[20:31] <+Monkeyfun_dave> Hi my name is Dave, from Monkeyfun Studios.
[20:31] <+Monkeyfun_dave> We are the creators of the 1970’s action RPG, Spirit of 77.
[20:32] <+Monkeyfun_dave> And we have a brand new RPG coming out, currently on Kickstarter – Bedlam Hall.
[20:32] <+Monkeyfun_dave> Bedlam Hall is best described as “Downton Abbey meets the Addams Family”
[20:32] <+Monkeyfun_dave> It’s Powered by the Apocalypse, and you can find the URL to the KS page here – (Link: http://kck.st/2lToldL)http://kck.st/2lToldL
[20:32] <+Monkeyfun_dave> <done>
[20:33] <~Dan> Thanks, Monkeyfun_dave!
[20:33] <~Dan> The floor is open to questions!
[20:33] <~Dan> What sorts of characters do the players play?
[20:34] <+Monkeyfun_dave> The players are the service staff to the Blackwood family, a Victorian family with peculiar habits and tastes.
[20:34] <+DREAME17> Dan: I’m back
[20:34] <~Dan> wb, DREAME17!
[20:34] <+Monkeyfun_dave> The idea actually came from one of my favorite series, Jeeves and Wooster.
[20:35] <+Monkeyfun_dave> In J&W, the smarter character is the valet Jeeves. And if you’ve never seen this, you really should.
[20:35] <+Monkeyfun_dave> Starring Hugh Laurie and Stephen Fry.
[20:35] <+Monkeyfun_dave> And I thought, man that would be a funny game to play. Having to play the servant to someone like Hugh Laurie.
[20:36] <+Monkeyfun_dave> My wife was finishing up the last season of Downton Abbey, and we’re big fans of the Addams Family and Edward Gorey (who isn’t). And the idea took off from there.
[20:36] <+Monkeyfun_dave> (done)
[20:37] <~Dan> I see… So what does an adventure look like? Seems like it would put the PCs in a reactive rather than proactive role.
[20:38] <+Monkeyfun_dave> The games are based on the Apocalypse World type of scenario, in that the House and elements of the family are put together by the players as well.
[20:38] <~Dan> How does that work?
[20:38] <~Dan> (Howdy, Monochrome_Tide!)
[20:39] <+Monkeyfun_dave> Like in all AW games, the first session is based on questions – the players are asked about the setting, how the house is laid out, the family, etc.
[20:40] <+Monkeyfun_dave> One of the things I always found interesting about things like Call of Cthulhu is that I felt people wouldn’t be as akin to solving the “Big Mysteries” as opposed to merely survive them.
[20:40] <+Monkeyfun_dave> “Oh, Lord Crowley is bleeding from the eyes again? Okay. We’ll just work around that.”
[20:41] <~Dan> Heh. 🙂
[20:41] <+Monkeyfun_dave> People are remarkably in that they will (in real life), tolerate really weird stuff happening around them if it means getting through the day and earning another dollar.
[20:42] <+Monkeyfun_dave> So the game is based on that, as well as some of the dynamics people do in their actual workplace.
[20:42] <~Dan> So is lack of curiosity a benefit to characters in this game?
[20:42] <+Monkeyfun_dave> I really like Monsterhearts, for example. But I’m the first to admit I’m removed somewhat because I’m well past the high school years.
[20:43] <+Monkeyfun_dave> So the high school dramatic tension doesn’t strike a timber from me, when compared to being in the workplace with some people I like, some I don’t, and we all just need to get through to the end of the day.
[20:43] <+Monkeyfun_dave> I’m going to ramble, so forgive me. 😀
[20:44] <~Dan> No, this is good. 🙂
[20:44] <+Monkeyfun_dave> At work, people are basically thrown into a situation where they have to work for people they may think are nuts. Or oblivious to them.
[20:45] <+Monkeyfun_dave> In addition, people tend to go to a weird competition with one another for things that they normally wouldn’t care about it.
[20:45] <+Monkeyfun_dave> For instance,
[20:45] <+Monkeyfun_dave> in Bedlam Hall, we have what’s called Prestige.
