Anim's speaking style is quite engaging, I really like it when he does in-character voices. Both these podcasts are personal favorites, so get to it. Lots of good stuff there.
Anim5 went to the 2007 Gen Con as a picture placard. Can't honestly say that's ever been done before or since. Well done!
Now, on with the interview!
Otyugh Talk: Do you read the rules for games you play or do you learn the rules from playing with the group?
Anim5: I read the rules in every case, but come closer to learning them during actual play. Even when I took on GM'ing "Swashbucklers of the 7 Skies" despite considerably MORE effort and study of the book, it was running through the mechanics in real time with the group that brought me closer to understanding how they worked. ( I'll repeat here though . . . figuring out the rules for S7S by trying to gathering them all up from all over that text was like tweezering buckshot out of a baboon's backside.)
OT: What two genres would you like to see in a genre-mash game?
A5: I would like to see a mash up of the "Ghostbusters" style game - and reality TV... as broadcast in the afterlife to a viewer base of . . well . . the dead. A game like that would have NPC's being the ghost hunters and the Players as ghosts who have to keep them from getting anything like definitive proof . . ( Damaging equipment, draining batteries, causing fainting spells etc. . . ) and running away from The Cameras of the living. :D
[Ed. Very cool!]
OT: Otyugh crushes Rust Monster. Then what happens?
A5: Lizard poisons Spock.
Thanks for the interview, Anim!
Stay tuned for more interviews! Until next time......
I'd been playing RPGs for 6 years at this point. I'd read The Hobbit and LOTR, the Wizard of Earthsea and the other books in that trilogy, and more.
A book titled Dragons of Autumn Twilight came out, written by Margaret Weis and Tracy Hickman. Neither I nor any of my gaming friends recognized either name. We all knew Gygax and Arneson and the other folks at TSR but these two? Who the heck were they?
But we all read it and played the modules through and through, and then read every single book that came after it. The Dragonlance setting was born and has generated tons of novels and game supplements and game play.
30 years later, Margaret Weis has no problem being recognized.
I argued with Judd a while ago about fudging die rolls. He said on one of the Sons of Kryos podcasts that if you are fudging rolls, then the system you are using isn't working for you (he said it much better). He knew it was a controversial statement when he said it and when I had the opportunity, I emailed him about it. And then I started thinking about it and I've come full circle: now I roll in the open and my players take the dice as they fall.
And yes, that leads to some very nervous situations....
That, to me, is the mark of a good gaming podcaster, one that makes you think about how you are playing your game.
I was glad that Judd took the time to answer some questions.
On with the interview!
Otyugh Talk: As a fan of the Sons of Kryos, do you have any plans to get the gang back together and re-boot the podcast?
Judd Karlman: Thank you, I'm flattered that anyone remembers our show. When we first started the show, Jeff and I knew that we could keep the show going for as long as we continued to game regularly, Storn joined and strengthened that with his own broad gaming experience. Right now, none of us are gaming like we used to, our lives are just in very different places. That said, who knows?! Life is long and strange, gaming isn't going anywhere and Ithaca has a strong pull on all of us - never say never.
OT: You're in a game shop and you pick up a new game that says "this game will change gaming forever" on the back cover. What should that game include in order to change gaming forever?
JK: In order to change gaming forever, before anything else, it has to inspire me to play it. It has to fill me with a burning desire to get home from a long day of work and gather my friends to play or set aside a precious weekend night to dedicate to pursuing this game. That isn't easy.
[Ed. I have noted that "game changer" is often bandied about in all industries]
OT: How would you incorporate an Otyugh into The Dictionary of Mu?
JK: Demons in the Dictionary of Mu are a part of the history of Marr'd. Maybe the original denizens of the dying planet are the Otyugh? Who knows! Oghma, son of Ogham might write it up like this: Otyugh: Foul creatures who kill the unwary making their lairs in piles of human offal. See also, Politicians.
[Ed. Now to find a nice pen to write that in my copy.....]
I've known and gamed with Glenn for nearly a decade.
Mark Woodside brought him into our game group and he joined our coterie of GMs (yes, his initials, don't think I've missed that) running such games settings as Marine Fighter Pilots during the Vietnam War, Classic Star Trek, Fringeworthy, and Abram's Star Trek reboot.
Three things I can tell you about Glenn:
He's the guy responsible for bringing Savage Worlds to the table. Yay!
