[19:31] <+Jamie> Hi! I’m Jamie Chambers. I’ve worked on games about stones held by sovereigns, dragons and lances, big damn heroes, frakking toasters, as well as saving people and hunting things—the family business.
[19:32] <+Jamie> More recently I’ve pushed card games about building elder gods, books about very hungry cthulhupillars, and mutants on the starship Warden.
[19:32] <+Jamie> And as of today, crowdfunded a 5th Edition D&D-compatible adventure: A Delve In The Cave coming to game stores this fall.
[19:34] <+Jamie> Also written fiction and non-fiction, and served for nearly a decade on the board of directors for the Game Manufacturers Association.
[19:35] <~Dan> Thanks, Jamie! The floor is open to questions!
[19:36] <~Dan> What is A Delve In The Cave about?
[19:36] <+Jamie> (Looks like we have a bunch of lurkers.)
[19:36] <+Jamie> A Delve In The Cave is my love-letter to some of the earliest D&D adventures I played back in the early 80s.
[19:37] <+Jamie> The big setpiece is a “dungeon crawl” set in a cave that also serves as a tomb for a long-dead wizard.
[19:38] <+Jamie> But I’m also a fan of story, mystery, atmosphere. So I made sure there was plenty to chew on in this adventure before and even while exploring the titular cave.
[19:38] * +Motulev lurks harder
[19:39] <~Dan> How did you go about that?
[19:39] <+Jamie> I love caves, and was directly inspired by a trip I took years ago to Squire Boone Cavern in Corydon, Indiana.
[19:40] <+Jamie> Daniel Boone’s brother is buried inside. If you take the cave tour you’ll go to a chamber with a coffin and a tombstone—and presumably Boone’s bones are inside.
[19:41] <+Jamie> The idea of a notable figure buried in a cave under a hill stuck with me, so I made it the seed of the adventure. I married it with the faerie folklore of medieval Wales.
[19:42] <~Dan> How do the latter influences show up?
[19:43] <+Jamie> The backstory is the region the adventure is set in was once occupied by the shadow fey, and that the barrier between the prime material plane and what some would call the shadowfell and feywild is extremely thin here.
[19:45] <+Jamie> But that a powerful wizard named Brenin came to this region with companions and drove the shadow fey back, then used powerful magic to seal the barrier so the fey were effectively banished for hundreds of years.
[19:45] <+Jamie> The town, Shadowhaven was established, and when Brenin died he was buried in the cave that he loved. The townsfolk had a tradition to come and pay their respects after the annual harvest festival.
[19:46] <+Jamie> But all this time has passed, and now few honor the old tradition and the history with the shadow elves and their ilk has passed mostly into legend.
[19:46] <+Jamie> And of course, now the shadow fey are making their move to open the barrier and pour back into the human world and take their revenge.
[19:47] <+Jamie> I like low-level adventures that have a good town to start in and a mystery to investigate—like The Village of Hommlet or Against the Cult of the Reptile God.
[19:48] <+Jamie> So the goings-on manifest as a strange curse on the town of Shadowhaven, which is just getting going when the PCs show up.
[19:48] <+Jamie> Eventually it will lead them to check out Brenin’s tomb in the cave.
[19:49] <+Jamie> 🙂
[19:49] <~Dan> How big is the cave?
[19:49] <+Jamie> Just big enough to fit on a 36″ x 48″ map at a 1″ = 5 ft. scale.
[19:50] <+Jamie> 😉
[19:50] <&Akyla> interesting name choice for your wizard. Does the meaning of Brenin come into the play or were you just inspired by a place name in Wales?
[19:51] <~Dan> Is there any wilderness adventure involved?
[19:51] <+Jamie> It used to be simple for the townsfolk to enter the cave and pay their respects in the tomb. But when the PCs get to the cave they find things are jacked up in the cave.
[19:51] <+Jamie> In the Early Access version it’s just a quick backstory, adventure hooks, and the cave.
[19:51] <+Jamie> What I’m working on now for the final is really fleshing out the town and the journey to the cave. So it becomes more of a 3-act story.