[20:46] <+Monkeyfun_dave> Prestige is the pecking order of the staff, and I challenge anyone who has held a job for more than a week to not recognize how it works.
[20:46] <+Monkeyfun_dave> Some people are just naturally considered “more important” even though it may not be deserved, or even understood, they just *are*.
[20:46] <+Monkeyfun_dave> To look behind the curtain a bit, this was inspired by World Wide Wrestling RPG, which has a great mechanism called “heat”.
[20:47] <+Monkeyfun_dave> (Yes, I know. We have a stat called heat in Spirit of 77. Different thing, I assure you.)
[20:47] <+Monkeyfun_dave> Anyway, Prestige goes up and down in the game, can help you or hinder you, while everyone also tries to find out more about their co-workers in order to ultimately use it against them.
[20:48] <+Monkeyfun_dave> Not that anyone does this in real life, of course. (cough)
[20:48] * ~Dan chuckles
[20:48] <+Monkeyfun_dave> Couple that with the overtures of supernatural, psychotic employers and a possibly haunted house, it’s a really great canvas to build a story against.
[20:49] <+Monkeyfun_dave> (done). (I think).
[20:50] <~Dan> [20:42] <~Dan> So is lack of curiosity a benefit to characters in this game?
[20:50] <+Monkeyfun_dave> Not so much a lack of curiosity, but there is a basic move called “Ignore The Strange”.
[20:50] <+Monkeyfun_dave> Which I love, might I add.
[20:51] <~Dan> Heh. How does that work?
[20:51] <+Monkeyfun_dave> In the book and movie, Orlando, they reference how people know that the character of Orlando is an immortal.
[20:51] <+Monkeyfun_dave> (This stars Tilda Swinton, might I add. Which is perfect when the character switches gender. Just go with it.)
[20:52] <+Monkeyfun_dave> Anyway, they have a great line where they say that it isn’t a case that people don’t *know* Orlando is an immortal… but being British, they just don’t think it’s proper to mention it.
[20:53] <+Monkeyfun_dave> So when a Family member is going through what’s called a “Trouble”, basically their weirdness kicking into overdrive, or the house, they have the ability to turn their head and think of England, as it were.
[20:53] <+Monkeyfun_dave> When successful, this means they maintain the cool composure to figure out what’s going on around them.
[20:54] <~Dan> It also sounds like a move that would make Monte Cook sad.
[20:54] <+Monkeyfun_dave> Because let’s face facts, it’s an underappreciated skill to *not* be affected by the things happening around you.
[20:56] <~Dan> It almost seems like the PCs in this game are doing their best not to pick up on what would be adventure cues in other games.
[20:57] <+Monkeyfun_dave> Partially. But because of the setting and their role, they somewhat *know* what the shenanigans are about. Servants are always considered to be slightly “invisible” in that setting –
[20:58] <~Dan> But do they have any incentive to do anything about the shenanigans?
[20:58] <+Monkeyfun_dave> Even when you cut out the supernatural or the high drama things, servants are forced to pretend they don’t know that Lady and So-and-So is secretly sleeping with his Lordship’s brother. Just like in real life
[21:00] <+Monkeyfun_dave> They can of course curtail it, but like in Monsterhearts, I find people don’t necessarily *deal* with problems, they tend to enjoy passing them off to other people and watching their misery. Because people are cruel. 😀
[21:00] <~Dan> Heh. 🙂
[21:00] <+Monkeyfun_dave> Not that you are of course, Dan. 🙂
[21:00] <~Dan> Do you happen to have a character sheet and/or a sample character we can see?
[21:01] <+Monkeyfun_dave> Yep, we have a sample on our Kickstarter page (which I will pimp again) – (Link: http://kck.st/2lToldL)http://kck.st/2lToldL
[21:01] <+Monkeyfun_dave> Mind if I riff a little bit here?
[21:02] <+BPIJonathan> (I have to run to get dinner, I am sorry for leaving)
[21:02] <~Dan> Please do!
[21:02] <~Dan> (Take care, BPIJonathan!)
