Character Creation Cast

Series 53.1 - Nova/Lumen with Spencer Campbell [Designer] (Creation)

Episode Summary

Welcome to the first part of our Nova/Lumen series, everyone! This series we have Spencer Campbell joining us to showcase his fast-paced, action heavy RPG, Nova, a rules-lite tabletop RPG in a world where the sun exploded, and humanity struggles to hold onto what little light they have left. In this episode, we learn about the setting and dive into the beginning of character creation!

Episode Notes

Welcome to the first part of our Nova/Lumen series, everyone! This series we have Spencer Campbell joining us to showcase his fast-paced, action heavy RPG, Nova, a rules-lite tabletop RPG in a world where the sun exploded, and humanity struggles to hold onto what little light they have left. In this episode, we learn about the setting and dive into the beginning of character creation!

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Episode Transcription

Transcripts Automatically Generated - Not 100% Accurate

Ryan Boelter  0:01  

Welcome to Series 53 Everyone, we have a phenomenal game that we are covering this series Nova by Spencer Campbell at twice any nominated RPG. And it is just so good. So we can't wait to get into character creation for that. So we actually don't have any real announcements right now for this episode. Just check back with us in the call to action to hear about our latest Patreon offerings, some Patreon shout outs and more of just me since Amelia is not feeling well for this cold open recording, enjoy the show everyone.

 

Ryan Boelter  1:17  

Welcome to Character Creation Cast a show where we discuss and create characters the best part of role playing games with guests using their favorite systems. I am one of your hosts Ryan, and this episode my co host Amelia and I are thrilled to welcome Spencer Campbell, indeed groundbreaker award winner and creator of the game we're covering this month, Nova.

 

Amelia Antrim  1:41  

Welcome to Character Creation Cast, we are really excited. You're here. I am particularly super excited. You know, we wanted to cover this game for a while I think it's been on our list. So I'm I'm super excited.

 

Spencer Campbell  1:54  

Thank you. Thank you so much. I'm also very, very excited. I love your show. I absolutely love your show.

 

Amelia Antrim  2:01  

Well, I love your games. So it was just perfect.

 

Ryan Boelter  2:03  

You got games in my show.

 

Spencer Campbell  2:09  

I was first introduced to this show, when you did your spider episode a ways back because I'm obsessed with spider. I think it's got such a good, it's so good. The system was good. All of it is all of it is very good. And so I was like, desperately trying to find the spider content online to just like, put more into my brain. And yes, your show was one of the first things that came up and I was like, oh, not only do I get more spider but I also get exactly what you said the best part of roguelike games just making the character

 

Amelia Antrim  2:42  

the part that all of us do and then don't ever get the game. Yeah, which reminds me now I I don't know if we'll put this in the show or the outtakes or whatever. But I was told by one of my friends to ask you about your new game that you're working on. Because that one also uses resistance, doesn't it? Um, I kinda Yeah. So I think you have something No,

 

Spencer Campbell  3:03  

no, no, that's I am like in the cusp of like making my next fantasy game which is a it's looming, but I'm going to borrow elements of the resistance that I liked a lot, especially the dice pool system, the idea of like building a pool out of skills and domains and things like that is awesome to me. I'm still going back and forth on whether or not I want to do my, my sped up version of how Fallout is resolved compared to base resistance I may do that may not I don't know I'm like, I'm going for

 

Amelia Antrim  3:35  

so many fiddly bits to like this. That's the part of like game design that I just can't like wrap my head around how people do it. It's like, all of those little tiny decisions, I just get so overwhelmed by them. I'm like as a broad concept, here's what I want to do. Why is it doing that? Just Just do it. Like I made two choices, and I don't understand why it's not working.

 

Spencer Campbell  4:01  

I end up making a list of like, way too many choices. And then I go What have I done because I do truly like to make simple and fast games. And so it's it's for me, it's always like, we overshoot and then like chisel, chisel, chisel chisel until it becomes a thing that I want. So I overproduce in my own head and in my like my Google Docs and that i i literally talked myself out of doing the things that I've written down. That's my process is to go past ones or had an idea. And it's not a bad idea. It's just that the idea we need right now.

 

Amelia Antrim  4:32  

Maybe Maybe Spencer could put that idea over here for another time. Exactly.

 

Amelia Antrim  4:37  

I love that. Do you want to tell us a little bit more about yourself? I know and you're working on lots and lots of projects. So anything else that you'd like to to plug or tell people about? Sure. So

 

Spencer Campbell  4:48  

I'm Spencer Campbell, you might be familiar with the publishing name that I use, which is de la RPGs. I've been designing role playing games out of Chicago for about two and a half A few years now, my very first game was called score, which is a homage to my love of crime. A lot of my games are about crime, it turns out a brand cream is fun. It's very fun. And if you've heard of some of my other games, it's likely going to be slayers, which is my fantasy, my fantasy Monster Hunter game in a cursed city. I also created the lumen system, which is what Nova what we're talking about today is based off of and it's a power fantasy, SRT that I created to emulate video games and power fantasy vibes and stuff like that. And turns out a lot of people like liked it and made stuff, which was the coolest feeling in the world to see for yourself. So yeah, that's, that's generally who I am. And some of the stuff that I've done.

 

Amelia Antrim  5:48  

Very cool. I've heard I heard like nothing. But lumen for like, like, there was like, a couple of months where like, that was all of my circle of people was talking, like lumen and all the things that they were going to do with it. And it was like, Okay, I probably should look into this. And now, you know, like, months and months later, like, we're finally getting around to it. People were super excited about it, like, and I see why have you read through it now. But like, it was like, wow, hey, like this clearly, something that I need to figure out was I was really popular really fast, it feels like it.

 

Spencer Campbell  6:22  

I'm sure we'll we'll talk about this. But it was, you know, it came together very quickly, because it was fueled out of rage in spite when I designed it. And so all the best things are. So that creation process made me make it very quickly. And other people rode that wave with me, and it just kind of carried for a while, which was good.

 

Ryan Boelter  6:46  

Well, I am really excited to learn about this game. So let's go ahead and get into this. And we can start by discussing what this game is all about what's in a game. So what is the core concept of Nova?

 

Spencer Campbell  7:00  

So NOVA is a power fantasy combat sort of game that where you take place as exosuit pilots in a world where the sun has exploded, which is normally a pretty bad thing. Turns out, it's bad for the game of Nova as well. So the sun explodes. And it crashes down these shards of sunlight into the planet. And you play as these pilots that are fueled by the Sun charge and you go out into the dangerous, haunted twisted world that comes from the sun exploded planet to try and bring back technology. revive your your city and when I say bring a new dawn like that. Yeah, I

 

Amelia Antrim  7:44  

love the concept of like the sun charred like, I don't know why that is the part that grabs me is just like, what is it? What is it do? Where did it come from? Why do we have it? Like, I just I really like those little bits where it's just like one like the little bit of a word of like sun chard? It's like, oh,

 

Amelia Antrim  8:01  

cool.

