Character Creation Cast

Series 52.3 - Under the Neighborhood with Kyle Decker [Designer] (Discussion)

Episode Summary

Welcome to the final episode of series 52, everyone! This series, we welcome Kyle Decker to discuss his game, Under the Neighborhood, a game where you play out the curiously ordinary lives of characters in a world like you see in Hilda, Gravity Falls, The Owl House and other similar shows. This episode we discuss the process, discover a new cryptid and figure out more about our characters in the fanfic!

Episode Notes

Welcome to the final episode of series 52, everyone! This series, we welcome Kyle Decker to discuss his game, Under the Neighborhood, a game where you play out the curiously ordinary lives of characters in a world like you see in Hilda, Gravity Falls, The Owl House and other similar shows. This episode we discuss the process, discover a new cryptid and figure out more about our characters in the fanfic!

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Episode Transcription

Transcripts Automatically Generated - Not 100% Accurate

Ryan Boelter  0:01  

Welcome to the final episode for series 52. Everyone. We've got some great discussion happening in this episode and some phenomenal fanfics spread throughout. Before we get there, though, we have some announcements for what is coming up in our call to action.


Amelia Antrim  0:17  

The Alchemist versus Kickstarter is wrapping up near the end of the month. So check that out if you haven't yet. It's a great game that we're very excited about. And they have some awesome stretch goals. So I'd love to see them reach those.


Ryan Boelter  0:29  

Absolutely. And of course, we will have our usual patron shout outs, what is coming up in the next few weeks for this show, and some outtakes at the very end of the episode. Until then, please enjoy the show.


Amelia Antrim  1:21  

Welcome back to our discussion episode. Last time we finished our session zero for under the neighborhood. This episode we will be discussing the character creation process. We are thrilled to welcome back Kyle Decker. Do you want to reintroduce yourself for everyone and tell us a little bit about the wonderful character that you made?


Kyle Decker  1:42  

Hi, my name is Kyle he him and I will be playing Aaron Caldwell, the Mon trainer who stumbles into success also he him. That's how we introduce every episode. I couldn't help but do it.


Amelia Antrim  1:54  



Kyle Decker  1:56  

So yeah, I am Kyle. I am the designer under the neighborhood and host of the under the neighborhood podcast quest friends. I made a character named Aaron Caldwell, the Mon trainer who stumbles into success and I was supposed to I'm supposed to do a brief like summary of what his deal is right? Yes,


Amelia Antrim  2:14  

please tell us about Johnny Gator.


Kyle Decker  2:17  

Johnny Gator. I don't know who plays Johnny Gator. We got to figure that out. Is that


Ryan Boelter  2:22  

Is that what Johnny Gator sounds like? Like to say their names.


Kyle Decker  2:28  

That's up for one of you to to decide. I don't get to I don't get to. I don't get to


Amelia Antrim  2:33  

be Johnny Gator. Johnny Gator.


Kyle Decker  2:35  

John gets to play Johnny Gator excited. Every No. Aaron Caldwell is a pretty average guy. He's a high school junior, a guy with a football player physique but he prefers to do the drums. And you know he just lives in a nice Midwest town called Hartford who loves their late Valentine's Day Parade. Oh also he he owns a magical sky Gator called Johnny Gator because he lives in a world where small towns have other small towns living in the sky above them. And he has the Mon trainer has decided that he is going to befriend all the magical sky critters that come from these. These sky civilizations. He only has one right now. Johnny Gator. A ferocious sky Gator who has the powers of the swamp.


Amelia Antrim  3:35  

He hovers just a little bit off the ground when he walked Oh yeah.


Kyle Decker  3:38  

I can't believe he's fierce but he has. He has little legs that he has to swim through the water. So he looks real cute. And I love


Amelia Antrim  3:49  

him. My character doesn't but we'll get to that. Ryan, tell us about your character.


Ryan Boelter  3:57  

Yeah, so my character is Daisy thunder. The magical girl who casts spells she her pronouns. Daisy is a college freshman. Going to college without a roller derby scholarship. She's got the appearance of a sky roller derby hopeful and came from Sky Hartford and transferred down here. Probably mid high school or so or maybe early high school to become part of the high school roller derby team. Because that's the only way you get scouted to the college league. Yeah. So heartthrobs, heartthrobs, the Hartford, Hartford absolutely and her desire is to become the role of Gerber champion and she also has a an animal companion, but this one is a magical animal companion and those that are in the know will be able To know that she's able to communicate with this magical companion. And the companion is a sky blue sky Fox named Azura. Oh, very good. Yeah. And one of the other things is I get a magical item. And my magical item I've decided is an ankle bracelet. And ankle bracelet is a magical place that lets me defy gravity.


Amelia Antrim  5:30  

Oh, that's right. So you can


Ryan Boelter  5:35  

I love it. And Amelia, about your character.


Amelia Antrim  5:39  

My character is named novella, Bane. I picked the divided playbook. So I have the divided who was lost in the other. I have a otherworldly patron that is granted me some magical abilities and probably like, doesn't want anything for me or anything. Like no corruption happening or anything.


Ryan Boelter  6:03  

I didn't pay attention to that part of the order.


Kyle Decker  6:07  

I just figured out if I was GM, who, what the patron would be,


Amelia Antrim  6:12  

oh, we'll get to that in our fanfic session. You can tell us Yeah, I


Kyle Decker  6:15  

figured it out. Okay.


Amelia Antrim  6:18  

I have the skills, understanding the other. And then I have an inability to interact with creatures, so I am terrified of Johnny Gator. I do not like him. Or not friends.


Ryan Boelter  6:35  

To a little bit, right. Yeah. Yeah. But at least you can talk to her. Yeah.


Amelia Antrim  6:41  

Well, like she's like more magical. You know? I don't know. Yeah, just seems like cuter. I transferred to Hartford from Sky Hartford. My dad got a new job. And so now we had to move down here to the ground Hartford. Not as nice. I my appearance is vaguely spooky. And I just really want to be the smartest person in the room.


Ryan Boelter  7:07  

I love it. Well, let's go ahead and dive right into a segment we are calling the 20 for your thoughts,


Amelia Antrim  7:13  

the 20 for your thoughts. So in this segment, we talk to our guests about their thoughts on character creation, the process and how it relates to this system and other games. First, we get to ask the most cliche question of all RPG podcast ever. How did you get into gaming?


Kyle Decker  7:32  



Amelia Antrim  7:33  

interesting discuss? So


Kyle Decker  7:35  

I a friend of mine in college was like, Hey, there's this webcomic called Darth and droids. I don't know if you've ever heard of this, it's I don't know where the I think that one of the sequel trilogy is now because they're still going. What it was, is it took the idea that the Star Wars prequel trilogy was made by a bunch of people doing a role playing game. They take a bunch of stills from say the Phantom Menace. And then they put out of character and in character dialogue on it amazing. And so you've got different people like our two d two is the power gamer who like you know, takes the short stat and all these other presumably things that like don't aren't actually bad. Yeah, mechanically, let him take things like I have rockets. And the character who plays Anakin Skywalker is the one who's really into the drama of it all.