[19:52] <+Jamie> I liked the name Brenin, and it went nicely. Brin Brenin mean’s “Brenin’s Hill” in Welsh.
[19:52] <&Akyla> also means King’s hill
[19:52] <+Jamie> 🙂
[19:53] <+Jamie> And yes, yes it does. 🙂
[19:54] <~Dan> Is Delve the first part of a larger campaign, or is it strictly a one-off?
[19:55] <+Jamie> It CAN be a one-off, but I’ve got at least 3 adventures in a series planned out.
[19:55] <+Jamie> They can all be played individually, or strung together be part of a low-level campaign. Delve is written to start with 1st level characters.
[19:57] <~Dan> What level would you expect characters to be after completing this campaign?
[19:58] <+Jamie> Delve goes from levels 1 & 2. The next adventure is for characters levels 2-3. 3rd is likely to be from 3-4.
[19:58] <+Jamie> And we’ll see if it continues from there or is just a trilogy.
[19:59] <~Dan> Is it designed to fit in any particular setting?
[19:59] <+Jamie> No, I wanted it easily worked into an existing fantasy world. So you could shoehorn it into Forgotten Realms, Greyhawk, or a homebrewed campaign world.
[20:00] <+Jamie> I have a “region” in mind that I may flesh out a bit but I don’t want to ruin the portability of the adventure.
[20:00] <~Dan> (Phone, brb)
[20:01] <+Jamie> It very much has a medieval Wales feeling to it.
[20:01] <~Dan> (n/m, junk call)
[20:01] <+Jamie> Working on this got me really addicted to Welsh folk music.
[20:01] <&Akyla> well it is very addicting music
[20:02] <+Jamie> I also hid a tragic backstory for the adventure in the first adventure. The players may not discover it, but if they do it will mess with their heads and add an extra layer to the story side.
[20:02] <+Jamie> *for the VILLAIN in the first adventure
[20:02] <~Dan> That’s a nice touch.
[20:03] <+Jamie> I wrote about it on my blog as a Mother’s Day article, since motherhood is a big theme. You can read it on jamiechambers.net — but only if you’re cool with spoilers!
[20:04] <~Dan> Do you write your adventures with any particular alignments in mind?
[20:06] <+Jamie> In general it’s intended for a good-aligned party. While there are selfish motivations that can get a neutral character motivated, ultimately it’s a “save the town” story.
[20:06] * ~Dan nods
[20:07] <~Dan> Now that Delve has funded, what’s up next for you?
[20:08] <+Jamie> Well obviously I need to finish Delve! Much of the work has done but I have some writing and we have some art that is in-progress currently.
[20:08] <+Jamie> But after that I have a bunch of other games and book projects in mind.
[20:09] <+Jamie> One thing I’m working on right now is a new RPG called Hauntings & Households.
[20:10] <+Jamie> The players take on the roles of small-town paranormal investigators looking for ghosts in all the wrong places.
[20:10] <~Dan> I recall you mentioning that on one of your driving podcasts.
[20:10] <~Dan> What sort of system will that use?
[20:10] <+Jamie> Think Ghostbusters but with no Ph.D., no proton pack, and possibly a nagging ex and a parole officer.
[20:11] <+Jamie> It uses System 26—a game system that I designed first used by Metamorphosis Alpha 5th Edition.
[20:11] <+Jamie> Except this will be a little less crunchy and more focused on narrative and character.
[20:12] * ~Dan nods
[20:12] <~Dan> How does it work?
[20:13] <+Jamie> It uses all d6 dice, and assuming you are neither good nor bad at a particular type of action you’ll roll 2 dice. More if you trained or talented. Only 1 if you’re below average and no chance at success if you completely suck at something.
[20:13] <+Jamie> If an action is easy you score Achievements if it’s a 3 or higher on the die. Average actions score on a 4 or higher. Hard score on a 5 or higher.
[20:14] <+Jamie> If you roll all 1s in your dice pool that’s a Botch and you’ve really screwed up. Which makes it much more likely to happen if you attempt something that you’re not good at.