 

Spencer Campbell  8:02  

Yeah. You know, the very earliest forms of what the the world of Nova came from was years ago, like I think 2018 or something, the 200 word RPG contest that's held every year, one of the themes might have been 2018, or 19 was the sun is dead. And from that my buddy, Mike Freeman, who has done the art and layout for a number of my games, like slayers Almanac, most recently, we just sat there and talked about like, what would it be like to be in a world where the sun exploded, and we went down this wild path, and like the sun shards and the sun wells, and these ideas kind of get early percolation from that, you know, trying to take all that to 200 words was a challenge but, but just the early like groundwork for what this world would be came from Mike and I just sitting on a Sunday morning drinking coffee guy like, wow, what would happen if the sun was not like, not just gone? It exploded and rained down on right. Yeah.

 

Amelia Antrim  9:04  

Which it gets a little bit into our next question, which is, what kind of setting do you play in? Are there particular things that you really wanted to highlight about this kind of world? You know, like, you mentioned the difference between just like not having a sun and the sun having exploded? Like, what what parts of that? Did you really want to play around with?

 

Spencer Campbell  9:25  

Yeah, because you know, you hear that the sun explodes and you go, well, game over right? Was reading 70. So you may have to do a little bit of hand wavy science explanation for it, which I'm always fine to do a little hand waviness with that. And the, the what I think is special or different about it is it is certainly a post apocalypse game, but it is one in which the world the setting that you kind of base yourselves out of is actually extremely advanced. Just because the idea is shards of sun of the literal Sun have planted themselves into the surface of the planet and cities were built around them. And you know, use the concept of a Dyson sphere where we like capture a star in the harvest, it's for infinite energy like this is basically that but at a much smaller scale at like a city scale. So like a city, powered by a shard of the sun would rapidly advance in technology and things like that, which is why you get these really powerful and interesting mechs that the characters play as these sparks, because suddenly, we are way more powerful and advanced than we'd ever been before, we just have to worry about everything that goes past the sunlight into the dark outside of it. So it's an interesting kind of combination of really advanced, powerful sci fi going on and horrifying post apocalypse gloom and doom, everything, you know, anything out in the shadows is, we have to really hope that this technology is caught up enough to fight whatever's out there.

 

Amelia Antrim  11:04  

Right. Yeah, it's a really interesting dichotomy. And I think like the light and dark of it, and like getting to play with both and having it be directly related exactly. To light and dark is a really cool concept.

 

Spencer Campbell  11:21  

Yeah, and you know, these characters are extremely powerful, right. And that's a big part of the lumen system and everything like that. And so you you feel powerful when you're building the city and imagining everything that's inside of it. And then the GM gets to have the fun of going, Okay, well, I have this big, weird, mysterious horror zone that is 90% of the planet. So let me think about what I can do that would make you go, Oh, maybe we're not. Maybe we're not as ready for this as we thought we were.

 

Amelia Antrim  11:49  

I thought it was so cool. But maybe

 

Ryan Boelter  11:54  

I'm giving some like Eldritch Horror feels from the darkness.

 

Spencer Campbell  11:58  

Yeah, I loosely allude to this sort of stuff. Like there's gonna certainly just be baddies out there that are just like maybe the baddies you're used to. But then you also have to imagine that a planet where the sun has gone away is going to start to like, twist and turn the life that lives outside of it. And so you get these elements of like beasts that are out there that are very strange. And there's a cult that worships the moon because naturally, if the sun is gone, then the moon is going to be our next best thing in terms of like, celestial bodies to worship. And so you're gonna get this really creepy gnarly Moon cult out there. And then, oh, yeah, got mean birds in my games, because I have a brand that is also if not crime, I love crows. And so I have a faction that is appeared in multiple games, and it started to appear in other people's games called the Corvus dominion. They're this weird avian alien species. And they were on our planet when the sun exploded, so they're stuck here with us, and they're not happy about it. So you've got Moon cults, you got twisted beasts, and you've got angry Haley and birds who are also very advanced, all vying for the very few Sun shards that are out there wanting this this resource, this technology that is the only bastion of life on the planet.

 

Ryan Boelter  13:19  

Oh, that's really interesting.

 

Amelia Antrim  13:20  

I think about like, all of the creepy stuff under the ocean when the sun isn't, oh, no, I'm just like, as we're doing this, I'm thinking of all of like, the gross descent into midnight conversations we've had about like creatures that can't see the light like and like, don't you know, plants that don't do photosynthesis? There is no sun and life are at the bottom of

 

Spencer Campbell  13:42  

the ocean. Right? Like what suddenly happens to these creatures that have never been exposed to the sun before when now there's this like Fury is power and light in their environment? Does it cook them or do they change? And I'm gonna say the change, right? That's way more loose. Sure.

 

Ryan Boelter  14:00  

And then some charge on the moon. That Moon's gotta look wicked amazing in the sky.

 

Amelia Antrim  14:06  

It's really spiky.

 

Spencer Campbell  14:07  

I imagine the moon is kind of ever present in the sky now, because it's got all these it's pockmarked with sun shards. So it is kind of this weird, like, semi glowing thing in the sky, which absolutely would encourage people to go, well, that's our new thing. That's the thing that we love. All right.

 

Ryan Boelter  14:26  

Oh, that's amazing. So what tools do we need to play this game then?

 

Spencer Campbell  14:32  

To play the game? You you need the book, you need some character sheets, there's a reference sheet to which I always like having a nifty reference sheet. And then in terms of dice, you only need the six six sided dice, the only dice that I use that's truly all that you need. And but I know that some people will talk about this. Nobody uses theater of the mind as a space for combat. We don't use a grid necessarily, but I know that different People have different abilities to visualize components in their mind's eye. So you know, I recommend that maybe grab a sheet of paper and some tokens or something to represent where things might be in a battlefield, if you need that sort of stuff. I've also seen plenty of people who like to use tokens for health in fuel, which is the two main resources in the game, rather than like erasing and writing on your sheet again, like use them using tokens. But truly, just just to hop in, somebody's got to have that book to have read it, and some character sheets and some six sided dice, and you're ready to rock and roll. Very cool.

 

Amelia Antrim  15:34  

I have to say, I'm a big fan of quick reference pages, like I'm on record on our show to talk to you about how like, I think books that are more than like 25, or 30 pages should have a rules reference at the beginning. So I know what I'm getting into. But I like that you have one that's just like the one page reference guide that like, because my brain is like, Okay, here's what I actually need to know right away, and then I can dig into the rest of it, as I

 

Spencer Campbell  15:59  

see exactly. I mean, so I, before I got into role playing games, I was really into board games, still really having the board games, and I was trying to design them as well. And so I know how important for once a board game becomes even just slightly complex, having a quick reference card or something like that, that each player can have in front of them will just immediately smooth out a lot of hurdles that you're going to run into. So having seen it be so important in board games, it felt like you gotta have something like this in a game. Even if a board game

 

Amelia Antrim  16:31  

rule books are only like, 10 pages, and that's right.

 

Spencer Campbell  16:34  

Right. Like, in my mind, imagine Nova as a rules like game, that doesn't mean that is inherently like, easy, and you're gonna hold everything in your brain, right? You're gonna want that sheet there. So you can't, you shouldn't have to hold all this in your brain when you should have to.