[21:03] <+Monkeyfun_dave> Cool. So when we were initially doing Spirit of 77, we really didn’t know if anyone would like it. It’s a hard sell on paper, if you think about it.
[21:03] <+Monkeyfun_dave> “Hey would you be interested in playing a game set in what’s considered the worst decade of the 20th century, playing characters that are based on cheesy movies and TV shows?”
[21:04] <+Monkeyfun_dave> Turned out, yes. People loved the idea. Because they loved the nostalgia of it, and at it’s core it was a great springboard people could relate to.
[21:04] * ~Dan nods
[21:05] <+Monkeyfun_dave> Bedlam Hall was one of those things that I fully admit, made me chuckle and wonder if anyone would like. “Why would you play a servant? For crazy people, no less.”
[21:05] <+Monkeyfun_dave> But when you have a neat little idea that goes against the grain, those are the ones to run with and see what happens.
[21:06] <+Monkeyfun_dave> We’ve have a very consistent response with Bedlam Hall, and people have been going along with the spirit of it very early on.
[21:06] <+Monkeyfun_dave> Part of it is also that we’ve presented the overall theme in the fashion of “A Series of Unfortunate Events”. Which again, on paper, is a story about three orphans being hunted by a crazy person.
[21:07] <+Monkeyfun_dave> We’ve been blessed, with very little tactical planning in terms of timing – “A Series of Unfortunate Events” on Netflix came out, which helped present the idea as a concept.
[21:08] <~Dan> So in general, what does an adventure of Bedlam Hall look like?
[21:08] <+Monkeyfun_dave> When looking for similar milieu, we found Derek Tatum from DragonCon had coined the term “dreadpunk” which encapsulated everything we were trying to target – Guillermo del Toro, Charles Addams, etc.
[21:09] <+Monkeyfun_dave> Well a Bedlam Hall adventure is called a “Terrible Tale.” Already we have reached one stretch goal and it looks like we’ll hit the second soon.
[21:09] <+Monkeyfun_dave> And naturally, we start by recommend people don’t play it.
[21:09] <+Monkeyfun_dave> It’s depressing, Dan.
[21:10] <+Monkeyfun_dave> Seriously. Play Pugmire. There’s puppies in it.
[21:10] <+Monkeyfun_dave> Then we start asking questions about things and then the questions tend to get darker and more unsettling as they go.
[21:11] <+Monkeyfun_dave> The first book includes the Terrible Tale of the Dreadful Birthday Party, for instance.
[21:11] <+Monkeyfun_dave> It starts well, asking about the youngest daughter’s birthday. Then it turns on a dime with, “Who among you go up to the attic to feed her since they started locking her up there?”
[21:11] <+Monkeyfun_dave> And then it gets darker… and darker.
[21:12] <+Monkeyfun_dave> Terrible whimsy, you could call it.
[21:13] <+Monkeyfun_dave> Like any good story game, things get going with pointed questions. As we like to say in our text, a role-playing game is ultimately a conversation. For us, it’s a terrible, depressing conversation. 🙂
[21:14] <~Dan> 🙂
[21:15] <+Monkeyfun_dave> As I mentioned before, each character also has a Secret. Something they don’t want anyone else to know.
[21:15] <~Dan> So would the players normally try to free the locked-up daughter, or would the objective be to just make the best of the situation?
[21:15] <+Monkeyfun_dave> Even when the family aren’t immediately around, those secrets hang around their neck like an albatross.
[21:15] <+Monkeyfun_dave> So the players know they need to run a birthday party of sorts for the daughter… one that has attacked somebody in the past.
[21:16] <+Monkeyfun_dave> In the Actual Play I recently ran for the Gamerstable podcast, one of the players decided to bring her down with tools from the fireplace.
[21:16] <+Monkeyfun_dave> I don’t think Hannibal Lecter was as securely contained as this ten year old.
[21:17] <+Monkeyfun_dave> So it was both, really. Making the best of the situation, impressing their boss and then trying to deal with a possibly psychotic ten year old.
[21:17] <+Monkeyfun_dave> In some situations, what we like to call the Fiction, the ten year old is the most reasonable member of the family.