He's the gun-bunny of the game group.
Finally, there's always one: he is, without fail, the guy at the table who is going to roll snake-eyes. Often rolling poorly repeatedly.
In addition to being a good friend and excellent gamer, he's also got a bunch of good stories, including gaming stories (If you ever run into Glenn at a game convention, ask him about "I wack the priest").
Glenn kindly answered questions for Otyugh Talk:
Otyugh Talk: Have you ever played a character out of type and how did that go?
Glenn Moore: Well. I've played a gay psionicist in a Savage Worlds Fringeworthy game and a black cop in "Witchcraft". Both allowed me license explore character behaviors which would have been out of type for other characters.
GM: Savage Worlds. I had been at a place where I was not looking forward to gaming due to one of the players being a subject matter expert with the current system. I hunted for another system this player knew nothing of with which I could run my games. SW was not my first system, but it has been with me since I discovered it in 2005.
[Ed. As I mentioned above, Glenn introduced Savage Worlds to our game group and it's now our system of choice]
OT: What would be your "elevator pitch" for an Otyugh-themed adventure?
GM: Gentle Ben meets The Expendables, where an Otyugh is convinced to assist a rag-tag group of freedom-fighters for hire to assist in the overthrow of a despot and earns the love of a child in the process. I'm interested.
I don't remember if I listened to him on AGC first or the Actual Play podcast The Rolemonkeys first. It really doesn't matter. If you missed The Rolemonkeys, you missed a great podcast, though there are two websites dedicated to them (1, 2), with a few episodes still there. I am missing a bunch of them, like the Vegas After Midnight session(s), but I'm pleased that I have some of them still on my computer.
Besides his successful AGC podcast, his other long-running podcast is another Actual Play group called The Gutter Skypes. With over 130 episodes, they play a whole bunch of good games, games that have inspired me. Yes, they play RPGs over Skype and record it. Another hearty recommendation.
Mark was kind enough to sit down with us and answer some questions.
Onto the interview!
Otyugh Talk: What scenes in games are you completely done with and is that because you've already seen the best or worse example of it?
Mark Kinney: I've started to tire of the travel scene. I made a couple of attempts to do an "agents of King Arthur sent to investigate rumored evil in the Byzantine Empire" game (as once suggested in Ken Hite's excellent Suppressed Transmission column back in the old days of Pyramid) and I'd intended the voyage there to be an opportunity to gather allies. Instead, things would bog down halfway there, and neither attempt really ended up working. Next time, if there is one, I'll likely come up with specific scenes and hand wave the rest.
[Ed. I, too, recommend Suppressed Transmission by Kenneth Hite. First published in Pyramid magazine, then compiled into two books published by Steve Jackson Games. It's available in PDF format here and here for the low, low price of $8 each!]
OT: What game is the dirty little secret that you love to play?
MK: I've usually been pretty open with my gaming, but I suppose if pressed, I'd always wanted to make a game of Kult work.
OT: What's your favorite monster, after the Otyugh?
MK: I remember, back in the olden days, seeing that cover of the Fiend Folio with the Githyanki on the cover, and it fascinates me to this day.
[Ed. Githyanki are a favorite, as was the Fiend Folio – that full page illustration of the Grell was very cool]
Otyugh Talk: Have you ever GMed a game where you gave each PC everything they wanted and more problems for the PCs came from it?
Erik Tenkar: Never happened. The closer I've come to giving PCs what they truly wanted, they've always found they've wanted more. It's like a never ending trip around the hamster wheel.
OT: What original tools do you use at the table when you play with your group?
ET: These days, 100% of my gaming is via G+ Hangouts / Roll20, so much of my tools are those new fangled "virtual" tools. So really, there isn't much in the way of "original tools" that I introduce to my gaming sessions, unless it's silly accents. The accents probably annoy more than they entertain, but there you have it ;)
[Ed. my group uses G+ hangouts and Roll20 and they work really well together.]
OT: We have original and Neo Otyughs. What other forms of Otyughs would you make?
ET: I'd probably add Neon Otyughs and Pastel Otyughs - just think of the color combinations :)
[Ed. The dreaded Pastel Otyugh will have to appear in one of my games now]
Erik, thank you for taking the time with Otyugh Talk.
Mark Woodside is a good friend and we've gamed together for over a decade, playing Savage Worlds, GURPS, BESM, Call of Cthulhu and more game systems over the years. We are both great fans of H.P. Lovecraft, Call of Cthulhu, urban fantasy author Charles deLint and Changeling: The Dreaming.