Amelia Antrim  8:38  

That makes so much sense. So it's


Kyle Decker  8:41  

it was really it was a really fun webcomic at least back when I I read it. I can't say whether or not it's good now because it's one of those things that I just stopped reading it. It's not that it got bad. I just moved on to other stuff. Dalton Yeah, yeah. So I was I had this kind of idea, seeing it from a perspective where I didn't see really see the roles or anything. I just saw this fun dynamic of the out of character in character stuff. And I thought I really wanted to try this. So one of my friends said, let's play a game and I thought Yeah, I'm sure any game we pick will work well for me. And then I played Pathfinder,


Amelia Antrim  9:20  



Kyle Decker  9:23  

And Pathfinder is not a bad game by any means. But it is a game for a very specific type of player. And that is the opposite of whatever I am. I played that for I played that presumed that it just wasn't for me. Left. I ended up getting into another Pathfinder campaign. I don't know how. And then I really saw the difference. And then I really fell in love when one of my friends ran a cipher System game called the strange and so and that's why I pull so much from cipher system because that was the mechanics that got me into the game, because while you know, it's not necessarily as pushing towards narrative as other things, it allowed for a flexibility that I really liked. And it's also a game where you can get cosmic powers relatively easily. And that's also very fun. So yeah, and, and I also just, I like the, I like the kind of weird sci fi aesthetic more than fantasy, obviously, under the neighborhood can do both. But my preference leans towards towards that. So yeah, did the strange and it was a grand old time.


Ryan Boelter  10:42  

Very cool. So So what do you look for in a system as far as character creation goes, like what sort of pieces need to be there for great characters to happen?


Kyle Decker  10:53  

I think it really depends. On the game, I think a game needs one of two things, and they're the exact opposite the holes, oh, I think one thing a game needs if it really, a game needs to either a encourage a lot of diversity and choices, or B give you something very strict. And the idea behind that is that in a game, like under the neighborhood, which is designed to be more flexible, I think it's very important to not necessarily give your characters options to be stronger, but give them things to make them really unique and specific. Tabletop claims are role playing games, for sure. But they are also OC generators. And so you want to be able to and that's one of the things I loved about cipher system is that you had your generic types, your classes, but you had this hyper specific thing of like, I can speak to machines or I, I can spread off my soul someplace else and descriptive


Amelia Antrim  12:03  

sentence at the beginning that you do, right? Yeah.


Kyle Decker  12:07  

And it's important for me to have those options, not necessarily for mechanical benefits, but just so someone can be like I'm doing something really unique. And then the other option, I think that they really need or is something that is either absent because character mechanics aren't important to the game, or something that is extremely directed. And that's it because some games have a very specific thing that they have in mind. And so an example I can think of is a game I love called Mission accomplished. Where you are super spies in a in an office meeting. And literally, the only thing for character creation is you are a spy, you are a silly spy, no mechanics. And I think for that game, the very basic here is a thing you have to be what we're not giving you anything else helps for that, because it really focuses you on this idea of I'm just in an office meeting, and I'm just a spy, I'm not going to do any other really special stuff on top of that. So yeah, I think a good game system should really folk for me at least should focus on one of the two. And then the other thing that's important for me is readability. I feel like I should be able to read from top to bottom and know exactly what I need to put in. I


Amelia Antrim  13:32  

love that. Yeah, I strongly agree with that last point, especially there's some times where I just said, like, just give me the information that I need. Like don't put all of this other stuff in here. I was actually talking with people about that last night because they were like, Oh, this book has like all of these examples and these little panels in here. And I was like no, because like it just give me the information that I need up front. You can give me all that other stuff later. But like, don't make me read through that to find what I need.


Kyle Decker  13:58  

Yeah. And that's why like, even today, when we made characters, I noticed that all of us accidentally skipped skills, which I'd put at the end. So I made a note for myself that, hey, if I ever changed the scheme in the future, I need to make sure that if I'm just reading from top to bottom, I don't just assume oh, well, I did my moves. I don't need to read down any further. Yeah, because when you get to moves, that's going to be a section that any player is going to think well I don't have to read every word and yeah, you probably shouldn't have to read every word.


Ryan Boelter  14:29  

Absolutely. You said mission accomplished in my brain went to the game that I played for IBM where I somehow still made a magical girl. Course Magical Girl super spy.


Kyle Decker  14:45  

In Ryan's defense, I also made a cowboy adjacent character. So I did it again with Johnny Gator.


Amelia Antrim  14:57  

How do you think that character creation And in under the neighborhood's stacks up against some of those other systems that you've played?


Kyle Decker  15:06  

I'd like to say very good, but of course, that's because I made it right. I think it varies. I definitely, it definitely does a lot of the things I really like. And since doing early play testing, it seems like I haven't had a lot of confusion compared to other things most people have come in. Although there have been downsides before like when someone has chosen as a scripter. And a move that were basically the same thing, because nothing in the book warned them and said, Hey, some descriptors are basically just playbook moves, but made bigger. Yeah, um, so I definitely think it for the most part is going to have that readability. It's going to have the information you need. And one thing that was really important to me is that that I think some of the other systems I played doesn't don't have is really that encouragement to go back and make adjustments and continually refine those characters. Yes. So that's one thing. I think it stacks up pretty well. One thing that I do think you're gonna find more challenging than another powered by the apocalypse game that uses playbooks or cipher system is that cipher system has its three pronged setup, and your descriptive your type and focus. And that's it, you just choose it, you read your things, and you enter it. And powered by the apocalypse games, have your pick your playbook, and you pick your moves, then yes, sir. Yep. Yeah. Under the neighborhood has both. Yeah, which I think brings in both of their benefits. But it also brings in some of the additional complexity of both of them. And that is one thing that, how can I change it? I don't know, I would have written differently if I did. But that is one thing that I think isn't necessarily worse, but something that I think is a bit more complicated than, than the other ones, because it's pulling from both schools. So yeah, again, it's gonna have the benefits of both, but it will have some of the complexity of both as well,


Ryan Boelter  17:16  

I mean, it makes it stand out a bit too, because like, I, I can see the like, the pbta routes that are like in the bones of the characters in this game, like the the playbooks and all that sort of stuff and the moves, and even the descriptor gives you the pbta style moves, kind of associated with it in most cases. And then you've got the the cipher system influences as well like the the descriptor the, in them, you got skills and abilities and stuff like that, that are going to be modifying things and you don't see those much in PVTA games, especially since pbta is more like focused on getting those moves, and not so much on how skills influenced that.