 

Amelia Antrim  16:50  

Especially the first couple of times to you know, like, it's when you get into a campaign of a game, usually by like the third or fourth session, I'm like, Okay, I've gotten this. But yeah, and that first couple, it's like, okay, hold on. How do I roll initiative? Again? I don't remember.

 

Spencer Campbell  17:05  

Like, I wrote the game. And I still need it, right? Like, I look at it, I go like, okay, so which iteration? Is this different game I've ever made. So it's nice to,

 

Amelia Antrim  17:21  

huh? What kind of stories and themes were you hoping people would explore with this game, we talked a little bit about like the blue light and the dark parts. But are there other things that you were really hoping people would use this to look through and work through?

 

Spencer Campbell  17:38  

So Nova at its core is a power fantasy game, because it is designed with lumen, which is a power fantasy system. So it is designed for your characters to feel powerful, you are designed to go out as these very powerful CoolMax. And feet, you know, you're going to face these horrifying things that we've just been talking about. But you're also going to succeed. And that's a big thing that I just I like to make that clear ahead of time with some of my games, the players are here to win and the GM is, so it's not Warhammer is not Warhammer. It's not adversarial. Where it's GM versus players, it's, it's players are going to go have a really cool, fascinating, challenging, but interesting mission that they're gonna go on out into this dark, but the GM is not there to stop them from doing it. They're not there to kill them. In fact, you can't die in Nova, that I've made a robot that makes it very, very hard for you to die. So that moreso it is about going out into this world that is dark and horrifying. And trying to accomplish things that will help make things better like the tagline of the game is to bring a new dawn which has inherent in that this concept of okay, we are going to overcome this we are going to succeed it's just there's going to be these kind of terrifying things that aren't going to stop us or try to stop us we will do it and New Dawn will be brought. It's just a matter of what we're going to have to do to make that happen. So my goal is to tell these powerful stories, again, kind of leaning since it's looming it definitely leans into a more combat focus in it than other things. But that doesn't mean you're always just Fight Fight, fight, fight fight, but it is designed to when you get into a fight, feel very cool and then go explore this dark world and then get into another cool fight and then explore this dark world you kind of cycle that again and again.

 

Amelia Antrim  19:34  

So the GM is there mostly to give you those things to fight and give you those things to explore. Rather than to try and take you out or you know like it's supposed to be a level of challenge but not Yeah, exactly.

 

Spencer Campbell  19:48  

It's not there to put a wall up. It's there to put hurdles. That's how I think about it. So yeah, turn in lumen is one that encourages the GM to add a twist every round of combat that forces the player There's to change the way that they think about how they're winning because they're winning, that's really going to win. So like, if you know that they're just pushing forward in this line, I'm going to just put a hurdle here. So you can either like fight over that hurdle, or you can take a different path. So my goal is just to like make you explore the concept of different paths, rather than say, sorry, this is blocked off. This is a wall, you're not going any further with this.

 

Amelia Antrim  20:23  

I really liked that because it makes each turn interesting to Right. Like there's I've read a number of like d&d adventures lately. And a lot of them are just like, Okay, do this thing. And then this round, now it's harder, but you still are doing the same thing. But now it's a little harder. And it's like, okay, but like by round five, aren't we all over this? Like, I don't like, Oh, I hit it with a sword. Harder, I guess. Like, you know, like, I wanted to be injured, like if we are going to do combat, because that's my biggest thing with combat not being interesting is it's like, okay, I hit it with sword and sword. And I hit it with a sword. And it's like, so if something changes there every round and like, keeps it interesting. It's like, okay, you can't do this again. Now, what do you want to do? It makes doing a combat heavy game more satisfying for me.

 

Spencer Campbell  21:15  

Yeah, you know, I give an incredible amount of narrative freedom to the GM to do this, this GM turn, which is what it's called, which is to activate some of the enemies and then change the the battle in some interesting way. And, you know, I provide some advice in the book. But I don't want to be too prescriptive when I do these sorts of things where I don't want to say like, okay, and then put a barrier up. That's the common thing you do in round one. And then reinforcements in round two, I want you to think contextually, like what makes sense in the fiction for the enemies to respond, because they are facing these unbelievably powerful robots. And like what these enemies do, desperately and fight dirty to try and stop these robots as best they can you get to play around, it

 

Amelia Antrim  21:58  

should depend on what the players are doing to, you know, like, it doesn't make sense. It's like, okay, well, now they move faster. And it's like, well, that doesn't make sense, because I did you know, like, we mess with the terrain or whatever. And so I think having a be too prescriptive starts to not make sense, either, if your players aren't, you know, following that same prescription. Exactly. Well,

 

Ryan Boelter  22:18  

we heard a bit about what characters do in the game already going out and fighting insurmountable odds and, and, and, and winning?

 

Amelia Antrim  22:30  

Why they do that? Yeah. Why is

 

Ryan Boelter  22:33  

there a reason behind the the characters fighting for that? And and Do you get any of that, like the the downtime stuff?

 

Spencer Campbell  22:42  

Yeah. So there are there's sort of a there's mission generators that are in the game to help kind of contextualize why you're going out there. And so some things might just be, hey, we've, you know, we've picked up our scouts and picked up there's a moving force out there that we're worried is going to come to the city. And sometimes it's just like, we got to we got to have these people off before they come these the mean birds are going to try and steal our son. Oh, I hate when they need to do that. There's a lot of elements in the game that are about going in and recovering or protecting important things that are out there in the world that, you know, the sun shards only landed in some places, which means there's a lot of the planet that's still out there. It's desolate, but there could be valuable things. Like, yes, technology has boomed around the cities, but we are also having to relearn a lot of what we have established as a species over the lifespan. And so there's, there's knowledge out there, there's resources and there's things like that, that nobody else can go out and do the the concept is the dusk everything that's outside of your city is so twisted and dangerous that to send a an a non spark and person without a robot suit on them out there is you just you wouldn't even consider it you and do it. And so you are the only people who can go out there and try and find things that might be the elements that might start to help build up your city. And so yeah, you you ask that idea of like downtime, and that's the thing that the game encourages you after missions is to think about what did what did the city How did it benefit from what you just did? There? You know, there's no, there's no mechanical base building in the core game. So there's no like, Okay, your technology level raises plus one because of this. It's more why did we go out there like which faction sent us out there and what did they gain from it? And then maybe because they've gained did another faction lose out in the power structure of the city and how are you as in theory, a relatively neutral force in the city going to balance this total? Total? You know, fight for resources and time and everything like that in a world where Yeah, technology is cool, but it's also really still scary. Yeah.

 

Ryan Boelter  24:57  

Absolutely.

 

Amelia Antrim  24:59  

What do You think I particularly want to ask because it's because it uses lumen. And as you mentioned, like lots of people have have taken and done that done things with lumen. What do you think makes Nova unique? In general? And then particularly among those games using lumen?