So it comes as no surprise that Mark is the author of Marchland, a Savage Worlds urban fantasy setting book (and also the owner of Hearthstone Games). A second Marchland book, Uncanny Roads, is still in the works and will be available soon (as a completist, I am looking forward to this).
Mark ran the first Marchland adventure for us back in 2010 (you can read about the three sessions here 1, 2, 3). It was a great game and my PC, who had the hindrance Doubting Thomas, spent the whole game disbelieving that magic or the Fae world existed. By the end of the game, he had became the town's first resident dragonslayer, not that he actually believed dragons exist. Naturally, I was hooked on the setting.
Mark then spent the next couple of years developing the setting, writing, play-testing and finally coming up with a complete color book with evocative art and everything. Check it out, it is very cool. I snapped up a copy of Marchland from Mark and played in a Marchland game last year at Dragonflight.
Earlier this year, I asked him if he was interested in playing in Marchland instead of GMing it (hey, what author wouldn't want to, right? ) and so I ran a game for the enjoyment of Mark and our group.
Marchland: Internal Affairs had each of the PCs as cops in the Internal Affairs department of the Brighton Bay Police Department. Since there's not much police corruption going on, someone in City Hall is using the IA officers as investigators of the "strange and unusual" events going on around town.
Mark created a good background in the setting and I carefully selected sections of that exquisite detail to add to the game. I ran M:IA for a half-dozen sessions and the group faced some pretty interesting challenges. The first 'season' was a success and now I have plans on a second. Maybe I'll write up the game for my other blog sometime.
On with the interview!
Otyugh Talk: What scenes in games do you want to see more of and what is the best example of it?
Mark Woodside: I'd like to see more written about the transition from the "normal" world to the "fantastical" world. I put both of those in quotes, because they are very relative terms in gaming. So what do I mean by this? First, I'm a big fan of Christopher Vogler's "The Writer's Journey". You should read it. It brilliantly translates Joseph Campbell's "Hero With the Thousand Faces" into a guide for incorporating the hero's journey into story. The RPGs we play are entirely derived from these kinds of stories, yet we leave out some of the most impactful parts of the journey. Once the call to adventure (read the book) has been accepted, we GMs tend to gloss over the transition and go right to "Roll for Initiative". I'm as guilty of this as anyone, however I crave the opportunity to try a more extended transition in my own games. Describing the transition in detail, reminding the players that they are leaving their community and it's support structure behind, emphasizing the shift from familiar to unsettling isolation - these things increase the tension and the drama of the game. You can be sure that this type of gaming isn't for everyone. Some players and GMs just want to kill the orcs and loot the bodies. There's nothing wrong with this. Some of my favorite game experiences have been old school dungeon crawls. But for some, there is greater opportunity for group storytelling that just might create a deeper and more satisfying game experience.
Lastly, not all systems are created equal when it comes to this type of gaming. Story games that encourage players to create their characters in-play would probably work better than systems in which characters are entirely generated pre-game.
OT: If you were paid big bucks to create a new edition of a game, which game would you want to revise?
MW: That's a tough one. Can I do two? OK, just one. I would revise The Whispering Vault. It's a wonderfully dark, moody fantasy game that for its time (early 90's) is pretty revolutionary in terms of system, style, and theme. By default Whispering Vault is a modern fantasy setting. However, games can take place in any historical period with little adjustment. Players too can be of any time period or locale and there is a lot of freedom for personal expression in character creation. It's also the only game that I'm aware of that attempts to adapt the hero's journey to game play. One change I would make is to incorporate the deep character backgrounds of the Nephilim RPG. See what I did there? I sneaked in the other game I would revise. I just can't be trusted. Both of these games are available as PDFs online. Whispering Vault through Paizo, and Nephilim through DriveThruRPG. Please don't pirate them. They're worth the price.
OT: How would you incorporate an Otyugh into Marchland?
MW: The Otyugh would definitely be a creature of the Oubliette. I envision a series of trials in which several Otyugh and the PCs are trapped in a series of mazes. The PCs must collect gems to be used as tribute for the Saffron Queen. Randomly scattered about the mazes are artifacts that temporarily drive the Otyugh into a blind panic during which they flee from the PCs. This is only a temporary reprieve however, so the PCs must collect all the gems before the Otyugh catch them. :)
[Ed. hmmmm, I must use this in our next Marchland: Internal Affairs game.....]