Unknown Speaker  18:07  



Ryan Boelter  18:08  

And I think that's really cool.


Kyle Decker  18:10  

Skills are one thing I think our work really well on a powered by the apocalypse context, because the way they work in cipher system is similar to how it is here where it is just a thing you pick. You just say I'm good at. I'm good at what was it? I had one of my characters be good at eSports. And it's here. And a lot of systems that cipher system is closer to things like d&d and Pathfinder. You don't you have to choose from a very specific list. And I think the flexibility of just pick something that sounds nice, is something that can be challenging, but something I think, works well with, powered by the apocalypse, if you have a more loosey goosey powered by the apocalypse. That is Yeah,


Amelia Antrim  18:59  

well, I think one thing that we talked about with pbta, right, when we color when we covered chimera, actually, the Omer brought up is that pbta especially tends to be very specific, like this PVTA game is for this genre, and does this niche thing? Yeah. And so because of that, in those spaces, where the game leaves it pretty open, and it's like, pick a thing. You've already within such a narrow window just by choosing that particular game that it doesn't feel as overwhelming to just have this blank spot.


Ryan Boelter  19:32  

Absolutely. Yeah, for sure. No, I love it. I love that the the moves are very unique, or the playbooks and that you get a decent amount off the bat that that really defines your character between those moves and the descriptor, and especially your skills like I if I didn't see roller Even as a skill in there for the Magical Girl, I wanted to have come up with my roller derby hopeful dz you know, and that's amazing. I love it. Yeah. So how does the process of character creation reinforced the feel of this game and set expectations for play?


Kyle Decker  20:21  

I'd like to throw this question back. Because I've clearly set up what it because even if you haven't played this game, I've stated, you know, here's the goals of the game, here's the kind of thing you're wanting to play. I'm, I know what my intention was. But I'm curious as folks who played it, without having made it, what kind of expectations you have for your characters.


Amelia Antrim  20:46  

For me, I think it's really obvious that this like magical and mundane are going to be interacting, because there are lots of things about my character, you know, like those relationships, and you know, just like the basics about like, what is your appearance? Where are you from? What do you want, that are just really basic, like, tell me about to person kind of questions. But then when you get to those moves, and, you know, not even necessarily the skills, because it's some some of the cases the skills are really just like regular people things, you know, like, interacting with creatures is, you know, one of my inability is like, just like not going to animals. Yeah, you know, I think it really makes it obvious that you are going to be mixing those things, because all of my moves are very heavily centered on that magic portion of what I do. But everything else is like, tell me about where you hang out, you know, like, yeah, who are your friend? Do you like Johnny Gator. So I think he does a really good job. And especially having come off of that setting creation that we all did together. It's very clear that this game is about the interaction of those things, and that both parts of it are important that it's not just like you started out normal, and now you're not like going back and forth is going to matter.


Ryan Boelter  22:08  

Yeah, and I'm feeling like, you're gonna have a lot of control as a player over what ends up in the world, as well. Yeah, like most games that have collaborative world building, that's, that's kind of a general feel. But like, it feels like a little bit extra. Here, which is nice. And especially when you were describing kind of how the the mundane intrusion things happen. Where where it's just like, Oh, something my coffeemaker is broken, right? Or my roller blades are? Indeed tuneups like that? No. That's a normal mundane thing. My roller blades are haunted. And, and I can see that that adds to the world building even more than the creative control that players will have throughout play. Which, which sounds really great. Yeah,


Kyle Decker  23:07  

yeah, that's, that's pretty much. That's pretty much my thoughts as well. I, the only other thing I can I can say is, especially having done it now. Because in hereafter we already knew our relationships before we set those compatibility scores, is I feel like those compatibility scores help set up dynamics very early on, even if, again, they're only used in one move and in the game they're used for if you're going to help somebody else, but I think having them there is still helpful to just like, get a beat. And I


Amelia Antrim  23:43  

yeah, it sets some roleplay expectations right off the bat.


Ryan Boelter  23:47  

Absolutely. And I love that it's two way though, too. Yeah.


Amelia Antrim  23:50  

Yeah, I like that too.


Ryan Boelter  23:52  

Because like I could, I could easily see like the person that's got plus two, compatibility with somebody else and that person's got a minus two. Like I'm just so annoyed by this person. This person's like, I will follow you to the ends of the earth. You are the greatest thing. The greatest person I've ever met and goodness gracious. Yeah, just be so awkward right. It's like the the eternal groupie,


Kyle Decker  24:21  

still thinking about how I stole not steal. But how my biggest inspiration for those mechanics was me topia of all things. What does that mean? Utopia is a role playing game. Just a cute little basic role playing game where you take your me is on the switch, and they go on little adventures. Oh my god. And but one of the things that I mentioned is that if you get in the very big fight, you can temporarily switch your compatibility score to negative one, until that's the old and that's, that's a mechanic and utopia. Your Muse can get mad at each other. You get a negative score where they will actively undermine each other's so until, until they repair their friendship and then it goes back to whatever it was that previously. Oh,


Amelia Antrim  25:06  

that's love. Oh, that's amazing. I love that. Yeah,


Kyle Decker  25:09  

I fought with my fiance a lot, the me versions of me and my fiance fought a surprising amount. That's how


Amelia Antrim  25:17  

you handle things in a relationship. You know, like, I, at one point, my ex husband set a rule that we were only allowed to play Mario Party on cooperative mode because I couldn't be trusted to do it. I'm competitive. So that wasn't good for our marriage.


Ryan Boelter  25:33  



Kyle Decker  25:35  

oh, it's just no playing with me and my fiance because I get too impatient. Especially in Co Op,


Ryan Boelter  25:41  

I am hyper competitive when it comes to Mario Party. Well, how


Amelia Antrim  25:45  

can you not be like like


Ryan Boelter  25:48  

extra hyper, or high. And these lists I am ruthless and hyper competitive. Imagine you'll


Amelia Antrim  25:55  

be ruthless at anything. Let's play. Mario prey brings out your dark side brings out your inner dark Stranglethorn.


Kyle Decker  26:05  

Each year, the quest friends cast meet we meet up every year. And there's a little Burger King Ladybug from Miraculous Ladybug. That's a trophy. And we play a Mario Party game or a game like Mario Party and we play it once and the winner gets to the trophy. And I have not once won, and I am livid about it.


Amelia Antrim  26:28  

Brian, let's do this. Let's we'll do this.


Ryan Boelter  26:33  

We'll have to play some Mario Party sometime and record it.