[20:14] <+Jamie> The game doesn’t distinguish between natural attributes, talent, training, etc. That’s just window dressing. You just have dice that rate how good you are at certain types of actions.
[20:15] * ~Dan nods
[20:15] <+Jamie> Then you have Qualities which are more roleplaying and situational.
[20:15] <~Dan> Like what?
[20:16] <+Jamie> Like your character could have a minor psychic talent or have a phobia. Or the nagging ex or parole officer or a friend who’ll loan you cool gear.
[20:17] <+Jamie> It’s player-facing, meaning the players are doing most of the die-rolls either to act or react to things. The GM will make rolls but not in the same way a player does.
[20:17] <~Dan> How so, re: GM rolls?
[20:19] <~Dan> (Howdy, DLB_Chuck)
[20:19] <+Jamie> So imagine a drunk ex-husband drives to his old home in the middle of an investigation and finds people exploring “his house” and starts swinging a baseball bat at a PC. I wouldn’t roll to hit the way a player would.
[20:19] <+DLB_Chuck> Greetings
[20:19] <+Jamie> Instead I would make a simple die roll to figure out whether the chance to dodge or block the attack is Easy, Average, or Hard.
[20:20] <+Jamie> The main game rules are always for the players in this version of the game.
[20:20] <+Jamie> If there is good response to the game, it will be the first in a series. Another one about Cryptids, another about UFOs, another for conspiracies …
[20:21] <~Dan> Individual games, or supplements?
[20:22] <&Akyla> it sounds intriging. have you thought about how are you going to separate it from the recent mass influx of stranger things inspired games
[20:22] <+Jamie> Right now at least, in my head each one is a separate game with a different focus, but the rules are compatible so you could mix and match them.
[20:23] <+Jamie> I’m not chasing Stranger Things. It’s not about 80s nostalgia or trying to re-create either Steven—King or Spielberg. But rather explore the strange personalities of people who go all-in on their beliefs of the strange.
[20:23] <+Jamie> I used to date a woman in a paranormal investigation group and I realized that the ghost hunters were often more interesting than the ghosts.
[20:23] <&Akyla> so more following Ghost Hunters
[20:24] <+Jamie> Yeah, this is more grounded. The supernatural is real in this world but not quite as over the top as, say, Ghostbusters.
[20:24] <+Jamie> More like if the stuff you read or watch on these paranormal reality shows is true.
[20:24] <+DLB_Chuck> What’s the game?
[20:24] <+Jamie> So there is some danger, but it’s not like Zhuul will pop out and eat you.
[20:25] <+Jamie> Chuck: It’s called Hauntings & Households. It’s a game I just started early design work on and will get going more after the D&D adventure I just crowdfunded goes to press.
[20:25] <&Akyla> that’s appealing. Sometimes I just want a game with the flavour of the times without the extremeness of supernatural
[20:25] <+DLB_Chuck> Cool. I’ll keep an eye out for it
[20:25] <&Akyla> same. i’ll back it
[20:26] <+Jamie> Akyla: There are plenty of games for fighting straight up ghosts and demons. This is more subtle, more about solving mysteries and dealing with strange people—including and especially the rest of your team.
[20:26] <&Silverlion> Lots of interest in Stranger Thing type stuff. I love the show, but find it amusing the different takes people have.
[20:26] <&Silverlion> That’s cool Jamie.
[20:26] <+Jamie> I love Stranger Things, though this is an idea I’ve had in my head for the last five years or so.
[20:27] <+Jamie> I sketched out an outline for this concept a long time ago but never had the bandwidth to push it forward.
[20:27] <&Silverlion> That I understand.
[20:27] <&Akyla> nothing wrong with stranger things other than the excessive influx of games that are all the same
[20:27] <+Jamie> Though if a GM wanted to do something more Stranger Things the game would make it really easy to do so.
[20:27] <+Jamie> But that’s not what I’ll be presenting.
[20:28] <+DLB_Chuck> Everybody loves Stranger Things but I think there’s a general interest in paranormal themes. At least I hope so. That’s why I brought my RPG back out for a new edition.
[20:28] <+Jamie> Chuck: What’s your game?
