on the group that you're playing


James D'Amato  39:05  

with depends on the group. It really does. Like, there are some robust GM tools they that this game has. You know, when I think of games that put a lot of pressure on GM, I think of games where every time you're making an opponent for your group or something, you have to fully stat out an NPC and this game does not do that to you. So I think that that's a feather in its cap for sure. It's a mechanically robust system. So if you as a GM are really interested in the idea of doing a lot of work to prepare for sessions, that option is available to you.


Ryan Boelter  39:53  

Great, cool. Right, did we have anything else that we wanted to go over before Are we right?


Amelia Antrim  40:00  

I don't think I do. I think I'm good.


Ryan Boelter  40:03  

Yeah. Very cool. Well, James, thank you so much for joining us to talk about Genesis.


James D'Amato  40:08  

Thank you both so much for having me. A lot of fun to build characters as always, and you know, I don't usually get to build characters as PCs in Genesis so you know, this was a lot of fun turnaround for me.


Ryan Boelter  40:23  

Very cool. Yeah, I really like the the group that we made and the the story, a


Amelia Antrim  40:30  

story that we could be telling or we could be telling we do this to ourselves every time.


Ryan Boelter  40:36  

Why did I just give myself goosebumps with this game? I'm never gonna pull you up with a plate. Ah, all right. James, can you go ahead and remind everyone where they can find you online or any other things you want to plug last minute?


James D'Amato  40:53  

best place to find me online to listen to the things that I do is one shot There you can find One shot campaign and a host of other wonderful programs that are all related to RPGs. If you want to purchase anything that I have written, you can find most of that anywhere books are sold. My publisher is Adams media and imprint of Simon and Schuster. So pretty much anywhere you prefer to buy your books, you'll be able to find me there just ask for James TO bado then if you would like to talk to me personally, you can always head to Twitter and find me at one shot RPG.


Amelia Antrim  41:35  

Well thank you again for sitting down with us and thank you to everyone for tuning in. 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 dot Character Creation I'm one of your hosts, Amelia Antrim and I can be found on twitter at ginger reckoning, or on my other podcast garbage of the five rings. Our 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, and is used with a Creative Commons license. This podcast is owned by us under Creative Commons. This episode was edited by Amelia Antrim. Further information for the game 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 So go out there and create some amazing people. We'll see you next time.


Amelia Antrim  43:13  

Now we got to read some show blurbs show blurbs show show, show blurbs. Character Creation Cast is hosted by the one shot Podcast Network. If you enjoyed our show, visit one shot podcast comm where you'll find other great shows like design doc.


Ryan Boelter  43:31  

Join hosts Hamish Schaefer and Evan Rowland as they redesign 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 recording the final cliquey of the evening,


Amelia Antrim  43:52  

right, we did it.


Ryan Boelter  43:56  

Okay, just trying to crack my back a little bit. I know I was doing this one time. waveforms going on.


Amelia Antrim  44:03  

I think you can see that in my waveforms That's gross.


Unknown Speaker  44:09  

Crack waveform


Ryan Boelter  44:12  

back my intent or miss. Alright, are we ready? Yeah, let me pull that up.


Unknown Speaker  44:18  

Okay, okay.


James D'Amato  44:22  

You should consider making that your full time voice right.


Ryan Boelter  44:25  

I know I tried that once for our April Fool's episode last year. And it hurt my throat after a while.


Amelia Antrim  44:35  

Yeah, that's a bummer. Two minutes.


Ryan Boelter  44:37  

Yeah, that was Yeah, that was like a 10 minute intro or something like that.


Amelia Antrim  44:42  

It's gonna be a lot of me clicking around because I can't get my settings to do what I want. Hey, did it. Oh, name Why do I forget that every time we're two years into making this podcast Ryan and I still every time I forget that I have to name the character


James D'Amato  44:59  

does It's gonna be a struggle. I mean, we can always I usually leave names for the very end. Oh yeah. And if you feel like any weird bit of pressure, just remember that Matt ago essentially means werewolf. So Johnny named himself Travis werewolf, and he said, and he's a changeling. So, you know, good early anything is legal. That's stop you.


Amelia Antrim  45:25  

I played an urban shadows game and I was a vampire. And my name was sanguine Tempus, which legitimately means blood time.


Ryan Boelter  45:35  

It's blood.


Unknown Speaker  45:36  

It's time this time, baby.


Ryan Boelter  45:40  

I like it.


Amelia Antrim  45:42  

Okay, I have my book. I have this character sheet thing open.


Ryan Boelter  45:47  

Right? The only thing I don't have is a book. But


Amelia Antrim  45:51  

well, it's in here though, isn't it? Only Emporium, is it? Oh, that's the theme. Never mind. Don't listen to me.


Ryan Boelter  45:58  

I'll just trust everybody implicitly. what they say and pick from that


Amelia Antrim  46:03  

a smarter we have no response. Usually I put games in here. Nope, I didn't put this one in here. Sorry, skills saved on my other computer. I don't have it in here. That's fine. That's fine. You'll be okay. I'll just do whatever we tell


Ryan Boelter  46:17  

you. That's what I usually do anyway, and I barely ever look at the book. So we'll see what happened.


Amelia Antrim  46:22  

I mean, the majority of the time we don't have the book. So,


Ryan Boelter  46:24  

I mean, that's very true. We can do it. Cool. All right, we all set? I believe so. I'm all done eating. So all right here.


Amelia Antrim  46:34  

Okay, I'm gonna take a drink of this soda. That's really great for my throat.


James D'Amato  46:38  

Real quick, stat. Like that's a pro sort of tip.


Amelia Antrim  46:43  

Right? We've our listeners are well aware of how I feel about diet soda and Ryan's diet soda, diet soda, diet soda,


Unknown Speaker  46:54  

huh? Yep,


Amelia Antrim  46:57  

nothing but the best over here. Okay Brian edit out all my typing sounds


James D'Amato  47:06  

Well, I mean, there's a lot of dead air to edit out so. Oh yeah.


Unknown Speaker  47:13  

Darling, Could you get me a


James D'Amato  47:15  

water? fizzy water? Sorry I just been talking a lot today.


Unknown Speaker  47:20  

That happens like it's your job.


Ryan Boelter  47:24  

fizzy water. Yeah baby


James D'Amato  47:26  

San Pellegrino


Ryan Boelter  47:34  

kids are plotting on the ground above my head rape, which are making some very fantastic waveforms so I apologize if you hear some flooding in your ears.


Amelia Antrim  47:45  

There was a puppy barking downstairs before I'm hoping that didn't end up in there.


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