Amelia Antrim  26:37  

Yeah, we get straight to you. Amazing. Okay. One thing that we'd like to talk about is the design of character sheets. And what that kind of tells us about the game and about what things are important in a game. So can you talk a little bit about why the character sheets look the way they look? Or was there certain things that you felt it was really important to have on there or to not have on there? Yeah,


Kyle Decker  27:04  

so the character sheets and under the neighborhood, like a lot of the design is extremely functional. I don't have graphic design experience. But in my experience, a lot of really good looking things are very simple. So as long as you can focus on the simple core important parts, you can make it work. So with under the neighborhood, I tried to prioritize things in three categories. There were the immutable things about your character that were extremely important. And I put those at the very top, followed by the things that were going to be often changeable and often referenced, which are in the middle. And then the second page is all basically stuff for specific characters. So on the character sheet, we start with character named the playbook, who descriptor for me, it's very important that you have who your character is, and you have their thing, because their playbook is their specific thing. Their descriptors, their specific thing. These are two things your character, even though they're, you know, average person in this world, they're still this is their thing among the group and among the characters and players in the story. After that, I have pronouns age, appearance, Homeworld one, I have those up very high as well as, as well, because these are the things that you have decided early on, and some of them might change. But these are things I want to be able to be readily accessible. After that things I prioritized were things like stats, adventure points, signature items, moves, these are the things that you're going to be referencing all the time while you play. It was especially important for me to have adventure points have a big section in it because they are a very critical resource. No, as Ryan mentioned, one of his moves is requires AP. And for Amelia. Well, you chose corruption instead of AP. But that's how that playbook works. That playbook basically swaps out corruption for AP. And if I had taken a move from it, or Ryan had, we actually would have done a P instead of corruption. So it was important to me that was top. The one thing that is a bit interesting on the first page that doesn't super high is actually our arc move, which is as you play eventually you take on a character flaw and you think of what is my big character arc and then in a moment of overall change, you're able to get a new, very powerful move that relates to the growth your character has had. And so I have it on the first page because it's important but it is kind of hidden, because many players will jumped that sooner than they should, like, I recommend you playing for like a couple of months before you even start thinking about an overall flaw. So I have it there because it is very important to a character. But I only want people looking at it once they've really gotten used to the sheet and gotten used to the character and are fine with it being down. Yeah. And then yeah, second page is pretty much all the supplementary stuff. I mean, you've got important things like bio notes, compatibility scores, and a lot of the stuff on the second page will be core to characters like my information about my mom, or advancements or meters, which is where Amelia is corruption meter would have gone for all of the corruption points. But because it was so specific to character, I thought, let's put it on the second page so that it's there. But that it's not taking up space for characters who wouldn't use it?


Amelia Antrim  30:56  

Perfect. I think I mean, I think that it was really easy to use. One thing that I always look at on a character sheet is how easy was it for me to tell where things go? When we make those choices in character creation? How easy is it for me to translate and say, This is the spot for that on my sheet. And this one especially it was it was very clear because it was so like streamlined and clean. That it was like I don't have to look around and kind of try to figure out what goes in what box it was like, this is named the thing. The box has a name on it. I put it in the box, you know?


Kyle Decker  31:30  

Yeah. And oh, that was one random thing I forgot. You can add the center, you can cut it. One thing I realized I completely spaced on is the fact that a powered by the apocalypse game has a character sheet to begin with. And not just a playbook. Yeah. And I think that kind of showcases how flexibility and customization is so important to me. It also highlights a more minor annoyance, and that powered by the apocalypse games often have you taking moves from other playbooks. And then I'm like, Well, now I have cheats, and there's no spot what's going on, which is the nature of how things go. Like I have less spots for playbook and descriptor moves here, then you will actually get over the course of the game. But there was no way to make this work without putting in too many too few slots. Oh, yeah. So I know some of it is just functionally how it works as well. But


Ryan Boelter  32:26  

that's not bad. And then you've got the electronic version of the sheet to with there where I could just add as many playbook and descriptor moves as I want in there. And the scroll bar will just keep growing. Right? Yeah. So I think that really works. Well. And then the end. Yeah, when we go into the actual character sheet itself, it's all it's all right there. Yeah. And I mean, that advancement is something I want to talk about. But we got to wait for that segment.


Amelia Antrim  32:57  

Yeah, we'll get there. Yeah.


Kyle Decker  32:59  

And then roll 20 seats, which might be out by the time this is released. My friend Scott Casey has been working on them. He does a lot of roll 20 sheets built very similarly. They are on the surface, very simple. But you can dig in and make them very in depth if you want them.


Ryan Boelter  33:17  

Very nice. Very cool. One of my favorite questions to ask designers of the games that we're covering, what do you think is one of the biggest flaws of character creation in this system? And what do you think is one of the best parts?


Kyle Decker  33:32  

Well, let me do the interview answer and have them be the same. But we kind of addressed on this one, we did character creation, and Ryan got to cast spells. And it was a full page long for descriptor. Whereas other descriptors are a paragraph at most, yeah, this system is really designed around customizability above anything else. It's designed, I want your characters to be regular people, although again, with customizability, they can get pretty strong. But the goal is to have characters who have a wide spread of options, so that you can make someone who is unique and fully your own creation. And I also really wanted a game where mechanically you could vary from having a playbook that is you can vary from having a character who's very easy to understand with very simple things. One of our descriptors, play sports, doesn't even have a move it just gives you more skills up to the point where you can have the divided which gets an extra move and has an OL its own separate meter or the weird which has an additional stat and then you could throw you know harnesses incredible power. or which has you make like five different choices just for that specific descriptor. And so I think that is a really big benefit of the game is that you can, you can turn it into a bunch of little micro games like. And I think that allows for a lot of flexibility and a lot of fun. And it makes it so that someone new can come and make something simple. But someone who really wants to play can have a lot of fun playing with the sheets, that does come at some cost, though, it does come at a cost of it. Mostly balance, balance and confusion. So there are going to be points where you're going to have questions, and you're not sure what of ruling is do I roll for this? Do I not? Because I wanted to leave that up to when you played with the GM? And you discussing with them, you know, should we roll for this should we not. And there's also the fact that balances out the window. I say that this is a game about ordinary people, and I really want it to be. But you could break it very easily if you want. Like you could let let's use this example. And I think, Ryan, you made a fantastic character. But Ryan made a magical girl who cast spells, which is a very not mundane thing, you know, whereas I made someone like Aaron, who was meant to be an extremely mundane character. And it's one of those things that it's not necessarily, it's going to be a flaw for some people and not for others. But I think that's the thing to keep in mind. In my quest for customizability above all else, you could accidentally stumble into some confusion and you're not going to be balanced. No, like, that's out the window. That's a non that's a non factor. But I've tried and I cannot guarantee anything. Well,


Ryan Boelter  37:05  

yeah, the fun thing about pbta though, is it doesn't have to be balanced, right? Yeah. Since a lot of pbta games, it's all nerd. Like, you're you're gonna be like, Well, I'm gonna do this cool thing while you roll this, roll this move with this stat. And everybody's got that sort of thing. And here's the extra flavor you throw on there. That's great. Absolutely. Maybe Maybe my all my bells and whistles give me more advantages. But so what? Right? The interesting stuff comes in the partial successes and the failures. So honestly, who's more balanced towards advancing the story?