[20:28] <+DLB_Chuck> Don’t Look Back
[20:29] <+Jamie> Hmm … I’ll have to check it out! 🙂
[20:29] <+DLB_Chuck> Finished a KS and now in editing to ship out soon
[20:29] <+Jamie> Nice. Congrats!
[20:29] <+DLB_Chuck> (Link: https://www.kickstarter.com/projects/606713165/dont-look-back-paranormal-conspiracy-horror-role-p?ref=user_menu)https://www.kickstarter.com/projects/606713165/dont-look-back-paranormal-conspiracy-horror-role-p?ref=user_menu
[20:29] <+Jamie> I’ve been a folklore junkie since I was a kid. My crazy grandmother raised me on a bunch of stories and left me a ton of old paperback books on ghosts, UFOs, conspiracies, etc.
[20:30] <+DLB_Chuck> Thanks. I released it back in the 90s initially then took a long hiatus. lol. Seemed like a good time to bring it back
[20:30] <~Dan> Given the rather nebulous way ghost investigations tend to end, what would an end-game look like for an adventure?
[20:30] <&Silverlion> I’m a huge folklore Junkie.
[20:31] <~Dan> Silverlion is an author as well.
[20:31] <+Jamie> An adventure could end with the group arrested for trespassing, scared off by something intense, having discovered it was a raccoon in the attic, or by discovering and dealing with a legit ghost.
[20:32] <&Akyla> folklore junkies unite!
[20:32] <+Jamie> There’s no guarantee of a “real” ghost in an adventure. The real drama and humor are mostly about people.
[20:32] <+Jamie> Yay for folklore!
[20:32] <~Dan> What would “dealing” with a legit ghost entail?
[20:32] <+Jamie> I got to play with folklore in another paranormal-horror RPG I did a few years back.
[20:32] <+Jamie> *cough*Supernatural*cough*
[20:33] <+DLB_Chuck> I have a ghost hunter style adventure in DLB and one of the ghosts is trying to scare people away from something to protect them
[20:33] <+Jamie> Dan: Dealing with a ghost would be either giving it or denying what it wants or doing a form of exorcism or protective rites or confronting it with something it never dealt with in life …
[20:33] <+Jamie> Lots of possibilities!
[20:34] <+DLB_Chuck> Is there something like a “fear” or “insanity” trait for PCs?
[20:34] <+Jamie> I see Don’t Look Back uses D6xD6. Nice! Lester is one of my best friends and I played that game system with ZERO back in the 90s.
[20:35] <+DLB_Chuck> Back in the dark ages there was a game where you played a ghost — usually trying to solve your own murder. Afterlife? Maybe? It was a lot of fun
[20:35] <+Jamie> Chuck: There will be some rules for dealing with fear and supernatural-inspired hallucinations, but I’m also more for getting the players into their character’s reactions. The game system has a way to “bribe” players with a small reward for playing up their characters less-than-ideal quirks.
[20:35] <+DLB_Chuck> Yep. Lester and I go way back too. It’s been a lot of fun reconnecting with him through this. I like the rules lite approach to D6xD6
[20:36] <+Jamie> Cool.
[20:36] <~Dan> 🙂
[20:37] <+Jamie> I’m really looking forward to developing H&H further. It’s still in a very early stage at this point.
[20:37] <+Jamie> But I also have the D&D stuff to write in between. Keeps me from getting bored!
[20:37] <+Jamie> I’m also writing paranormal fiction, so I’m all over the place.
[20:38] <&Akyla> well you’ve got an interested group here if you want to stop in and bounce around ideas
[20:38] <~Dan> How do you balance all that writing?
[20:38] <~Dan> And what Akyla said. 🙂
[20:38] <+Jamie> Dan: I’ll let you know when I figure that out!
[20:38] * ~Dan chuckles
[20:39] <+Jamie> My life has been so “interesting” the last few years I never know how a particular week will go.
[20:39] <~Dan> Do you plan for H&H to cover a wide variety of ghosts and hauntings?
[20:40] <+Jamie> Akyla (and all): I will be looking for playtesters once I get to that stage, so I’ll put out the word.