Thanks, Mark, for answering these questions. See you next game!
She's edited game books (I don't recall which ones, but she's mentioned them several times on AGC) and has a fondness for libraries.
She also loves Changeling: The Dreaming. It's the game Carol cut her GMing teeth on. A one-shot that was supposed to last one session lasted many, many years. She's mentioned it a lot on AGC.
Carol was kind enough to sit down with Otyugh Talk.
Of course I had to ask her what other genres she liked besides urban fantasy.....
Otyugh Talk: You've talked extensively on All Games Considered for your love of Changeling: The Dreaming, so we're well familiar with your favorite urban fantasy game. So let's switch genres: What is your favorite historical game and why?
Carol at AGC: Well, I'm rather fond of Victorian/Steampunk. Games like Victoriana, Victorian Lost, Space 1889, and Widening Gyre are all fun settings. Why? There's a lot of fiction that inspires my roleplay. Fiction that draws me in also gets my imagination going, thinking "what else could happen in that world?" That's where the RPGs come in. Books like The Importance of Being Earnest, To Say Nothing of the Dog, Stardust, The Ministry of Peculiar Occurrences series are ones that I re-read all the time (I'm a backer of the upcoming RPG set in the Ministry world as well). I realize that Steampunk is pretty much period urban fantasy, so perhaps that is why I'm also drawn to it.
OT: Do you reuse special NPCs for your games and which ones stand out in your mind?
CAGC: Reuse NPCs? Hm. Not really. I have favorite NPCs from the games that I've run. Most recently a White Court Vampire Virgin from House Skavis who spent most of the Dresden game I ran trying very hard not to turn. The PCs were helping him with that. When his girlfriend was killed in front of him, he rounded on her killer and made him feel so much despair that he killed himself, thus becoming full vampire. He now tries to keep some distance between himself and the PCs in order to protect them from his Hunger, but at the same time knows that their friendship helps keep him from killing anyone else. He is studying to be a social worker. It's a perverse way to feed - as he draws the despair of his patients to the fore he tries to help them deal with it and eventually heal. His goal is to help them out of being a food source for him. I try to create NPCs with the potential for depth and growth. If the PCs are interested in the NPCs, they will (hopefully) grow and develop together. I try to give them lives and stories that do not revolve around the PCs and their problems.
OT: What would be your "elevator pitch" for an Otyugh-themed adventure?
CAGC: I'm not very familiar with Otyugh, but from what I've read here it goes: The PCs come to a town that's pristine, very well kept, and yet no one seems to have a "dirty job." The populace is extremely well-behaved. No one dares start any kind of altercation. They're approached by one of the Otyugh who tell them he and his people have been enslaved as living waste dumps and corpse disposal, and beg their help in securing their freedom.
Carol also commented "Thanks again for choosing me for an interview - this was fun - and thanks for listening :)"
I've got more interviews in my queue, so keep checking back here!
Otyugh Talk asked Meguey some questions and she was kind enough to respond. Thanks!
Forward to the interview!
Otyugh Talk: What myths exist in the gaming community that you wish would just die?
Meguey Baker: There are several, but the very top ones are that girls/women don't play games of all kinds and that teenage boys are just terrible in general and are to blame for any poor behavior in the community. After that, the myth that a good GM can make a game great - a poorly designed game is a poorly designed game, and if the GM is the only thing making it work, that's a real shame.
[Ed. good examples of myths that need to die!]
OT: Have you ever played RPGs online using Skype or Google+ hangout with Roll20 and do you think this is the future of gaming?
MB: I've played a few games over G+ hangouts, but I haven't used Roll20. It's undoubtedly part of the future - it's part of the present - but it is not the future.
OT: Tell me about your favorite character. Did it ever battle an Otyugh?
MB: My favorite character was a detective in a Cyberpunk game, and no, he did not battle an Otyugh. He hunted a serial killer who turned out to be an honest-to-goodness vampire.
Recently, he ran a successful Kickstarter for Corporia, an urban fantasy melding the Knights of the Round Table with corporate America.
And the book is beautiful.
I know because, though I missed out on the Kickstarter, I managed to snag a copy straight from Mark.
You can find more about Corporia here and more on Mark's blog here.
Mark was kind enough to chat with Otyugh Talk and here's the interview.