Kyle Decker  37:47  

Okay, that's fair. I think I've been haunted since the session I ran a while ago, which is the best. Again, kind of sticking with this the best and worst moment we ever had. I won't go in details in case anyone who listens to quest friends listens to this, because it will happen on the show. But there was one moment where a character has a move where essentially, when he allies, he can spend an AP to make that lie a truth. Right. And typically, I expected for things like yes, they're supposed to be. Yes, I am the safety inspector, who's one AP and someone's like, Oh, yes. The safety inspector was supposed to come in today. A character a player without realizing it said, oh, yeah, this person is the mastermind and rolls one AP and I'm like, Oh, well, I guess this is the mastermind now. And in order to make that work, because they didn't just choose a rant, they chose the worst person. So like, the rules of the universe just snapped over this one moves leg. A very basic move to and yeah, we have a new character now. And it's great. And it's brilliant. And it's one of my favorite moments on the show. But I live in fear now.


Amelia Antrim  39:06  

Yeah. Yeah, that's there's a lot of implications for that. Yeah.


Kyle Decker  39:11  

Especially because as I said, the player was acting in good faith. Like yeah, she didn't realize until the look of fear went on my face what she had done.


Ryan Boelter  39:25  

Play to find out. Yeah, that yeah, that's one of the things I love about your main power by the apocalypse is that complete unknown of the future, like you could have like even more than like d&d and the players messing up your plans by doing something completely different than you expected? Like pbta is like, if they did make the roles the right way and, and do the right things and use the right moves. Like there's nothing you can do about that. Yep, You just gotta roll with it. That is so good


Amelia Antrim  40:04  

all right, Ryan It's the question you've been waiting for. We're going to discuss my stories this is what we refer to as the fanfic portion of the show


Ryan Boelter  40:12  

yes police


Amelia Antrim  40:15  

how how do we think this goes how do we how do we you had something specific you wanted to talk about?


Kyle Decker  40:21  

I had an idea for a patriot overall Alright, so of course we don't have to go this way. Especially because with someone like the divided I probably I know I as a GM would probably ask Do you have any ideas before you start? Because when we had a divided with Misha in our first season of quest friends the character did not the player did not know they were the divided so I had more freedom as GM to kind of do things Yeah, but here here's my pitch for Amelia Emilio's patron not Amelia sorry yeah, for novellas patron Florida man.


Amelia Antrim  41:06  

Yes, that is correct. Ah


Kyle Decker  41:11  

Florida man, Florida man.


Amelia Antrim  41:12  

Oh man. Pure


Ryan Boelter  41:14  



Amelia Antrim  41:15  

Yeah. Oh, that's so good.


Kyle Decker  41:19  

The antithesis to everything novella wants to be wants to be you know, this kind of this very intelligent, thoughtful, bookish person and you just have a chaos


Amelia Antrim  41:33  

right? Yeah. That's perfect. That's so good.


Ryan Boelter  41:38  

That's all this while


Amelia Antrim  41:44  

Yeah, I'm all for that. Then the question is like what kind of what kind of stuffed as Florida man want from you? You know, like what is like is it just to create chaos? What is what is Florida


Kyle Decker  41:56  

man? Yeah, it's it's tough because it could I'm trying to figure out what the relationship would be you know, was it by chance or you take a trip to Florida,


Amelia Antrim  42:06  

that I have a I think I have a book for


Ryan Boelter  42:11  

everything you want to know about Florida man, and more. Notorious cryptid, known as Florida man has been seen multiple occasions within the headlines of nationwide news.


Kyle Decker  42:24  

Scripted kids suggestion. My friend Holly runs a spin off series, each each campaign of quest friends. So the previous one was called a cookie crew. But this one is called cryptid kids. And there are two off limit cryptids because I have them as main antagonists in the main series. But other than that all of the players are cryptids we've got Bert them off, man. We've got The Jersey Devil. We've got a Grim Reaper and training and we've got Tommy Wiseau. Oh, amazing, but he just goes by Johnny. So I'm gonna suggest Florida man as an NPC Oh, there you go. I'm dying to know what the spider alright


Amelia Antrim  43:12  

it is. It is a troika supplement from exalted PRL it is called cocaine an alligator man and it just has like a bunch of different Florida style like Florida man headline kind of characters but there's one


Kyle Decker  43:31  

I imagined every time every time because with the the divided as the divided corruption meter fills it isn't the corruption meter fills and you have a confrontation. It's basically every time the corruption meter fills, things get worse and worse in the sense that the patron is coming increases so maybe the patron you get like a hard move so maybe the patron asked for like you need to do this for me. Or you know, if they're broken maybe one of the locks of their cell breaks Yeah, and then as things go on, eventually it'll lead to a big confrontation. But all I could think of with alligators and cocaine man is just every time the meter fills Florida man just gets a new adjective added to the front


Amelia Antrim  44:18  

of his amazing


Kyle Decker  44:21  

I like Florida man. Florida man


Amelia Antrim  44:25  

do you six actual Florida man headlines and do you want drugs at this party? The one is all of them. Yeah, and then it's just got a bunch of different weird Florida like alligator with sunglasses. On so good. Biting for partying, three surfing, one driving two. It's just it's just it's messy. And I love it. But see if there's anything in here that was like, I thought there was another random table in here about like, what Florida man is up to but anyway. I like that I had a book for that. Yeah, I think I think adding an adjective every time be amazing


Ryan Boelter  45:07  

oh it's so good sort of like a critical mass of adjectives that we have to be on well


Amelia Antrim  45:12  

I mean I think that that's like when we you kind of like keep track of that corruption track right yeah that like you know as it as it steadily goes up Do I start becoming more chaotic and more Florida?


Kyle Decker  45:25  

Does those Florida man want you to become Florida man right?


Unknown Speaker  45:29  



Ryan Boelter  45:30  

what Florida man wants to pass the mantle


Kyle Decker  45:35  

for it's the only way he can break out of Florida


Ryan Boelter  45:40  

get out of the limelight for a little bit.


Kyle Decker  45:44  

But that would far future that would be an interesting way to link Aaron into the into the story because Aaron let's say just to found found just found Johnny Gator someday. But Johnny Gator actually first appeared when one of the riffs from Florida opened up.


Ryan Boelter  46:03  

Yeah, yeah. Oh, that's so good.


Kyle Decker  46:07  

You may have given me my best friend. But you've heard my other best friend.


Amelia Antrim  46:14  

He's screaming everybody is Aaron's best friends.


Kyle Decker  46:18  

That's true. But Johnny Gator more than everyone else.