[20:40] <+Jamie> Dan: Yes! I will use this as an excuse to talk about various manifestations and theories about hauntings and poltergeists and possessions, etc.
[20:41] <~Dan> Will you cover demonic and faerie haunts as well?
[20:42] <+DLB_Chuck> Jamie did you see Lester is making his d13 rpg?
[20:42] <~Dan> (Yes, people investigate the latter.)
[20:42] <+Jamie> Chuck: Yes! And a long time coming. I playtested it originally back in 2002 — and for a while I was going to publish When Shadows Rise.
[20:44] <+DLB_Chuck> Neat. He’s got some really cool ideas coming along for it. I’m excited to see how it turns out.
[20:44] <+Jamie> There is a tiny little mention of that still hiding on Lester’s website: (Link: http://lestersmith.com/2011/08/signal-fire-studios-whats-this-about-d13/)http://lestersmith.com/2011/08/signal-fire-studios-whats-this-about-d13/
[20:45] <+DLB_Chuck> Funny
[20:45] <+Jamie> I loved it. But man it was grim. My character was chased into her shower by killer bees and later died in her sleep when worms crawled down her throat and choked her.
[20:46] <~Dan> O.o
[20:46] <+DLB_Chuck> That’s kinda dark. Lol
[20:46] <~Dan> (Howdy, KJ2)
[20:46] <+Jamie> Les loves dark, the crazy bastard. I love him!
[20:46] <+DLB_Chuck> He’s one of my favorite people
[20:46] <+Jamie> Yeah, he’s awesome. First I moved back to Georgia and then he moved out to Montana1
[20:47] <+DLB_Chuck> As the creator of D6xD6, he and I are both signing the bookplates for the KS version of DLB
[20:47] <+Jamie> Sweet!
[20:48] <+Jamie> Les has reduced his workload, but there are a few projects I still hope to work with him on in the coming years.
[20:49] <+DLB_Chuck> He still works regularly on things. There are some really cool D6xD6 settings that have been coming out and he’s working on a larger world for it plus d13.
[20:49] <+DLB_Chuck> There are some other things I’d like to do for D6xD6 down the road
[20:50] <+DLB_Chuck> Jamie: did you choose to use 5e because that’s what you play or do you think people want that more than the previous / pathfinder?
[20:50] <+Jamie> It’s a great game.
[20:51] <+Jamie> Chuck: 5E made me re-fall in love with D&D again. Not that I stopped enjoying it (currently playing Pathfinder and spent years as a developer of 3.x game products), but it really reminded me of the “old days.”
[20:51] <+Jamie> It clicked with me in a way that D&D hasn’t quite clicked since 2nd Edition AD&D.
[20:52] <~Dan> Jamie: Did you see my question about demonic and elemental hauntings?
[20:52] <+DLB_Chuck> I’m thinking of taking it up. I did an adventure way back when the first d20/OGL was out and my heart is usually more in fantasy than anything else
[20:52] <+Jamie> 5E is doing VERY well, too. The Early Access edition of the adventure did way better than I expected.
[20:52] <+Jamie> Dan: I must have missed it!
[20:52] <+Jamie> Please re-ask.
[20:53] <+DLB_Chuck> What was the Early Access edition?
[20:53] <~Dan> Oh, I just asked if H&H was going to cover those as well as ghostly hauntings.
[20:54] <+Jamie> Dan: Yep! Demonic stuff overlaps with “traditional” spirit hauntings way too much to completely parse them out.
[20:54] <+Jamie> A redneck investigator doesn’t know what is waiting.
[20:54] <~Dan> What about elemental/fairy hauntings?
[20:55] <+Jamie> Quite possibly—though that kind of stuff may lend itself more to an expansion or separate game.
[20:56] * ~Dan nods
[20:56] <+Jamie> My first step is to really define the core gameplay and then figure out the scope of this first product.
[20:56] <+Jamie> I’m looking forward to spending more time on this.