 

Spencer Campbell  25:18  

Yeah. Yeah. One of my favorite things when people started making things with lumen is you know, I released this SR D with like, general thoughts about what this should make. And then every single person read it. And then a lot of my friends who read it and made things they would reach out and say, Hey, Spencer, cool s rd, I'm going to change XY and Z and I every single time I went, Perfect, good, you should do it. Word for word from the book, do you make it your own. And so what I think makes Nova unique, and kind of weird is that I wrote lumen and then I made Nova and I immediately made Nova with a huge change to how lumen works. So Nova combat, there's zero rolling down, there's no rolling done in combat. Instead, your your sparks have a suite of powers. And you're just spending fuel, which is a resource that you have that allows you to activate those powers. And so rather than thinking, Is my attack going to hit it will hit it will absolutely hit. The question is, which power is going to help you the most or your team the most in this moment. And so combat is more about a it's a, it's a puzzle solving sort of thing. I like to think of a lot of my combat games as more puzzle solving than just rolling and trying to get the odds in your favor. Because again, the odds are in your favor. You're very powerful robots. So now, how do you want to it's more How do you want to do this all the time, my my mentality is if I can give my players a button that says, do something cool, I don't want them to just be able to push it once per fight, or like once per session, I want them to just keep pushing that button. And so that's what Nova is designed to do. So I immediately deviated from the lumen rules, which is role for attacks and things like that. Instead, I just said, No, you're just going to it will work. It's just choosing each round, the thing that is going to help you in that moment, which then plays well with the GM turn where they are now trying to think, Okay, I'm learning what the powers are of these sparks. What can I do that's going to make them have to do with different powers. So they're not just doing the same thing? Again, they're not just swinging their sword over and over. They're not just doing this same thing again. But now I've done something that sort of nullifies it or reduce its effectiveness.

 

Amelia Antrim  27:38  

Yeah, I really liked the when I was reading through it, the concept of not having to roll for those powers, because it does, it does really play into that power fantasy of like, Oh, I'm good at this. Like, there's no question of like, can you do this? I can do it. It's just a matter of like, does it? How much does it help me long term? And like, is this the right choice for the situation? It's not like, am I competent or not?

 

Spencer Campbell  28:03  

Yeah. And that's always been a thing that has frustrated me with with other games where there are these sorts of like, roll to hit thing where you're like, well, if I'm like, a level 12 fighter, I'm probably gonna hit right. Like, I'm pretty good at using a sword.

 

Amelia Antrim  28:18  

Like you would think, right?

 

Spencer Campbell  28:19  

Then you don't. And it's it feels, it feels weird that

 

Amelia Antrim  28:24  

it's like, this is my whole thing. I've trained my whole life for this, like, this is what I do. Why can't I do it? You know? And then it's like, and then why am I not having an existential crisis about that, because it feels like that should be a mechanic to

 

Spencer Campbell  28:37  

me. So that that like that weird dissonance that gets created in the narrative and the fiction at the table, when we have these moments where we know we're capable, and then we just fail, because probability dictates that every once in a while you're going to fail. And so I didn't want that in Nova, I wanted to capture that concept of No, you're gonna you're gonna do it, it's just Is this the thing that you want to do? You've got four powers is this the power right now that you want to use, or just one of your other ones help you in this moment. And so I like to think of it as a more puzzle solving power fantasy thing as opposed to, you're always hitting always hitting because you just have a D 20. And everyone else is rolling de force. So I think that's the thing that makes it unique. The other the other big thing that I talked about a lot with Nova is that I consider characters in Nova to be level 20 characters I consider you to be you're there you did it, you are the robot. And to me, I think about playing Nova and creating and changing your character with time as creating builds. So it's like the like a late game MMO sort of thing where you're like, Okay, I'm max level, what gear do I want and I know we're going to talk about and at some point so I want to dive in, but like that concept of like which mods you choose to change your powers is the that's the plan. Ain't not, I get powerful, it's you are powerful. How do you want to be powerful? Is? All of this

 

Ryan Boelter  30:09  

is tickling my minmax? Brain? Yep. So much. Because like that whole, like, what, what is the best thing I can do in this very specific situation? And then what what choices can I make to, to just up my, my ability and power just a little bit more? And? And how will that help in the future? Because of the based on the missions that we've been going on? And yeah, and what's kind of on the horizon? Oh, that's so good.

 

Spencer Campbell  30:37  

You know, folks will always come up with new interesting builds for sparks that I couldn't possibly have predicted when I come up with when I came up with the mods and everything. And so it's always fun to think like, this is my pyre, and my power plays by a really different way than maybe Spencer had assumed airplanes. That's yeah, I love that.

 

Ryan Boelter  30:57  

Absolutely. So before we get into the terms and concepts, and then character creation, we'd like to talk about the history of the game. So when did you start development? On this? I know you're talking about the 200 word RPG that kind of sparked the, the whole setting and everything. But when did when did development on lumen and Nova actually start then? Yeah,

 

Spencer Campbell  31:28  

so I had to do a little research because I knew that was one of the questions and I was like, when when did I actually start this? It flies and it blurs together because it it is Nova is part of a line of looming games that I sort of created that all kind of created, they fed into each other. And so trying to unravel that nonce idea to do a little bit of research. Mine. So Nova, the concept of what would become Nova. Setting wise, absolutely kind of originates from Mike and I's early talks from that 200 RPG, the concept of what mechanically and what would be developed into Nova came in March of last year. So Oh, March of last year, I was I released a Kickstarter for five hours, which was for what a game called frame.

 

Ryan Boelter  32:21  

Amazing. Fiverr Gigs I've never heard of such as it would

 

Spencer Campbell  32:28  

be kind of nice, actually. Because I don't like doing Saturdays.

 

Amelia Antrim  32:32  

Ya know, like, how do you how do you sleep for that whole

 

Spencer Campbell  32:35  

lifetime? You simply don't. Okay. So I made a game called frame, which was my love letter to Warframe that I created a Kickstarter for it, and then immediately, apparently made the war frame fans very mad. And they basically did a targeted Harassment campaign against Oh, no. So I closed it after five hours, because they had sort of invaded every social space that I existed on online.

 

Amelia Antrim  33:05  

So what did you do that made them so angry,

 

Spencer Campbell  33:09  

they have a deep belief that the property the concept of like exosuits, and things like that is, belongs to Digital Extremes and is theirs and more importantly, that if they tell the company that this random indie RPG guy on Chicago is making something that is an homage to it, that the company will love them, that is a thing that the company wants you to do is be a snitch. And so

 

Amelia Antrim  33:33  

what kind of corporate nonsense is that?

 

Spencer Campbell  33:36  

It was so it was horrible. It was really, really bad. And I disappeared for a little while and why I came back. Like I said at the beginning of this fueled with rage and furious.

 

Ryan Boelter  33:50  

Yeah, and I understand that now.