Otyugh Talk: If you were known as The (celebrity) of Gaming (e.g. The Johnny Carson of Gaming, the Dr. Ruth of Gaming), who would that be and why?
Mark Plemmons: I feel like I'd be "The Ben Browder of Gaming." We're both North Carolina natives who left home for a bigger city and worked on some fairly well-known franchises. Now, we're mostly focused on smaller projects that are still in the same realm of geekdom. And we both like Claudia Black...
[Ed. Ben Browder played Cameron Mitchell in Stargate SG-1 and John Crichton in Farscape, favorite characters in both shows here in the Rubbish Pile]
OT: What was the most memorable positive feedback on your work?
MP: The most memorable positive feedback I think I've gotten was how the HackMaster fans enjoyed the "Chainmail Bikini of Remote Eye-Gouging" magic item in that system's GameMaster's Guide. As I recall, it was just something I invented on the spur of the moment, based on a piece of art we'd received that showed a chainmail bikini top with lots of spikes and points. I didn't think any more about it, but over the years I kept hearing about how funny it was.
OT: How would you incorporate an Otyugh into Corporia? Would it be a weird pet of some Morlocks?
MP: If an Otyugh showed up in Corporia, yes, it would definitely dwell in the city's sewer system where Morlocks can sometimes be found - but it would probably eat any of them it encountered! If I were gamemastering a session of Corporia that featured an Otyugh, it would be a unique - and pregnant - creature that accidentally fell through one of the rift anomalies from another dimension. The Knightwatch (the players) would have to track it down and eliminate it before it spawned, and they would have to use force or diplomacy to deal with the other homeless creatures or mutated humans that make the underground access tunnels their home.
I was aware of Storn the Podcaster before I was aware of Storn the Artist.
Sure, I'd seen his art but it's different when you realize "Hey, I've heard this guy talk about gaming!"
Storn was on the late and much-missed Sons of Kryos with Judd and Jeff. I've got all 60 odd episodes of SoK and usually listen to them from beginning to end every year or two. They are that good. Storn came into the podcast about 15 or so episodes in and added a thoughtfulness to the discussion that I really appreciated, rounding out the crew.
As an artist, Storn has done illustrations for West End Games' Star Wars (he's got his own page on Wookiepedia!), Pinnacle Entertainment's Savage Worlds, as well as other Savage Worlds products (like Winterweir by Phipps Studios), and more. You can find his blog here, his Photobucket here and his Deviant Art page here.
Onward to the interview!
Otyugh Talk: Have you mentored a new GM and what skills did you pass on?
Storn Cook: Yes. To think about balancing an encounter and letting the ramifications of players actions happen without judgement.
OT: Are there dice you want that you currently don't have?
SC: No. Not really.
OT: Have you ever drawn an Otyugh?
SC: Yes. A while back and I cannot remember if it was for Kenzer or AEG, but it was some 3rd party dungeon module for open license 3rd edition.
[Ed. Fans, check your 3rd edition products! A free Sea Otyugh starter kitTM to the first minion that provides the info on the product and page!]
Storn also said "Hi Matt. Thanks for the opportunity to spout off..."
Before I knew it, I had ordered one of his books: Ghosts of Albion RPG, published by Eden Studios. The PDF was great but, boy, was I glad to finally get that hardback in the mail. (What I didn't realize was that I already had some books that Timothy contributed to, including the Buffy the Vampire Slayer RPG, Core and Revised Core, and it's supplements: The Slayer's Handbook, Monster Smackdown, and The Magic Box).
Timothy was kind enough to come into the Otyugh studio and answer some of my questions:
Otyugh Talk: What was the most memorable critique you had on your work and how did you learn from it?
Timothy Brannan: During the playtests of Ghosts of Albion I was working on a new magic system. I had reworked it and added a bunch of what I thought were cool features. Turned out that my "cool features" not only bogged down the game, but had a neat little loophole in them that let my party of playtesters destroy all my big bads in the first act. The advise I got then was "keep it simple". Turns out this was the best advice/critique ever. Simple rules are easier to abstract and then they get out of the way. I know old school gamers love their tables. Forget that, give me a unified mechanic, a few target numbers and a rule of thumb and I can run a game without having to pause to look a rule up.
[Ed. Hokey Smokes! I'm sure that was a surprise!]
OT: A shy player is at your table and you are the GM. What do you do to get that player comfortable and involved in the game?