Amelia Antrim  46:22  

Absolutely. Straight the Sox always so that's


Kyle Decker  46:28  

that's my pitch Florida man as the patron and a major antagonists. Absolutely.


Amelia Antrim  46:34  

Well, yeah, that makes perfect sense. And who loves roller derby more than Florida man? Oh, no one. No one.


Ryan Boelter  46:45  

Because of the chaos and the pier, like antagonism? Oh, and the drama too. Yeah, well, yeah,


Amelia Antrim  46:53  

for sure.


Ryan Boelter  46:54  

Gosh, you can't you can't go without the drama.


Amelia Antrim  46:57  

That yes, the glory and drama of roller derby? Uh huh.


Ryan Boelter  47:02  



Amelia Antrim  47:03  

Well, let's go ahead and get into our advancement segment and take it up a level, take it up a level. Take it up a level. So this segment we use to talk about character advancement and character growth in this game. So let's start by asking how does a character quote unquote, level up in under the neighborhood? And how do characters get to change mechanically when that happens?


Kyle Decker  47:29  

Alright, so under the neighborhood, it uses milestone advancement. Essentially, what this means is every set number of adventures, you get to pick a park, I have a couple of recommendations. So some systems are you get one Advancement at the end of each adventure, or every four adventures, you get to advancements, or you get four advancements, every time an arc or a series of adventures that tell an overarching story, like a season of a TV show. And the reason for that is one I'm not a fan of tracking XP, it's just personally not one of my favorite things. And then the other one is it helps you really adjust advancement for how long you expect your game to last. And you can very easily just adjust that on the fly if you realize, oh, we need to slow down advancement. The way characters advance is we have three different types of advancements that you can get. We have basic advancements, super advancements and ultra advancements. Basic advancements are available early on, they're going to be things that are either very small benefits to you, or very lateral gains, like you don't really gain something new, you don't really gain something more powerful, you just gain something new. The idea is that early on, I want to let people spread out choose more fun options, especially knowing that lots of campaigns don't make it past this early stage. Yeah. And also, because I keep talking about the mundanity of the characters in the world and that I wanted early on to keep that now in many shows like we referenced an episode called Weirdmageddon which you can kind of guess is pretty weird. As shows go on. characters get more powerful things get more weird story arcs get bigger and that slice of life stuff while they're often takes more of a backseat. So as you advance on I'm much more like yeah, I get super strong but early on, kind of keeping that you get to try some more things so you can increase a stat, add a new item, choose a new move. Super advancements you get after undergoing for other advancements, which as I said, I recommend doing after like what would be a season of a TV shows point of time. These are going to be where you get to do really neat things, or you get to advance your skills. So you can increase the number of AP that you have between sessions because there's a cap, you can start upgrading your moves and Descriptors to advanced versions that are more powerful. And you can even add a second additional descriptor. So it's cool. Yeah, it makes it. And it's one of those things that I think it would be really neat, but again, is kept for later on. Because by the time you get there, even though there isn't space on the character sheet for a second descriptor, you're used enough to the character sheets that you'll be able to add another one to that and your summary, no problem. And then finally, ultra advancements Ultra advancements are for people who are, you're there, you've taken eight other advancements, or two seasons, and you're going the distance. This one, you can start increasing stats to a max of plus four, you can start increasing the stack called the weird stat, which is normally exclusive to a playbook, but it actually does have a specific move related to the other. So it basically says you can interact with this otherworldly space no one else can, you know, we can finally understand Florida man when we take these advancements. And then there's some basic upgrade everything else to advance because I like having that option. Yeah. One other notable form of advancement though, is what we call arc moves. So arc moves. So once you're a handful of sessions, and I recommend, like a season worth of a TV show or half of a season, once you've really got a handle on your characters. I encourage everyone to pick a flaw, you know, like Aaron is Aaron maybe loves everyone but he doesn't actually make super close connections. And that's his character flaw. And I just realized during play that Aaron was kind of flaky like he was a nice guy but and essentially what happens is at moments of big character growth, so


Kyle Decker  52:06  

either positive or negative, so when Aaron makes a genuine connection, or maybe Aaron abandons the team in a moment of need because he can't get close, or, you know, a moment where Daisy says, I'm no longer roller derby being or novella, succumbs develop fights Florida man and succumbs, becomes foreign allow, you essentially get to grab an ark move. I encourage players in GMs to make their own Ark moves. Because Ark moves are meant to be busted. They are meant to be absolutely destroy the game, but as a result hast multiple AP to spend. And the idea is that this is your definitive thing, you can't use it typically. But in the moments where you can use it, you're going to you're going to be a powerhouse, like an example could be mana fusion, which costs one AP so if Aaron's arc related to him connecting to Johnny Gator, maybe the moment where the to really become one, I get this arc move that lets me fuse literally with Johnny Gator, or my own future someone who is literally defies fate, can spend two AP to undo a scene and say that was just what fate said it was and now we're gonna play it again for real or something like that. You only get one arc move, and you get it. Whenever that moment happens. And if you have a new if you have a new advancement if say novella, after becoming the Florida man overcomes and sheds that identity and regains herself then the Florida man then the Florida man arc move, whatever that would be, we'll switch to a different argument. So unlike advancements which are very milestone based, these are very story based, essentially, when you hit a point and you'll often know a session or two ahead of time that like alright, we're kind of building up to something big. You in the GM will either take from my list of options or create your own very, very strong move that lets you showcase who you've become that yeah,


Amelia Antrim  54:26  

I don't want to become Florida, man.


Ryan Boelter  54:29  

No. Stop that. So scary.


Kyle Decker  54:32  

We gotta, we gotta be ready.


Ryan Boelter  54:36  

Well, by that time, I'll have at least one girlfriend on the roller derby team. Right? entourage to bring up because like some of the advancement is like there's you can take the extra moves that you weren't able to take a character creation. Yeah, so I of course would choose the move that I have in there, too, to have a friend or a companion. It's called magical backup. And so this would be like a love interest, and they would have your back they would love feels like the Tuxedo Mask, sort of sort of character. And I think that'd be amazing.


Kyle Decker  55:21  

It's Tuxedo Mask and the Sailor Scouts and Cat Noir and pretty much any other character that is magical and marginally helpful.


Ryan Boelter  55:31  

And I love that these moves, they they add NPCs and other characters that you get to interact with or even play, as, you know, when in the case of your mind, you pass it off to somebody else and not know they can play your, your, your gait or just how however they want, you know, yeah, that's fantastic. It's perfect. Amazing. Well, is there anything else that we want to talk about under the neighborhood? Before we wrap things up? For this series? Ah,


Kyle Decker  56:08  

I don't think I can think of besides shilling for folks who are interested.


Ryan Boelter  56:15  

Where can we find it? Yeah, yeah.