 

Spencer Campbell  33:53  

Why? And so I did like an interview with Chase Carter at DICE breaker about it and talked, he basically said, like, gamers mean nothing to me anymore. I just, I can't stand the concept of a gamer now because of things like this. And so I I sat down and I said, Well, I made a really cool game frame is a very cool game, and I don't want to just get rid of it. So what can I do with it? Let me strip away all the coat of paint that is going to make the warframe people mad and move in a new coat of paint that is distinct enough that hopefully won't raise any riots against me. Yeah. So in March, I started working on the early concepts of what would become Nova. Because both thematically and mechanically because it was an evolution of what frame was and frame was very much this idea of you are these very cool, powerful exosuit people and you're using powers all the time and you're just spending tokens and resources to do that. And I said, that's really fun. Then we just put a new world and so March is when Nova kind of be began to emerge. And then I realized, I need to codify this a little bit more. And so I in April, I designed lumen. So I made lumen ESRD as a guide for me to go back to Nova. So I said I need I need, I need to kind of understand like, why frame was designed the way that it was because I just I just wrote it. And so I gave it context by stripping out all everything about the mechanics. And I said, this is lumen. Now this is the rule system by which frame and my first game in the system light was made. Now I can use this to build and create this concept of Nova. And so what oh, that's

 

Amelia Antrim  35:38  

so cool. So it was like backwards. And

 

Spencer Campbell  35:39  

yeah, they kind of like it. So like I said, the lumen games fed into each other. Like, technically, the first one is light, which is my homage to destiny, and destiny fans never came after me. They love

 

Amelia Antrim  35:53  

I was gonna say I have friends who are like all about it like so.

 

Spencer Campbell  35:57  

Yeah, so light came about it was it's technically lumen light. But it was before I had even the idea of what lumen was. And so that helped me make frame. And then when I cut it all the way said, Okay, I think I could see the thing I was going for between light and frame, let me transform that into this thing called lumen. And this will be my guide, this will be my skeleton that I can build future games off of. And then Nova kind of very rapidly came came together after that. It just, it just flowed out of me. It was it was a lot of fun to write.

 

Ryan Boelter  36:32  

Absolutely. And that became like the illuminated by by lumen. Yeah,

 

Spencer Campbell  36:37  

it's, it sort of became the the first one that got that, that phrase that that sticker slapped on it. And it like I said, it's kind of weird because the the core assumptions of Luminar that you do roll you're still gonna most likely hit but you're still gonna roll in to me, I was like, no, no, no, I just gotta get straight to the I gotta get straight to the very, very cool power stuff. And so it's been fun to not only see how Nova immediately deviated from Lumina, but how other things did too. And just, I'm always, like I said, I'm blown away with what people did with the system, because it is, I cannot even comprehend the amount of creativity and directions people have taken with it. It's very, very cool.

 

Amelia Antrim  37:19  

I love that about this community. Like there are certainly parts of like gamers in general and the RPG community that are like, but just the the cool stuff that people make, and the way that they take things like SR DS, or even just hacks of games and like, make totally different things that you're like, Oh, you changed one role. And it looks nothing like the thing that I just need. And it's like, the creativity is just It's baffling to me, like I just I want to be able to do that. And I I'm just I'm always shocked and awed at like the cool stuff that people come up with. And the way that they take these things and are like, here's how it applies to like my world. And my fandom and my cool concept. Like it just It blows my mind. It's so cool. It's so

 

Spencer Campbell  38:10  

you know, I got my design start in like hacks and stuff like that. And so like, to me, I understand how important it is to have resources out there that help somebody just jump right into design, rather than saying I need something brand new from scratch. And that's because that's overwhelming. And so a big philosophy for many, many, many of my games is to make it immediately hackable or really easy for you to make your own class or set a pack of monsters or enemies. So people, I still just randomly discover things, like I just go, Oh, here's a slayers class that I had no idea existed, but somebody out there was like, I really want to make a science class based off of blank. And then they do it and I go, Whoa, this is super cool. And exactly like you said, people can inject their own fandoms the things that they're excited about the things that they want to experience at the table. And if I just give them a very malleable skeleton, then they can they can do that.

 

Amelia Antrim  39:06  

And I love that about like indie design, especially that more and more designers are, you know, are putting those studies out there and, and saying, like, please like, tell me about the cool thing that you made. Because like, I know, even making this show, like hearing people have like, you know, like taking one of our concepts and then put it in their own game or you know, that they found something through us was like, I get so excited about that. And so I always like it sucks when there's like bigger companies that are like, you can't put that out there. You can't share that because it's part of our game. And then all of these indie designers are like, no, please like, tell me about the cool thing that you did. Like I want to see what you do with it. Because that's like my favorite part. Like any kind of creative project is like knowing that it inspired somebody else. Yeah. And so I love that about the indie space and about the stuff like that you're doing and other people are doing with those kinds of things and saying like, please like tell me the cool thing. Tell me about what you did because we just like all want to have a moment of like excitement together.

 

Spencer Campbell  40:05  

I love it the I've been very fortunate to be part of some very cool communities in the indie RPG scene that just truly fuel one another. It's just, it's, it's very nice in it, it made it so much easier and approachable for me to even begin, you know, considering getting into design when I found people who, who build you up immediately and say, Hey, this is the thing that you're really interested in, you should go talk to this person, because they are also really interested in this thing. And then you find the people he made the things it's great.

 

Amelia Antrim  40:39  

Yeah, and I'm I'm glad that like you've had, it seems like the total opposite experience now with lumen and Nova that you had before. And that you're that it didn't totally like ruin game design for you. Like would have been so sad like, because I like looking at the things that you've done since then, like that would have just been like, heartbreaking. And I hate that, like, that happens for so many people. Like there's so many people who don't come back from that, you know, and it's such a bummer. It's such a bummer that like there's so many people who've had it ruined because people are garble.

 

Spencer Campbell  41:13  

And just to echo that sentiment of community, I had so many very close friends that I had made who are in the, you know, fellow indie designers, and the amount of outreach and support that came from them, you know, privately, when I stepped away from anything was just incredible. Like I wasn't, I wasn't just like, oh, yeah, I'm going away, and just some random guy who's going away. It's, you know, a lot of people were very kind and that that helped. But I am also very spiteful person. So I was the likelihood that I was going to just definitely be like, No, I'm, I guess I'll just go away. No, I had to, I had to do something. So

 

Amelia Antrim  41:56  

I appreciate that. We are super close to starting our character creation. But before we do that, if we can go over some terms and concepts that you think people might need to know, I jotted down a couple as I was like looking through and trying to pick what kind of character but if you have any others that you you wanted to talk about before. So before we start so that people can follow along. So

 