TB: I have run into this situation at cons before. Of course I first need to figure out if the shy person wants to be more involved. Most do, but some enjoy sitting back and being part of the story. As the GM I try to find things that this player's character is perfectly suited for. Maybe they have something in their background, or they have the only skill that can help. I prefer to find a role-playing based solution rather than a game mechanics one. They may have the right skill, but one bad roll can make things worse. So focus what they can contribute on their own. There really is nothing like the feeling of seeing a shy person come out of their shell with a look of "yes, I can do this!" on their face. In any case people don't get to stay shy in my games. I like seeing a lot of role-playing.
OT. There are unsubstantiated rumors circulating that Gary Gygax almost used Otyughs & Rock-Cut Architecture as the title for Dungeons & Dragons. Do you think we'd have more architects and Otyughs in gaming today if he had used that name?
TB: Where are you getting your rumors? ;) I would have to say no to be honest. The reason the game was so popular in the early days was because "Dungeons & Dragons" rolls off the tongue so easily. But if he had gone with that name Architect would be a class (favored by Dwarves and Gnomes I am sure) and we would have more choices than just Otyugh and Neo-Otyugh. They could have been what the Mind Flayers are now. Except grosser.
Now Otyughs & Oubliettes has a certain ring to it...
[Ed. Hmmm, yes, an Oubliette would work .... or Otyughs & Obelisks....]
Timothy also said "Thanks for the note! I always enjoyed Asshat Paladins! I had hoped to do more with Edith, I liked the idea of a Harpy Witch." [Ed. Yes, Edith was quite the hit with the players and has made several appearances in my games. I hope you do get that opportunity.]
There it is: Interview #4 in the can. Statics have shown that 50% of Otyugh Talk interviews are with people named Timothy, so expect more Tim-Talk in the future! (No, not really. The next few are not named Tim, sorry to disappoint but thems the breaks).
I've been a listener of AGC for a long, long time. It's one of my first gaming podcasts.
I don't remember exactly when Mags joined the cast (and, quite frankly, I didn't want to waste a question on that). But what's that matter? She's fit seamlessly into the show and contributed greatly to it's success.
Mags added fresh new segments to the repertoire of the podcast, and soon The Mags the Axe School of GMing (School Slogan: "You must taste blood to be a GM") and the recipe-laden RPG Buffett ("Playing games with our food since 2004") became fan favorites. I, as a fan, heartily recommend them.
Mags is also active in the online gaming forum community, serving as one of the Mods over at RPG.net, and is heavily involved in Louisville's sci-fi and fantasy convention, ConGlomeration.
On with the interview!
Otyugh Talk: What other podcasts, besides your own, do you listen to and what have you learned from their format that you've incorporated into your podcast?
AGC Mags: I haven't been listening to anything but Welcome to Nightvale (sic) lately, but in the past I've listened to TWiT, the Jennisodes, and Atomic Array. I have several episodes of Ken and Robin Talk About Stuff to listen to. What have I learned? The importance of really, truly listening to your guests and not anticipating or thinking ahead to the next stage of the conversation.
[Ed. Atomic Array and Jennisodes are favorite podcasts with the Otyughs. I will have to check out the other three. Thanks for the recommendations.]
OT: Have you ever turned a rules lawyer into an asset?
AM: Yes. I designated him my Werewolf: the Apocalypse Rules Judge in a Classic WoD Crossover LARP. He was brilliant in the role.
OT: How would you incorporate an Otyugh into your current campaign?
AM: I wouldn't, since (a) I don't run D&D, (b) I'm not currently running a campaign, and (c) I never saw anything appealing about that creature.
[Ed. Oh, the humanity!]
Thanks for taking the time to answer these questions, Mags!
And thank you, gentle Readers, for joining us today. Check back for more interviews. Announcements to come on my Twitter feed (see sidebar)!
Otyugh Talk: What's your third rule when designing a new game system?
Neil Gow: Ha! A clever question because in answering it you sort of have to think about what question #1 and #2 are and then be tempted to talk about say, 'writing games that I would want to play' and 'always refering (sic) to the base material' - but I'm not going to fall into that trap. Oh no siree! For me, my third rule is 'You cannot legislate for *****s (sic).' What do I mean by this? Well, if someone is going to try to break your game, mess up the premise or generally do different things with your game there is NOTHING you can do in games design to stop that. So don't try. I'm of the opinion that a lot of systems could be a lot sleeker if you removed a lot of the safeguards against people being *****s (sic) that have been built into those systems.