[21:18] <+Monkeyfun_dave> It depends on how the players make the game narrate itself, along with what we provide the “Master of the House” (aka GM)
[21:20] <~Dan> Welcome to #rpgnet, Guest36!
[21:21] <~Dan> I notice that the character sheet doesn’t include physical traits. What do you do if things happen to get physical?
[21:22] <+Monkeyfun_dave> That’s a good catch – One of the things that I find is that physicality in the workplace matters less than being able to con your boss. 🙂
[21:22] <+Monkeyfun_dave> And it doesn’t fit for the genre, to be honest.
[21:23] <+Monkeyfun_dave> Fortitude is the basic physical trait, although we do have the options available to players who just have to hit things.
[21:23] <+Monkeyfun_dave> It’s covered in the chapter subtitled, “How to Deal With Players Who Just Have to Hit Things”.
[21:23] <+Monkeyfun_dave> Because you know. There’s always that guy.
[21:24] <+Monkeyfun_dave> One thing available is what’s called a Cruel Move, which I’d like to explain.
[21:24] <~Dan> Please!
[21:25] <+Monkeyfun_dave> Cruel Moves are moves that are automatic success. You just can do them, once per session. And it’s the real… can I say the “d**k” move? It’s the d**k move.
[21:25] <+Monkeyfun_dave> Everyone gets one. You pick it.
[21:25] <+Monkeyfun_dave> So Dan, as the Butler for example, you can pick the Cruel Move of “An Uncomfortable Apertif”.
[21:26] <+Monkeyfun_dave> Dan the Butler has decided to be a “d**k” to everyone and poison tonight’s servant’s dinner.
[21:26] <+Monkeyfun_dave> How dare you, Dan.
[21:26] <~Dan> I know, right?
[21:26] <+Monkeyfun_dave> So everybody gets Trauma because of it. And it’s literally you just snuck down to the kitchen and dropped a horse cookie into tonight’s stew.
[21:26] <+Monkeyfun_dave> Yeeesh. (shudder)
[21:27] <+Monkeyfun_dave> Meanwhile, Dave the Chauffeur can potentially take A Nasty Altercation.
[21:27] <+Monkeyfun_dave> Meaning, I just go up to Dan the Butler and thrash him about the head and shoulders.
[21:27] <+Monkeyfun_dave> Because let’s face it, Dan. You’ve been asking for it.
[21:27] <~Dan> I really have.
[21:28] <+Monkeyfun_dave> So there are indeed physical moves available. But it’s one of those things that it’s actually outside of the norm, because in real life? Well… it *is* outside of the norm.
[21:29] <+Monkeyfun_dave> We would love to just beat the snuff out of that guy in the office we hate, but rarely that happens. But get him in trouble with our co-workers by revealing he’s been sleeping on the job? Ohhhh that’s a different kind of pleasure.
[21:29] <+Monkeyfun_dave> Again, it appeals to cruel and petty behavior. I am indeed a little ashamed by it all.
[21:30] <~Dan> Heh. What you say is true, but normal employees don’t have to worry about their psycho employer coming at them with a knife or turning into a werewolf.
[21:30] <+Monkeyfun_dave> Oh you saw the video. ::lol::
[21:31] <+Monkeyfun_dave> Okay so this is a true story.
[21:31] <+Monkeyfun_dave> I once had a boss who cried in my presence. Seriously broke down in tears.
[21:31] <+Monkeyfun_dave> And when that happens, you *think* you know what you’ll do, but you really don’t.
[21:32] <+Monkeyfun_dave> It’s the most uncomfortable moment you’ll ever experience, to be honest. And it’s one of those things where you go, “Ummm… okay. Now what do I do?”
[21:33] <+Monkeyfun_dave> And I hate to say it, but this game does sort of appeal to that, “The Office” sort of uncomfortable workplace scenario. And werewolves and knives of course. 😀
[21:34] <~Dan> Howdy, JeremyTangman!
[21:34] <+Monkeyfun_dave> At a GenCon, I was blessed to meet Luke Crane.
[21:35] <+JeremyTangman> Hello Dan
[21:35] <+Monkeyfun_dave> Luke of course is the creator of Mouse Guard, Burning Wheel, what have you.