Spencer Campbell  42:20  

aluminum character is generally just a handful of components. One of those components is are these three things, your attributes, a concept of lumen is not that you have skills that dictate what you can do. The assumption, again, is that you, you can do pretty much anything because you're very capable, powerful people. So what's more important is how you do things. So there are three attributes that typically describe approaches to how you might accomplish a task. And so in lieu are in Nova, they are sun, moon, and shade Sun describes anytime you're doing something very powerful, sweeping, but also like highly emotional, Moon is going to be your quick reactive sort of stuff. And then shade is going to be your slow, methodical, practiced sort of approaches doing things you can think about these both in and out of combat. So those, those are the way that you approach things. They also sometimes are linked to some powers. So some powers do damage for example, equal to your son. So if you look at your powers, and you go, Oh, this one's linked to son I might want to put a lot of points into Son so that I really hit hard with this power. That's that's a thing to consider. The other maybe like stat so to speak, that you have or you have health and fuel health is health. When you when you reach zero. When you reach zero, though, the difference in Nova is that you don't die, you actually activate your supernova, which is basically a failsafe that your suit has, which is an unbelievably powerful attack that your suit does to bring you back to life and usually devastates everybody who was a threat around you. So you stand right back up next round, after having sort of leveled the battlefield. So going to zero is not the end of the world. In fact, I have played with people who strategically get themselves to zero on certain points because they know this is the time I need to activate my supernova. So I'd be one of Yeah, so health is that fuel is your other thing which is it is it's just a resource that you spend to activate your power so anytime you want to use a power you spend one fuel to do it all powers cause one fuel and doing that just lets you do the thing on your turn. Both of those are also constantly being recovered in combat. It's like I said, this is very inspired by video games, you know, enemies and video games when you kill them, like drop health and ammo. That happens in lumen. So when an enemy dies, there's a chance that they will drop fuel and or health for you to pick back up. So you are meant to just kind of keep going and keep going so you're not worried about spinning up your fuel because Keep taking out some enemies, you're probably gonna get some more fuel back. So those are kind of your stats, otherwise your character has a set of powers, they have a passive power, which is just there to sort of give you a sense of what your your role generally is in the battlefield. So, for example, pyar just does damage to somebody that they're next to you at the start of every turn that lets you know that pyre wants to be next to people, so that they can hurt people. And then you have four active powers. And these are the things these are the buttons that you need to push during your turn. And these are the things where you go, which of these four powers do I want to do on my turn, and they they're typically in the range of doing some sort of damage across the field, but not necessarily there have also some classes that are in the realm of support, or tanks, or you know, more than crowd control stuff. So you look and think which power helps me in this moment. Those are the concepts of what makes up a spark, I think the other thing that might help is the idea of the ranges. So when you are, you know, these powers are defined by how far away something is. So things can either be close near far, in terms of like, who they can target, because like I said, this is all done with theater of the mind, rather than measuring out squares on a grid or anything like that. So those will be some key words to also be on the lookout as you're thinking about your powers level, because that will help you understand like, oh, this person seems like they want to be up close a lot, or this person tends to stay stay back. And they're mostly at that near and far range with their powers.

 

Spencer Campbell  46:40  

The last concept are your mods, like I said, it's about builds in Nova rather than leveling up. And so you have a suite of different mods that during character creation you can choose from, and you'll just keep getting more of these as you play. Some of these mods are just designed to be persistent, they are just there to give you like small little balloons, so little bit of health, you know, permanent increase to health or any of those attributes or anything like that. And then there are power mods that you can slot into your powers. Some of them are designed to help a specific power and then others are just something like plus one harm, you plug that into any of your powers and any harm that that power does now does more harm or plus one range of power only hurt people at close range and you slap that mod into it. Now it does the same effect at close and near. So that's what I mean by like you create the bill, you create the way that you function on the field that fits your vibe and also what the your party needs. If if you suddenly realize you're all up close and personal you go okay, maybe I will take a range mod so that we can deal with something that's not always directly in our faces all the time. So

 

Amelia Antrim  47:52  

yeah, I love that they're super easy to it, that they're they are just like, okay, it does this now and it's like, cool. A little note that's like this, this is plus one and like, you know, they're super easy, easy to slot in and like, not have to look up 800 different thing. Yeah, I hate I hate advancement in games where I'm like, Okay, now what do I take? Where does it go? You know, like, I can only increase 15% based on where I bought this skill, Ryan.

 

Spencer Campbell  48:22  

The goal is for in the mods to not have to learn a bunch of new key words or new elements to the game. But for these mods to enhance the core rules that you are you become familiar with, and then a matter of just tweaking your experience by shifting and changing mods throughout your sessions to go like, Okay, I was playing with a lot of range, but I think we're like good on range. And I think I just want to hurt, like, I want to hurt more. So I'm gonna try to like do more harm or I'm actually burning through my fuel a lot. So I'm going to take the mod that like doesn't cost this power doesn't cost fuel now, and things like that, so that you can just find the find the way that your spark will shine as brightly as possible out in the on the missions.

 

Ryan Boelter  49:05  

Very cool. I am super excited to dive into this and see what sort of sparks we create and, and everything. So are we ready to bake some people?

 

Spencer Campbell  49:17  

I am ready. Let's make some people.

 

Ryan Boelter  49:20  

I'm excited. There's a lot of options. Mm hmm. What what I guess for for myself and for the audience, what are our options for our spark

 

Spencer Campbell  49:34  

matches, I do like a quick quick pitch of the spark options just

 

Amelia Antrim  49:38  

if you can do like a quick like sounds or two about each of the choices.

 

Spencer Campbell  49:42  

When I when I created the sparks. I came up with the first four and then the next four came after that. And I've described them in law in the book as wave one and wave two where wave one was designed practically we need these sort of sparks for these sorts of things and missions and then wave two was now let's get weird. And so you'll We'll take a twist in the second half of the SPARC options. So pyar is going to be your in your face fighter, big flaming sword. They love to get up close and personal. So if you'd like a kind of an aggressive fighter pyres, your choice score, which is going to be your sort of caster equivalent, so they summon fire from around the field, they do a lot of sort of, like manipulation of the field to can can play a slight control or support role through that. So you'd like your wizards scorch Warden is your tank, big beefy tank, slams on a shield protects friends, literally bull rushes around the battlefield, knocking people around, so if you'd like to be a bully Warden, and then there is the Voyager spark and Voyager is the scouts the Pathfinder their whole thing is about marking enemies to help amplify your your your allies in combat or to just generally do like weird trickery, like throwing down holograms and swapping people around and things like that. So if you like a kind of a light range supportI roll, or like a more crowd control role voyagers for you. So those are like the practical ones, and then it got weird.

 

Amelia Antrim  51:21  

This is where the plague

 

Spencer Campbell  51:22  

robot specifically designed to do like damage over time builds. So they start by infecting enemies at the beginning of the fight and then they try and spread it and speed up the infection throughout the fight. Grimm is the Necromancer robot. They literally as as Eddie depicts in the art, stabbed these sort of like shards into bodies on the field and reanimate them and control thralls.

 

Ryan Boelter  51:54  

Just like its creams, Amelia,

 

Amelia Antrim  51:57  

it is so

 

Spencer Campbell  52:00  

weird when I was like, Okay, I felt like the kind of the core cotton's drifter is the mobile arsenal. They are fantastic. They're they're sort of a jack of all trades. They have a power that handles each range and also are linked up to the attributes. So you really play around with build customization with drifter, I think almost more so than any other class. drifter is also just very powerful. Yeah. Then you have sanguine, which is the vampire robots. So

 

Amelia Antrim  52:33  

also strongly considered why this was the virus like compared

 

Ryan Boelter  52:37  

why not have

 

Spencer Campbell  52:37  

a robot that is not only powered by the sun but by blood. sanguine specifically is about also spending some of your own health to get amplified versions of your powers so you're spending fuel but also if you want, you can start to spend health because anyone can also do a lot of like stealing health or moving health around and things like that. They also literally turn into a cloud of bats and fly around which I think is pretty cool.