[20:57] <~Dan> It shows. 🙂
[20:57] <+Jamie> This is a subject near and dear to my shriveled black heart. 😉
[20:57] * ~Dan chuckles
[20:57] <+DLB_Chuck> Lol. It sounds like it will be a lot of fun
[20:58] <+Jamie> I hope so. It’s meant to be a comedy-horror RPG, but with the comedy coming from the characters and situation.
[20:58] <+Jamie> So the players at the table are laughing their asses off while the characters are scared or arguing or mad as hell.
[20:59] <~Dan> I hope you get to the cryptids game. There was a super-cheezy show I saw a few times that would be ideal inspiration… Mountain Monsters, maybe?
[20:59] <+Jamie> Now it would be easy to tweak the game to make it more straight-horror or dial up the ridiculousness for more pure comedy. But for me the sweet spot is right in the middle.
[21:00] <+Jamie> Oh yeah, Cryptids will be next. Everything from tazleworms to the Jersey Devil to Sasquatch …
[21:00] <+Jamie> If I do my job right with the first product I’ll get enough interest to justify doing the whole series.
[21:00] <~Dan> Yeah, Mountain Monsters: (Link: https://www.imdb.com/title/tt3019170/?ref_=nv_sr_1)https://www.imdb.com/title/tt3019170/?ref_=nv_sr_1
[21:01] <+Jamie> Perfect!
[21:01] <+Jamie> I’ve heard of that one but never watched it.
[21:02] <~Dan> There’s a guy who builds traps that never do anything.
[21:02] <+Jamie> LOL – perfect for what I have in mind.
[21:02] <~Dan> (Obviously, or we’d have ourselves a Sasquatch.)
[21:03] <+Jamie> The paranormal investigators that inspired this particular game (H&H) were from the outskirts of Montgomery, Alabama. And they were … characters.
[21:03] <~Dan> I’ll bet.
[21:04] <+Jamie> One of the goals is to make character creation fun. One of the early ideas is that you’ll have some control—but not complete—in how your character turns out.
[21:04] <~Dan> What would be random?
[21:04] <+Jamie> So you pick some things about your guy or gal but leave the others to chance and see what weirdness you roll.
[21:05] <+Jamie> I like the idea of the player choosing the core concept and main traits of their character, but rolling randomly for certain flaws, quirks, and roleplaying hooks.
[21:05] <~Dan> That could be fun.
[21:05] <+Jamie> That’s an idea I have to play with to make sure it hits the right balance.
[21:06] <+DLB_Chuck> i like the idea of letting other players choose traits for a person’s PC
[21:06] <+Jamie> I remember the TABLOID! RPG from Zeb Cook in the 90s (which I got to playtest). You rolled your character’s life after high school to determine history and accumulated skills.
[21:06] <+DLB_Chuck> depends on the comedy factor you want. lol
[21:08] <~Dan> So other than H&H and D&D, what else have you got planned?
[21:09] <+Jamie> Well I’m getting my Cthulhu-themed card game Building An Elder God back into print, as well as the parody book The Very Hungry Cthulhupillar.
[21:09] <+Jamie> Both did so well they are both sold out and I need to bring them back!
[21:09] <+Jamie> I also have another Lovecraftian card game in early development called Cult Wars. Basically each player represents rival cults hoping they are the team that successfully brings forth enough horrors to end the world.
[21:10] <~Dan> (brb)
[21:11] <+Jamie> So you build better cult strongholds and recruit more cultists and summon monstrosities and cosmic horrors from the deck, benefiting your people or attacking your rivals, running out the clock until the “stars are right” (the draw deck runs out). Whoever has the most Horrors attached to his or her cult wins.
[21:12] <+Jamie> And of course I’m designing a penguin-based race for D&D 5E.
[21:13] <+Jamie> That came about as a challenge to fund Delve by midnight on Friday—and everyone came through! Penguin power I guess.
[21:13] <&Akyla> i’m not in support of other players choosing unless they have a specific list to choose from. I have too many friends who go into the confusing over the fun
[21:13] <+Jamie> I have already drafted the initial writeup of the race.
[21:15] <~Dan> (back, sorry)
[21:15] <~Dan> What can you tell us of this penguin race?
