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What is Roleplay #23: Monsters! with Paul Baldowski

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Manage episode 478829146 series 3443926
Content provided by Beyond Cataclysm. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Beyond Cataclysm or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Welcome to Episode 23 of ‘What Is Roleplay?’ This episode we are joined by Author and Game Designer Paul Baldowski to discuss Monsters!

  • Chris asks Paul why Monsters are so important in roleplaying games?
    • Paul states that they are far more than just a character to slam down – they add a level of challenge and complexity that wouldn’t be present without them.
    • Chris makes the point that monsters are an important device for storytelling, a fork in the road of the journey that the players are on.
    • A discussion using Hansel & Gretel as an example of a monster being at the heart of a really complex story
  • Chris asks ‘What defines a monster’?
    • Paul chats about this idea, suggesting that monster do not have to be animate – anything that presents a barrier or delay can be monstrous, such as a wall or door.
    • Paul sights the British TV series ‘Knightmare’ as a great example of inanimate monsters.
    • The lifeforce meter for ‘Knightmare’ can be viewed HERE
    • In other approaches Monsters can be complex tasks that require lots of dice-rolls.
  • Paul points out that Monsters and Obstacles are the same unless the game mechanics make them different
    • Orc level 3 and locked door level 3 are the same in that they both require the player to overcome them using storytelling, dice rolling or some other tool or strategy
    • Cypher System deals with obstacles like this well – the levels allow for an increase or decrease complexity. So new players can face challenges that aren’t too hard and experienced players can enjoy more challenging encounters.
  • Chris chats about some systems that allow for Monsters to have some agency and react to the actions of characters – attacking back
    • This becomes like a war game, like a game of Chess, and pretty complex, especially for the Games Master (GM).
    • Dragonbane is a good example of a old-school game like D&D that has simpler mechanics for monsters – the GM roles on a table, making monster management much easier and simplifying play.
  • Chris asks Paul if he has played again games that have no monsters at all?
    • Paul mentions that it depends on how you define monster, since we all have monstrous characteristics but suggests that Behind Enemy Lines is one example.
    • Chris mentions a few games that don’t have any monsters and are worth playing such as Wanderhome and Fiasco. In both games there is an exploration of what a monster is and how we journey with our own personal demons.
  • Paul and Chris then move into an actual play
    • Using a d6 they build a dark lair in which the monster, The Paul, dwells. The Chris encounters clawed creatures and the twisted glass portal into a yawning maw of shadow and darkness. Will Chris survive the encounter? Listen to find out…
Actual Play Map drawn by Jog Brogzin in 1 Hour

Links to things we discussed:

Games:

Books, Authors, Etc.

More about Paul

More about Us

Actual Play Quick Map drawn by: Jog Brogzin

With music generously provided by: Powerplant & Imploders.

The post What is Roleplay #23: Monsters! with Paul Baldowski first appeared on Beyond Cataclysm.

  continue reading

12 episodes

Artwork
iconShare
 
Manage episode 478829146 series 3443926
Content provided by Beyond Cataclysm. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Beyond Cataclysm or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Welcome to Episode 23 of ‘What Is Roleplay?’ This episode we are joined by Author and Game Designer Paul Baldowski to discuss Monsters!

  • Chris asks Paul why Monsters are so important in roleplaying games?
    • Paul states that they are far more than just a character to slam down – they add a level of challenge and complexity that wouldn’t be present without them.
    • Chris makes the point that monsters are an important device for storytelling, a fork in the road of the journey that the players are on.
    • A discussion using Hansel & Gretel as an example of a monster being at the heart of a really complex story
  • Chris asks ‘What defines a monster’?
    • Paul chats about this idea, suggesting that monster do not have to be animate – anything that presents a barrier or delay can be monstrous, such as a wall or door.
    • Paul sights the British TV series ‘Knightmare’ as a great example of inanimate monsters.
    • The lifeforce meter for ‘Knightmare’ can be viewed HERE
    • In other approaches Monsters can be complex tasks that require lots of dice-rolls.
  • Paul points out that Monsters and Obstacles are the same unless the game mechanics make them different
    • Orc level 3 and locked door level 3 are the same in that they both require the player to overcome them using storytelling, dice rolling or some other tool or strategy
    • Cypher System deals with obstacles like this well – the levels allow for an increase or decrease complexity. So new players can face challenges that aren’t too hard and experienced players can enjoy more challenging encounters.
  • Chris chats about some systems that allow for Monsters to have some agency and react to the actions of characters – attacking back
    • This becomes like a war game, like a game of Chess, and pretty complex, especially for the Games Master (GM).
    • Dragonbane is a good example of a old-school game like D&D that has simpler mechanics for monsters – the GM roles on a table, making monster management much easier and simplifying play.
  • Chris asks Paul if he has played again games that have no monsters at all?
    • Paul mentions that it depends on how you define monster, since we all have monstrous characteristics but suggests that Behind Enemy Lines is one example.
    • Chris mentions a few games that don’t have any monsters and are worth playing such as Wanderhome and Fiasco. In both games there is an exploration of what a monster is and how we journey with our own personal demons.
  • Paul and Chris then move into an actual play
    • Using a d6 they build a dark lair in which the monster, The Paul, dwells. The Chris encounters clawed creatures and the twisted glass portal into a yawning maw of shadow and darkness. Will Chris survive the encounter? Listen to find out…
Actual Play Map drawn by Jog Brogzin in 1 Hour

Links to things we discussed:

Games:

Books, Authors, Etc.

More about Paul

More about Us

Actual Play Quick Map drawn by: Jog Brogzin

With music generously provided by: Powerplant & Imploders.

The post What is Roleplay #23: Monsters! with Paul Baldowski first appeared on Beyond Cataclysm.

  continue reading

12 episodes

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