 

Ryan Boelter  53:03  

There's your blood magic.

 

Amelia Antrim  53:05  

No, no,

 

Ryan Boelter  53:08  

that's tough choices.

 

Spencer Campbell  53:09  

Those are all the sparks and then Eddie wanted to do one more very cool one and we we raise the stretch goal money to make infernal which is literally the devil. The devil as my you know, my favorite thing about infernal is that if the supernova effective and fertile ever dies, everybody around Furnell gets dragged down to hell with them. So, they are just mean, just me mean in the devil. This

 

Amelia Antrim  53:41  

also considered this one.

 

Ryan Boelter  53:42  

Amazing, so yeah,

 

Spencer Campbell  53:44  

it has been it has been a lot of fun, like conceptualizing the like the lore, so to speak of Nova and you know, in my in my own headcanon voyagers were the first sparks because we needed to scout out the area around us and then we built pyres to defend the Voyagers. And then we realized we needed like, wardens to protect the pirates because they got themselves in trouble. And then this, this score existed and we're like, okay, we did it. And then humanity got weird and creative. And we're like, well, we have the power. Let's make the vampire robots.

 

Ryan Boelter  54:17  

What, let's see what else we can do. And so

 

Amelia Antrim  54:20  

we do that. Yeah,

 

Ryan Boelter  54:21  

that's exactly what we would do. And that's amazing.

 

Spencer Campbell  54:25  

So that's, that's a quick rundown of the nine sparks that are in Nova. Oh, so good.

 

Amelia Antrim  54:31  

Do you have thoughts Ryan?

 

Ryan Boelter  54:33  

I do have thoughts or thoughts. Okay, so I'm assuming that you're gonna go grim, Amelia?

 

Amelia Antrim  54:45  

Yeah, I do have to say it was a really difficult choice. Usually when we do these things. There's very clear like this one is the dark magic one. And that was I had to choose

 

Ryan Boelter  54:58  

Jason ones here. Yay.

 

Amelia Antrim  55:00  

Oh boy no

 

Ryan Boelter  55:02  

but you know I don't know Spencer if you had one in mind for yourself

 

Spencer Campbell  55:08  

I kind of bounced back and forth my you know my go to if I was playing this on my like you know campaign I would be such as a scorch person I'm a like a wizard Dean casters sort of thing and also scorch has a has a dipped into a little bit into support and I actually really like playing support characters. But I think that's very much on Brandon what I would normally do so I'm trying to think of what would Spencer do if he broke out of his shell and tried something different so I feel like I'm looking at sanguine because I feel like I don't look at sanguine enough as a spark even though I just love the concept of a vampire robot. I think I think that's what's drawing my eye right now.

 

Ryan Boelter  55:53  

Okay, oh, that's very interesting, because that's when I was looking at

 

Spencer Campbell  55:56  

Oh, well, then I will gladly step aside because I am also very interested in pi. So

 

Amelia Antrim  56:03  

then we can play the three that I wanted.

 

Spencer Campbell  56:05  

Three, three.

 

Amelia Antrim  56:09  

There were like four that I wanted to shoot because I looked at the infernal too, but I also looked Ah, so we can be the the team Amelia. Yeah. It's all about me today.

 

Ryan Boelter  56:22  

Everything's coming up, Amelia.

 

Spencer Campbell  56:24  

I said that like all this stuff at the desk is spooky and scary, but I think the dust will be pretty spooked and scared if they saw like a necromancer robot, vampire robot and a plague doctor robot. Thankfully, yeah, they're pretty spooky, too.

 

Amelia Antrim  56:39  

We'll say over here.

 

Ryan Boelter  56:41  

Amazing.

 

Spencer Campbell  56:42  

So yes, first first step is making a difficult decision of which bark draws your eye. And so it sounds like we we have, we've accomplished that. So I truly believe that that is the hardest part of character.

 

Ryan Boelter  56:56  

Wonderful.

 

Spencer Campbell  56:58  

The next thing to do is to start programming your spark. So those stats that I mentioned earlier, the attributes and your health and fuel, we determined those things, so you don't come preloaded with an attribute range. But instead, all three of our attributes sun, moon, and shade all start at one. And I should clarify what these numbers mean. Anytime you do something that is described by those attributes, you roll a dice pool of D six is equal to that number, and you keep the highest one. So the the more the higher the number in the attribute, the more dice you roll, meaning the more likely you get to keep a high number and get some good success on what you're accomplishing. So we start with one in all of those things. And then we have four points to allocate across those attributes. How we see fit during this process. The one rule is that you can't have an attribute that is more than four points. So you can't dump all four points into son or something like that. You have to at least dip a little bit into another attribute.

 

Ryan Boelter  58:01  

Okay. Okay. So what does each one do? Or is it dependent on what abilities you're using

 

Spencer Campbell  58:07  

definitely depends on the, the the spark that you chose. So some sparks are very dependent on their attributes where a lot of their powers are linked to attributes. So when I when it comes down to doing this step, I oftentimes encourage people to look at your powers. And just First things first, do you see the word sun, moon and shade popping up in powers or mods where like they do, it deals that amount of harm, or hits that many people because that immediately lets you know, okay, that's a cool sounding power. And it also tells me, I need a lot of moon. So I should put, definitely at least put one more point in to moon. Other sparks that doesn't, that's not really the case. And they're just all flat numbers. And so you can think more so about these attributes being how you accomplish everything outside of combat. So like, let's say, for example, you're trying to hack into a system, you would use sun to brute force your way into it, you would use like shade to do like a very slow, methodical process of like trying to crack the password, but you know, that you might run out of time. And then Moon is like the vast hack sort of thing where you use like your intuition to try and guess the password based off of like context clues. So these attributes dictate your actions largely outside of combat. So you can if your powers aren't linked up to them, you can think, okay, am I acting like, really powerfully? Or am I acting really, like quickly? Or am I more of a slow, methodical sort of character wanting to doing stuff outside of time, right. So yeah, my my recommendation is to just take a look at your powers. First things first, see if those attributes are called out. And if they are, maybe consider throwing some points into it. We don't have to. And then, and then, you know, beyond that, just thinking, do I want to be strong? I don't want to be fast. Do I want to be

 

Ryan Boelter  59:54  

practiced? Yeah. All right. So yeah, I'm looking at my saying greens powers and there is a lot that for the sanguine especially is is dealing with, you know, Poli, lifeforce and moving health and harm around and all that sort of stuff.

 

Amelia Antrim  1:00:18  

You just have the word blood.