Kyle Decker  56:17  

So under the neighborhood, right now, it's on Drive Thru RPG, and it's dot io. Eventually, I'll get it up other places. If you buy an itch, I'll make a community copy available. So someone can get it for free. But let's say you want to try the game first. Or you just you can't afford it right now. And there aren't any community copies available. The thing I really wanted to highlight was, you know, I mentioned time and time again, we have quest friends, it was made for quest friends, listen, the quest friends here after it's what the it's what it was made for. And I'm running the game. So presumably it is being run as intended.


Ryan Boelter  56:59  

You would hope so.


Kyle Decker  57:02  

But some I wanted to highlight is other games call them QuickStart rules. I do want to say that on our each page, because I don't believe drive thru allows external hyperlinks. But on our each page, we have a downloadable free what I call a demo version, the demo version is a completely rules have been stripped out like AP is not gone it is I don't even think I have the names of the moves. It is meant to be as simplified and streamlined as possible. It takes place in the world of hereafter. And it gives you pre generated characters based on the cast of that game as well as a premade adventure which I actually used to test the system and make sure it works. So if you really want to just test out the world in a pre generated setting with very light rules. And with something that really focuses on the slice of life mechanic, which is, I think the big thing about this game that because of the fact that we're on a character creation podcast, we weren't able to explore that is a great way to test it out. And with that until and seeing what it looks like with character creation here. You can get a better idea of is the full thing something I'd be interested.


Ryan Boelter  58:19  

Absolutely. Wonderful. Well, Kyle, thank you so much for joining us to talk about under the neighborhood. This was fantastic. This


Amelia Antrim  58:27  

was so much fun. This was such a great game. I'm so like, I'm really excited that we


Kyle Decker  58:31  

got to talk about it because I love sky heart forever. I want to be there now. I don't think I want to live there. But I want to be there.


Ryan Boelter  58:40  

Our hearts are in sky Hartford.


Kyle Decker  58:45  

But our bodies are here on ground Hartford. But Hartford ground Hartford does have a pretty cool parade. So it's not all that bad.


Ryan Boelter  58:53  

Just don't relive groundhog for day over and over again.


Amelia Antrim  58:58  

No. Okay, on that note.


Ryan Boelter  59:04  

Could you remind everyone where they can find you online and what sort of things you're working on?


Kyle Decker  59:09  

Yeah, you can find me online at Quest friends Where I am making the quest friends podcast, which is again, an under neighborhood podcast that under the neighborhood was designed for where the worlds of the living in the dead are only a plane ride apart. We're currently dealing with a very large neck Romane which is our version of mon tournament. Where Seto Kaiba fantasy goes Seto Kaiba has plans and nobody knows what they are


Amelia Antrim  59:44  

incredible. It's such a good premise, like it's a good premise.


Kyle Decker  59:49  

But I'd encourage you to check check that out. It's it's a fun show. It's what everything is designed for. As I said last episode, just one thing to keep in mind while we do generally keep the two own in the jokes we have here. We do have cussing, because we all Causton because you groan. Yeah, I don't want to make people not do that we cuss we swear. Questions podcast that calm is where you're also going to find links to social media and other stuff I use. You can also check out quest friends on where you're going to find under the neighborhood, but next month, on August 1, assuming all things go well, you will start seeing other games there. By that I mean a free Kirby game called Dream allies. Oh, I gotta I gotta write it still. But it's August 1 is the day it's the day it's happening. It has to be


Ryan Boelter  1:00:42  

fantastic. My son would probably love that he is obsessed with Kirby.


Kyle Decker  1:00:47  

I played Kirby in the Forgotten land and fell so much in love that I was like, Well, I'm gonna make a one page RPG now. There you go. Yep. You're all Kirby's friends hanging around and taking this adorable little creature on his mission to kill God.


Ryan Boelter  1:01:02  

Oh, that's amazing.


Kyle Decker  1:01:07  

But that's, that's pretty much it. It's the one the one place or if you want to jump straight to our H page for some of the games and stuff we make. You can jump there as well. Perfect.


Amelia Antrim  1:01:18  

Awesome. Well, thank you again for sitting down with us. This was so much fun. And thank you to everyone for tuning in. Call to Yeah, like that. I had a lot of fun with this game like this. This is a genre of television that I love. It's something that like we're very engaged in at my house right now. We have recently started listening to quest friends after doing this. Because they wanted to know more about it. And we're having fun with that one. Yeah, this is just like a fun. It's a cute game. And it's just like, happy. It's just nice. Yeah, it's just nice. Very nice.


Ryan Boelter  1:01:59  

Even mechanically, I love the little additions to pbta that were thrown in there. Yeah, I


Amelia Antrim  1:02:06  

like the like GM intrusions and stuff that are happening like from cipher to this. I feel like, fit really well with the theme that Kyle was going for. And I think that like yeah, really great job making that happen.


Ryan Boelter  1:02:22  

Yeah. And then the advanced playbook moves. Oh,


Amelia Antrim  1:02:24  

I love it. I love that so much is genius. Because he is right that like after you pick those first couple, you've picked the ones you really wanted, you know. And so being able to make those a little bit better, especially if you're playing a longer campaign too. You get kind of bored doing the same thing over and over again. Yeah.


Ryan Boelter  1:02:43  

So and then and then those, those advanced advances for adding another descriptor even? Yes, just goodness, a lot of potential for long term play.


Amelia Antrim  1:02:54  

Yeah, I thought that was very cool. Absolutely. Before we let you go for the day, though, we have a few calls to action and some notes on what's coming up in your feeds in the next few weeks. First up, like we said at the beginning of the show, The Alchemist versus Kickstarter has a little over a week left. And it's approaching a stretch goal that will help with character creation. So that's exciting. If you enjoy the Magical Girl genre or just like feelings and romance and all that kind of stuff. Definitely owe it to yourself to check out this game. It it really is fantastic.


Ryan Boelter  1:03:31  

So good. Coming up in the next few weeks. We are extremely excited about we what we have in store for you. And that's all starting tomorrow, July 19. We are releasing a special spotlight episode to coincide with the launch of the itch funding campaign for broken a two player tragic romance RPG by previous guests on the show ben Wallace. This game is just so good. It hits you in the heart and all the right ways.


Amelia Antrim  1:04:06  

Yeah, this is a game that has like perfected bleed, honestly. Yeah, absolutely. I don't think I've ever I put it on Twitter too. It's like I don't think I've ever had such a visceral reaction just reading a rule book. Yeah, it's so good. It's so good. So


Ryan Boelter  1:04:22  

good. And if everything works out before this episode releases, we'll probably have already recorded ourselves playing this game, which will be coming out in on our Patreon relatively soon.


Amelia Antrim  1:04:37  

Yeah, that's exciting. Hopefully Yeah, recording this before the episode comes out. But by then hopefully I will have been to Ryan's house to see each other in the state of Wisconsin. So cool.