[21:15] <+Jamie> No worries.
[21:16] <+Jamie> They are the Pengoi. I haven’t written out the text, just made a few first-draft notes on their game attributes.
[21:16] <~Dan> They’ll definitely be a dapper people.
[21:17] <+Jamie> Currently it’s a Con +2, Wis +1 bonus. Their special traits include Arctic Adaptation (cold resistance and advantage on Survival checks in their native habitat), Bird of the Sea (swimming speed and bonuses to holding their breath or doing Athletics check in water), Belly Slide (a cool maneuver they can do once per rest), and Loyal Companion.
[21:18] <+Jamie> The latter gives a friend an extra boost when the Pengoi performs the Help action.
[21:18] <+Jamie> I gotta look it over, make a few sample characters and test some things to make sure nothing is out of whack or unbalanced.
[21:19] <+Jamie> Also giving my Kickstarter and Patreon supporters a chance to be part of the review process.
[21:19] <~Dan> Yeah, you don’t want overpowered penguins…
[21:19] <+Jamie> Makes March of the Penguins sound like a damn nightmare!
[21:19] * ~Dan chuckles
[21:20] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:21] <+Jamie> Well … I have a ton of stuff going on all the time. I sometimes create crazy t-shirts, door hangers, microgames that fit on business cards, or other ideas like a chore system for your household that uses a deck of cards.
[21:22] <+Jamie> If you want to get in on everything I’m doing and get early access to all the strange things I’m working on, you can find it on Patreon: (Link: http://www.patreon.com/jamiechambers)http://www.patreon.com/jamiechambers
[21:22] <+Jamie> A lot of material is just posted openly but some stuff will be for patrons-only.
[21:22] <~Dan> On a related note, those wishing to support my Q&As can do so here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[21:22] <+Jamie> Tip Dan!!
[21:23] <+Jamie> My blog has all kinds of articles on gaming, life, recipes, alcoholic beverages, etc. (Link: http://www.jamiechambers.net)http://www.jamiechambers.net
[21:23] <~Dan> Are you the one who mentioned the Mexican martini?
[21:24] <+Jamie> That would be me.
[21:24] <+Jamie> I discovered it in Austin and fell in love years ago, and have perfected my own recipe.
[21:24] <+Jamie> Oh, also I’m playing around with two new pieces of content that will be coming soon.
[21:25] <~Dan> Oh, here’s another show you need to check out, Jamie: (Link: https://www.imdb.com/title/tt2845084/?ref_=nv_sr_1)https://www.imdb.com/title/tt2845084/?ref_=nv_sr_1
[21:25] <+Jamie> One is a gaming livestream series called Playing With Myself — in which I tackle solo games with the help of the audience.
[21:26] <+Jamie> The other is a conversational podcast called Rollitivity, which I talk to folks (often creative professionals) and talk about how tabletop games have changed their lives and made them who they are.
[21:26] <+Jamie> Oooh nice Dan. I’m gonna binge some of this stuff when I mentally switch gears from D&D to redneck ghost hunting!
[21:27] <~Dan> Well, that show’s as redneck as it gets. 🙂
[21:27] <+Jamie> Excellent
[21:27] <+Jamie> Anymore questions before we call it a night?
[21:27] <~Dan> I think I’m good! Anyone else?
[21:28] <+Jamie> Looks like it’s just you and me again. 😉
[21:28] <~Dan> Heh.
[21:28] <+Jamie> But thank you everyone who showed up and kept us company!
[21:28] <+Jamie> Check out my games at signalfirestudios.com and my personal stuff on jamiechambers.net
[21:28] <~Dan> Thanks very much for joining us, Jamie!
[21:28] <+Jamie> Or follow me on the socials: @Jamie1km on Twitter, /jamiechambers on Facebook.
[21:29] <+Jamie> Appreciate you inviting me on, Dan. We need to do this more often!
[21:29] <~Dan> Indeed. And you don’t have to just come by for Q&As. Stop by any time you like!
[21:30] <~Dan> Now if you’ll give me just a minute here, I’ll get the log posted and link you. 🙂