[21:35] <+Monkeyfun_dave> Hi Jeremy, I’m Dave. Pull up a chair. 😀
[21:35] <+JeremyTangman> Im here
[21:36] <+Monkeyfun_dave> And while talking with Luke, I asked what inspired him to create a game around Mouse Guard.
[21:36] <+Monkeyfun_dave> Which was a comic book of course, but a really surprising choice for a game.
[21:36] <+Monkeyfun_dave> And Luke didn’t even think about it, really. He just shrugged and said, “I thought it’d be interesting.”
[21:37] <+Monkeyfun_dave> That seems anticlimactic, but it’s not. It’s actually refreshing.
[21:37] <+Monkeyfun_dave> Luke basically makes games about premises on the intuition of what he intrigues him. And that’s really how ya gotta roll, ya know?
[21:38] <~Dan> Is this a one-off, or do you have further plans for the game?
[21:38] <+Monkeyfun_dave> Avery Alder made a game that appealed to her, (Monsterhearts), and it works because of the sincerity about the discussion.
Session Start (Dan:#rpgnet): Fri Feb 24 21:41:01 2017 -0600
[21:41] <+Jeremy> Sounds good
[21:41] <~Dan> Sorry! Program froze up.
[21:41] <+Monkeyfun_dave> Again, riffing –
[21:41] <+Monkeyfun_dave> It’s an amazing time for the industry really.
[21:42] <~Dan> Did you create Bedlam Hall with PbtA in mind?
[21:42] <+Monkeyfun_dave> We have an “embarrassment of riches” as it were in terms of options. So we can not worry about trying to be mainstream if we think we have a clever concept.
[21:43] <+Monkeyfun_dave> Bedlam Hall seemed to work with it. I thought about using different systems, but PbtA seemed to work best because it helped keep the uniqueness of each role in mind.
[21:43] <+Monkeyfun_dave> For instance,
[21:44] <+Monkeyfun_dave> The Maid has a great move called “Helpless Victim”. Totally love that.
[21:44] <+Monkeyfun_dave> Basically the Maid when faced with danger, can break down and cry.
[21:44] <~Dan> 🙂
[21:44] <+Monkeyfun_dave> And if you’re successful, whatever’s threatening you will pass you up and go for someone else.
[21:45] <~Dan> Nice. 🙂
[21:45] <+Monkeyfun_dave> You’re probably chuckling in that, but is there a better way to describe that particular concept?
[21:45] <~Dan> No, no, I like it. 🙂
[21:46] <+Monkeyfun_dave> The Butler (as you can see on our KS page), has a move called “It Wouldn’t Be Proper”.
[21:46] <~Dan> Does the game have anything akin to a bestiary?
[21:46] <+Monkeyfun_dave> It does in that it has options for the House.
[21:46] <~Dan> Like what?
[21:46] <+Monkeyfun_dave> One of the things key to the PbtA games is of course letting players fill in the map.
[21:47] <+Monkeyfun_dave> So we offer the different “Troubles” a particular room in the house could have.
[21:47] <+Monkeyfun_dave> I really, really liked the visuals of Guillermo Del Toro’s “Crimson Peak”.
[21:47] <+Monkeyfun_dave> God, it’s a pretty movie.
[21:47] <~Dan> It is.
[21:48] <+Monkeyfun_dave> And I wanted to have that kind of vibe where certain rooms have a… I’m afraid to say taint, because… well taint. But that vibe, ya know?
[21:48] * ~Dan nods
[21:48] <+Monkeyfun_dave> In CP, the main hall’s ceiling is destroyed and needs repair.
[21:49] <+Monkeyfun_dave> Now that’s not supernatural, that’s not criminal… but the visual is something to imagine and just play with for your players.
[21:49] <+Monkeyfun_dave> Or the idea that at some point, someone died in the library.
[21:50] <+Monkeyfun_dave> Is their ghost there? Maybe. Maybe not. But you never forget it, if you work there. There’s a natural pall to just being there. You remember.
[21:50] <+Monkeyfun_dave> We did this with Spirit of 77 too, we like to give options and let both the Master of the House and the players run with it in order to make it theirs.