 

Spencer Campbell  1:00:19  

You're a weird blood vendor, essentially. Yeah. And

 

Ryan Boelter  1:00:23  

so yeah, so I see okay, so here's the trans for health equal to your son deal harm equal to your shade deal harm equal to your moon, depending on the power that I've gotten there. Oh, that's interesting. So you

 

Spencer Campbell  1:00:36  

know you have access to all four of those powers at all times in combat. And so you look at them and you think like which 1am I going to be using more or which one really calls to me a lot and if so, I'm going to put you know if the one that's linked to shade like maybe I'll put one or two points initiate to that since I know I'm going to be relying on that button a lot pushing that power. I can be real effective with

 

Ryan Boelter  1:01:00  

it. Yeah, what is the blood effect like says blood effect on

 

Spencer Campbell  1:01:04  

Yeah, so for Sangli sanguine is passive is that if you spend one of your health when using a power, you get to activate the blood effects, so does the Amplified version of that power. So like transfusion only usually allows you to move one health between things but if you actually spend a little bit of your own blood, you can move some amount of health and if you've got four points in sun, you're moving for health around so you're very good at healing or you're just putting blood in one person and taking it from another.

 

Ryan Boelter  1:01:38  

This is delicious. I love this. Okay.

 

Amelia Antrim  1:01:45  

Delicious

 

Ryan Boelter  1:01:48  

All right. Ah, it makes me want to have foreign all of them. Yep.

 

Spencer Campbell  1:01:56  

And you know, each each spark you'll you know, we'll eventually get to this part where you're choosing mods there, you'll have opportunities to add to your, your attributes. So for example, saying we can eventually get plus one two, sun, moon and shade so you know that you'll be able to boost boost them a little bit. But yeah, a big part of it is just thinking, what's what's the thing that really caused me right now in this moment?

 

Ryan Boelter  1:02:18  

That's amazing, like this siphon ability deals one harm to an enemy, and you gain one health. But if you spend a health it affects all close it means you just jump into a pile and exactly just have fun.

 

Spencer Campbell  1:02:34  

Yeah, and then the term before that, you you jump into the pile of enemies by turning into a swarm of bats, flies into a group of enemies and then you steal all their health. Ah, oh so good. Saying gleans supernova, they turn into a steel coffin, and then they they resurrect by appearing nearby somebody and then immediately activating that Siphon Power that you mentioned. So you'll come back and just start stealing health right away, you're like you I feel like

 

Amelia Antrim  1:03:06  

I think I because nine don't really key off of anything in particular. So I just figured I would start by deciding on like, how I personally feel like I want to do things. So I just I have my son is two, my moon is two and my shade is three cool, including those like initial three.

 

Spencer Campbell  1:03:23  

Yeah, and a quick a quick cheat to see if you've, if you've got it is if the sum of your attributes equals seven, you've done it. And this is a helpful trick that I use.

 

Amelia Antrim  1:03:33  

I had to think about it too. I was like, Okay, if it was one and then one and then one and two. Like it shouldn't have been that hard. It does. You're right only go up to seven and nope,

 

Spencer Campbell  1:03:42  

sometimes sometimes sometimes we just need a quick trick. My pockets I imagine them as not particularly very strong individuals. So they just have the one in sun. And I just put a split my other points between moon and shade. So they're kind of a they can be quick on their feet if they need to be but also very practical and slow, which like a slow methodical, but also fast acting fast acting thing feels very on brand for a virus themed class.

 

Amelia Antrim  1:04:12  

Yeah,

 

Ryan Boelter  1:04:14  

I think that's what I'm gonna go with. Yeah, I went I went three sun to moon to shade cuz that three sun really helps my transfusion ability so I can kind of see myself a little bit as a macabre healer

 

Unknown Speaker  1:04:32  

of the group. Yeah,

 

Spencer Campbell  1:04:34  

exactly. I love sounds amazing. Call to watch. Yeah, like that.

 

Ryan Boelter  1:04:45  

Oh, this game is just so good. Almost everyone that hears about this game seems to get inspired to actually create a power fantasy game of their own for a different genre. Myself included. One guest What genre I went with. But before we let you go for the week, just a couple calls to action and Patreon shoutouts. First up, if you haven't checked out our Patreon lately, we've got some really cool things on there. Our latest offering is a video recording of our broken actual play that Amelia and I were able to do in person broken is of course, the two player tragic romance RPG by Ben Wallace that we covered in a spotlight episode not too long ago, it was really a fantastic time. And we had a lot of fun with it. And it really proved out how well my new studio was with recording for a couple of people. So really, I think Amelia and I are going to try this again, as soon as we are able to because there's a lot of good games that we could probably play together. Coming up soon, we have a few more pieces of bonus content, which I'm really excited about. All available at the side quest level and higher that I think you'll all really enjoy. You can find out what is offered by going to patreon.com/character creation cast. And speaking of Patreon perks, one of those perks is us personally thanking you every episode until this list gets big enough and we have to split it up between episodes. So without further ado, flying solo here, thanking everybody. Thank you to our first patron, Lieutenant for your continued support. Eric bonds thank you as well for your support. David, aka tag grant Soros. Thank you, Matt Newton. Thank you as well. Darryl Holliday, the second thank you for your support, and all the great comments on our Patreon posts. We really appreciate those Shittim cavalla Thank you. Caleb aka the shyest barbarian. Thank you so very much for your support. Benjamin Sweeney, thank you as well. Laura can MC NS they thank you so much robbed Fletcher. Thank you. And Kevin Brown. Thank you so very much. And thank you to all of our future patrons, we wouldn't be able to make this show as easily without your assistance. And we really truly appreciate your generosity. That's all we have for today. Tune in next week where we finish our phenomenal character creation for this game with Spencer. It was so very good. Until then, take care of yourselves. Stay safe, drink some water, treat yourself to something nice. Don't forget to breathe and keep making those amazing people. We'll see you next time.

 

Amelia Antrim  1:08:24  

Thank you for joining us for part one of this character creation series. We'll be back in part two picking up right where we left off.

 

Ryan Boelter  1:08:31  

Character Creation Cast is a production of the One Shot Podcast Network and can be found online at www dot character creation cast.com until the website to get more information on our hosts the 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 cast.com I one of your hosts Ryan boelter and I can be found on twitter at Lord Neptune or online at Lord neptune.com Our other hosts Amelia Antrim can be found on twitter at ginger recommend. Music for this episode is used with a Creative Commons license, or with permission from the podcast the originator from further information can be found within the shownotes 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 Ryan boelter are their information for the game systems using 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 episode, extra outtakes and much more at patreon.com/character 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

 

Ryan Boelter  1:10:17  

now we got to read some show blurbs show blurbs. Show show blurbs. Character Creation Cast is hosted by the one chat Podcast Network. If you enjoyed our show, is it one Chad podcast.com, where you will find other great shows like system mastery.

 

Amelia Antrim  1:10:37  

System mastery is a delightful stroll through the history of role playing games. Except the games are terrible and the hosts are real jerks about everything. Join hosts Jeff and John as they explore the weirdest games ever made to talk about what worked what went wrong, and which silverhawk was the best. It was Hartling don't even add us find their show system mastery podcast.com Or one shot podcast.com

 

Transcribed by https://otter.ai