Ryan Boelter  1:04:50  

Instead of living relatively adjacent to one another


Amelia Antrim  1:04:53  

and sort of like only seeing each other at conventions in Ohio and Indiana and stuff


Ryan Boelter  1:05:00  

Pretty much. Absolutely. And absolutely check that episode out when it releases.


Amelia Antrim  1:05:07  

Then coming July 26, we have another spotlight recording for you that was just so good. We might have to split it up into two episodes that day. We put them out on the same day, but it ended up being a lot longer for recording than we meant to because we're just having such a great time. Oh, so good. This one is for I have the high ground in celebration of its public release on that day. We were able to sit down with creators just Levine and contributor Seta to create two phenomenal scenarios that we think you're gonna really enjoy. Ryan and I got to lean fully into our nonsense harder than we probably ever have before. The results were glorious. I loved the characters that Justin said it made it it's a game that can do a lot. Yeah, I think can easily be slotted into a lot of other games. And just what a good time. What a good time.


Ryan Boelter  1:06:01  

Yeah. 100% Check that out when it comes up. Because my goodness. Yeah. Finally, speaking of amazing games, in August, get ready for our next series Nova, a twice any nominated game, illuminated by lumen. This was such a good recording with designer Spencer Campo and we are thrilled to showcase what that game has to offer as well. Yeah, I'm


Amelia Antrim  1:06:29  

really excited. It's one that I've wanted to cover for a while and we were waiting until all of my any judgments were officially in before I started recording with anybody. But congratulations on the Emmy nominations Spencer. And I'm really excited for people to hear this one. It was a great time. That's so good.


Ryan Boelter  1:06:47  

Absolutely. If you


Amelia Antrim  1:06:49  

want to hear any of these episodes sooner rather than later, you could always sign up for the side quest level or hire our Patreon. You'll get access to all of our episodes. As soon as Ryan gets them edited and finalized. You'll also get any bonus episodes that we create. One of which we mentioned is coming soon. As well as access to our patron only channels in our Discord at discord dot character creation We've been having a lot of fun over there lately, too.


Ryan Boelter  1:07:16  

Absolutely. And for those of us who are already supporting us through Patreon, we'd like to thank you personally right now, starting with Lieutenant our very first patron. Thank you again for your continued support.


Amelia Antrim  1:07:32  

Eric bonds thank you as well for your support.


Ryan Boelter  1:07:35  

David, aka Ty grant a Soros. Thank you,


Amelia Antrim  1:07:39  

Matt Newton, thank you for your support.


Ryan Boelter  1:07:42  

Darrell holiday the second to think you


Amelia Antrim  1:07:45  

should even Cabal. Thank you.


Ryan Boelter  1:07:49  

Caleb, thank you so much. And it was actually really great chatting with you earlier this month.


Amelia Antrim  1:07:55  

Yes, that was a lot of


Ryan Boelter  1:07:56  

fun. I'm looking forward to the next one.


Amelia Antrim  1:07:58  

And also thank you for letting us just say, Caleb this time. Benjamin Sweeney, thank you so much for your support to


Ryan Boelter  1:08:08  

Larkin mechanist. Thank you,


Amelia Antrim  1:08:10  

Rob Fletcher. Thank you so much.


Ryan Boelter  1:08:13  

And Kevin Brown, thank you for your support.


Amelia Antrim  1:08:16  

And thank you to all of our future patrons. We are about a third of the way to covering our costs right now. So if you want to help us out directly signing up for our Patreon is the best way to do that. You can sign up at creation cast and get a load of benefits right now. Absolutely.


Ryan Boelter  1:08:35  

And finally, if you'd like to help us out in a way that doesn't cost a thing, feel free to leave a rating or review anywhere you are able to every five star review we get will read right here. In addition to leaving reviews, you can also help us out tremendously by spreading the word about the show on mine or to your friends. We have a lot more planned for this year. So now is a fantastic time to dive into the show and join in the fun as it happens.


Amelia Antrim  1:09:04  

That is all we have for today's episode. We'll be back tomorrow with a spotlight episode and again next week. So stay tuned for that for now. Enjoy the outtakes at the end. And as always, stay safe, drink some water, take care of yourselves. Maybe Treat yourself to something nice. Take some deep breaths and keep making those amazing people. We'll see you next time.


Amelia Antrim  1:09:50  

Character Creation Cast is a production of the oneshot 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 be found on twitter at creation cast or ON OUR DISCORD SERVER at discord dot character creation And 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 boelter can be found on twitter at Lord Neptune or online at Lord music for this episode is used with a Creative Commons license or with permission from the podcast it 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 the absolutely fantastic Ryan boelter. Further information for the game system used in today's guests can also be found in the show notes. If you'd like to support our show, find us on Patreon. Get access to bonus episodes, extra outtakes and much much more at creation cast. Thanks for joining us. And remember, we find 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  1:11:36  

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 where you'll find other great shows like design


Ryan Boelter  1:11:53  

doc join hosts Hanna Shaffer and Evan Rowland as they redesigned their first role playing game, a sleigh India 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


Kyle Decker  1:12:15  

I mean clicked a couple of seconds ago but I waited that's where


Ryan Boelter  1:12:21  

I think I clicked like half a second too early. Because I usually account for the leg and I clicked right as I made the click sound so excited.


Kyle Decker  1:12:32  

Well the nice thing is unlike the claps we won't all sit here in shame knowing that we didn't learn it right? Because that's why I stopped doing the claps is that it frustrated my cast like to know and and we just send it a


Amelia Antrim  1:12:46  

lag. Like did you start here or did you start here? Or did you do this? My favorite when I do this? And somehow like an idiot can't only when people are watching or not like I can clap, clap i swear


Ryan Boelter  1:13:01  

because you're watching yourself on video and not on your hands directly. Yeah, no, definitely. And


Amelia Antrim  1:13:09  

then like people do that like 1234 And I'm like which number am I okay, and I can't handle this too much pressure too


Ryan Boelter  1:13:15  

much pressure. So Ryan comes down and we click right yep.


Kyle Decker  1:13:19  

I like it and I know the No Cussing rules so if you hear me cuss assume that that wasn't recorded because my audition stopped and I will be followed up by me saying my audition stopped give me a second okay No, but I haven't up so I'm watching it I'm watching like my words move across the screen.


Ryan Boelter  1:13:40  

Let's Let's just hope it doesn't stop


Amelia Antrim  1:13:49  

it put my glasses here so again, it stupid headphones glasses combination.


Ryan Boelter  1:13:57  

All right, and we can go ahead and stop our recordings for this part. Nah, he did it. Me too. And the less of a less of a leg between or more of a leg I guess between the start of clicking and the end of clicky this time.


Amelia Antrim  1:14:17  

All right. We did it. We can


Ryan Boelter  1:14:19  

stop the recording.


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