[21:52] <+Monkeyfun_dave> If I have a complaint with Apocalypse World, and it’s less of a complaint and more of a constraint for PbtA games, is I find the more specific a genre, the more (as a writer) you need to provide options.
[21:52] <+Monkeyfun_dave> For instance,
[21:53] <+Monkeyfun_dave> For our So77 adventures, they could be funny ones or they could be gritty crime or what have you. But everyone knows there’s a bodega on the corner late at night, selling beer, dirty magazines and smokes.
[21:53] <+Monkeyfun_dave> And you need to accommodate that, right?
[21:53] <+Monkeyfun_dave> So we try to provide springboards for these things, so you can take it wherever you want to go.
[21:54] <+Monkeyfun_dave> For Bedlam Hall, the Main Hall usually has paintings on the wall. Just by typing that, I know you can imagine it.
[21:54] <+Monkeyfun_dave> But we like to give you options like, “All the eyes of the paintings have been scratched out.”
[21:54] <+Monkeyfun_dave> Or “The parquee has a weird symbol etched into the floor, no one remembers why it was done generations ago.”
[21:55] <+Monkeyfun_dave> What *does* it mean? Good question. Play to find out.
[21:56] * ~Dan nods
[21:56] <~Dan> So the supernatural is generally fairly low-key?
[21:57] <+Monkeyfun_dave> Before I forget, if you’re reading this and going to GenCon, seek us out and say Hi. As you can tell, I don’t have a problem with chatting with folks. 😀
[21:58] <+Monkeyfun_dave> Depends on how the table wants it to go. If they want the supernatural front and enter, it certainly can be. Or it can be low key or even non-existent.
[21:58] <+Monkeyfun_dave> Technically… the Addams Family have very little supernatural elements. They’re just… weird.
[21:58] <+Monkeyfun_dave> You bring up something interesting, actually –
[21:59] <+Monkeyfun_dave> One of the things I always find funny about CoC or supernatural games is the guys on the sideline. The Rosencrantz and Guildenstern, if you will.
[21:59] <+Monkeyfun_dave> My wife doesn’t like him, but Roman Polanski is a fascinating filmmaker.
[21:59] <+Monkeyfun_dave> And I really like The Ninth Gate.
[22:00] <+Monkeyfun_dave> So there’s an entire scene where all the rich people are doing their grand satanic orgy or what have you…
[22:00] <+Monkeyfun_dave> and because I am the way I am, I think when I see that, “What on earth are their servants thinking?”
[22:00] <~Dan> Heh. Good point. 🙂
[22:01] <+Monkeyfun_dave> “Oh. So we’re having people over for a dark satanic orgy. Right. I’ll get out the linen.”
[22:01] <+Monkeyfun_dave> Or better yet, their chauffeurs.
[22:01] <+Monkeyfun_dave> They’re all sitting around together, they *know* what’s going on, what the heck do they think about all this as they share a smoke?
[22:02] <+Monkeyfun_dave> There’s a movie called “Remains of the Day”, which has Anthony Hopkins and I believe Emma Thompson as servants to a British lord right before WWII.
[22:03] <+Monkeyfun_dave> And the British lord is doing an actual moment in history, he’s talking with envoys from Nazi Germany to try and negotiate a non-aggression pact.
[22:03] <+Monkeyfun_dave> (which we all know how turned out. Yes, I have envoked Godwin’s Law. But hear me out.)
[22:04] <+Monkeyfun_dave> So… there’s this great scene at the end, where Hopkins is confronted well after the war and he’s asked if he knew what his lord was doing.
[22:04] <+Monkeyfun_dave> And he says he didn’t think about it.
[22:04] <+Monkeyfun_dave> ..
[22:04] <+Monkeyfun_dave> How…
[22:04] <+Monkeyfun_dave> On EARTH…
[22:04] <+Monkeyfun_dave> DID YOU NOT THINK ABOUT IT???
[22:04] <+Monkeyfun_dave> Know what I mean?