OT: When a player comes to your game, what one thing should they bring with them?
NG: An extensive knowledge of the rules. I'm terrible at this - I simply cannot keep my eye on the story and the rules, so I ditch a lot of the rules stuff onto the players. You want to play that edge-case class with loads of variables and new systems? Excellent - here's the book; you keep me straight at the table. If you want to use the combat rules including all the fiddly bits, fine - but you'll make a cheat sheet for yourself and hopefully for everyone else too.
OT: How would you incorporate an Otyugh into your current campaign?
NG: As I am just about to start the first playtest for the second edition of Duty & Honour, I think I'd find it pretty damned hard to incorporate one. However, I have just been playing 13th Age and I reckon the Ogre Mage Lords who have rallied the 'Green Horde' to their banners might well have created a couple of them as evil arcane experiments to unleash into the midst of our heroes. Yeah, evil arcane experiments + teleport = chaos at court!
[Ed. You realize that now I've got to use teleporting Otyughs in my next game, right?]
Thanks, Neil, for taking the time to answer these questions. If you need any playtesters for Duty & Honour, 2nd Edition, let me know.
I've got a few more interviews in work, so stay tuned!
And, as a longtime fan of gaming 'zines, I'm very impressed with his ongoing The Manor 'zine. Six issues of this 'zine have been published and you can get them on his site.
Now, on to the interview!
Otyugh Talk: What's your criteria for making a new magic item?
Tim Shorts: My criteria for a magic item is, not let it be generic. I don't want a world filled with +1 swords that were discarded because there is a glut of +2 swords. I like magic items that are simple, but useful. And the more powerful they are the more dangerous they become. Magic has no true master.
TS: As a player I always try to see where the GM is going and play along, but within my character's motivation. This way it moves the adventure along and we get to explore the world more. Also if my character plans on doing something I'll let the GM know at the end of the session what I plan to do. Out of game ways I help, is I am the initiative keeper for combat to lessen some of his duties. Our group has these kind of duties divided up. Someone is the treasurer that writes down all our loot so we can divvy it up later. Another guy sets up the Google Hangout.
OT: Otyugh (obviously) beats Owl Bear. Then what happens?
TS: Obviously. And it has enough monster xp to raise to the next level of existence to becomes a dire otyugh. It is now a 9+1 hit dice creature, its putrescent skin becomes more durable and increases its AC to 1, and it grows another pair of tentacles and gets to attack 4 times with them doing 2d6 each and its horrible mouth wides into a gaping maw that can bites for 1d10 damage. And still maintains the generous feature of distributing fatal diseases.
Tim also said "Otyugh Talk sounds fun and cool. And I love that it's an Otyugh. They don't get enough love. I had a dead one make an appearance in issue #3." [Ed. The Manor, issue 3, pg 12-13]
Thanks, Tim, for kindly answering my three questions and getting this blog off to an excellent start.
And you're right: Otyughs do deserve much more love and "screen-time" in games.
Otyugh Talk is a gaming interview blog where I'll ask a wide spectrum of the hobby – fans and gamers, store owners and podcasters, and game designers and artists – three questions about their experience with role-playing games.
Why three questions? Well, we're all busy folks and I though what would be the best way to actually get a response from busy people: I know, limit it to three questions!
What three questions to ask, however, is the hard part.
How do I boil down an interview to the best three questions to ask?
Should I use the same questions for everyone?
Will the questions be profound or do they even have to be?
Should I choose questions that aren't the usual run-of-the-mill ones?
So much to think about.
First, I'm going to avoid the usual "how did you get into gaming?" and "what was your first game?" type questions.
Second, I'm not going to ask everyone the same questions, so that means I have to brainstorm a lot of questions. Sure, I'll get lazy and repeat some questions but if I come up with 100 questions then I think that's a good start.
And finally, I'm going to not worry about "profound" or "best" questions. Let someone else do that. I'm just a simple Otyugh.
So I brainstormed and brainstormed and brainstormed.
And I wrote and wrote and wrote.
And now I've got a whole bunch of questions I'd like to know about other peoples' game experiences.
And I've got a list of gamers to ask.
Over the next few weeks and months, I'll contact them with these three questions. And maybe, just maybe, they'll write back with some answers.
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