[22:05] * ~Dan nodnods
[22:06] <+Monkeyfun_dave> In our recent Actual Play which I referred to, Lord Blackwood was tickled pink with the idea of opening a door to another world. Because let’s face it, aristocracy never fathom their actions.
[22:06] <+Monkeyfun_dave> Unlike today. ahem.
[22:07] <+Monkeyfun_dave> So when one of the other NPC’s started choking, he was giddy with the idea of using their character’s death as part of his ritual.
[22:07] <+Monkeyfun_dave> So he asked the players to help him.
[22:07] <+Monkeyfun_dave> So…. now what do you do?
[22:08] <+Monkeyfun_dave> Do you help your boss doing this? Do you excuse yourself? Do you try to talk sense into him?
[22:08] <+Monkeyfun_dave> We take a light touch of course. Humor helps diffuse the situation, naturally. But these are interesting questions for roleplay, I think.
[22:08] <+Monkeyfun_dave> Dark dark humor, I grant you. 🙂
[22:10] <~Dan> I’m kinda tapped out on questions. Is there anything we haven’t covered that you’d like to bring up?
[22:10] <+Monkeyfun_dave> Oh sure! (And one more time, the KS is (Link: http://kck.st/2lToldL)http://kck.st/2lToldL)
[22:11] <+Monkeyfun_dave> One of our stretch goals is a mini-RPG, part of what we’re calling our “Friday Night Game” series.
[22:12] <+Monkeyfun_dave> Basically, light-touch RPG’s everyone can get together, have a few beers and pizza and do something they can do in an evening and have a few laughs.
[22:12] <+Monkeyfun_dave> This game is called “Gruel Truck”.
[22:12] <+Monkeyfun_dave> Gruel Truck was inspired by a off-remark by my friends at the Gamerstable RPG podcast…
[22:12] <+Monkeyfun_dave> “Wouldn’t it be cool to play a halfling with a food truck in D&D?”
[22:13] <+Monkeyfun_dave> So this game is all about running your own food truck in Middle Earth.
[22:13] <+Monkeyfun_dave> Absolutely ridiculous, and a heck of a lot of fun.
[22:13] <+Monkeyfun_dave> We ran the game twice at the most recent Strategicon here in Los Angeles –
[22:14] <+Monkeyfun_dave> once in a mini-campaign narrative format, once in competitive play.
[22:14] <+Monkeyfun_dave> Everyone picks their former “murderhobo” lifestyle, be it Elf or Barbarian or Orc or whatever.
[22:15] <+Monkeyfun_dave> Then you pick your role on the Truck. Fry Cook, Counter, Clean-up, or Driver.
[22:15] <+Monkeyfun_dave> You would think it would be hard to run an RPG for 12 people, but it’s actually a great game for it. 😀
[22:15] <+Monkeyfun_dave> People of course wore paper hats indicating their role.
[22:16] <+Monkeyfun_dave> My favorite of course was a Truck filled with Orcs called “Fries-En-Garde!”
[22:17] <+Monkeyfun_dave> This will be available for backers if we reach the $20K mark, but will also be available as a pre-order afterward.
[22:17] <+Monkeyfun_dave> Yes, you get the paper hats to wear. 🙂
[22:18] <+Monkeyfun_dave> We will be in attendance at GenCon, and we’re trying to come out to other conventions in the US. We love talking with folks and running games, what have you.
[22:19] <~Dan> I’ll be at GenCon!
[22:19] <+Monkeyfun_dave> Reach out to us at our website, (Link: http://www.monkeyfunstudios.com)www.monkeyfunstudios.com or on Facebook or Twitter.
[22:19] <+Monkeyfun_dave> Rock on! We’re running a buttload of games and will be loitering at whoever’s carrying our stuff.
[22:19] <+Monkeyfun_dave> …and there may be karaoke involved. But no promises. 😀
[22:21] <~Dan> 🙂
[22:21] <~Dan> Thanks very much for joining us this evening, Dave!
[22:22] <+Monkeyfun_dave> You bet, thank you very much for having me on.
[22:22] <~Dan> As a reminder to folks, my tip jar is here, should you be so inclined: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[22:23] <~Dan> And if you’ll give me just a moment, I’ll get the log posted and link you.