Episodios

  • Ep.15: Blank Page or Blueprint
    Aug 5 2025

    Jamie and Scott dig into how we’re all wired to find creativity in different ways. This is a critical part of the process. Not only are we talking about how structure drives us all differently but communicating those expectations at the table. We circle back to some ideas we referenced early on and begin our exploration of OSR ideas and GNS.

    For more on the discussion of System and Style check out James' article series, Rules in Practice and Scott’s additional thoughts on specific systems on our YouTube channel.

    Topics discussed:

    00:00 - Intro

    03:54 - Structure vs tyranny of the blank page

    05:55 - Fiction First

    07:15 - the Social Contract. Matt Colville, Language Not Rules

    11:15 - Game Design with Luke Crane & Thor Olavsrud

    12:00 - GNS

    13:45 - Save the Cat

    14:40 - Structure generating creativity vs. restricting creativity

    16:40 - Investment in story vs characters

    17:35 - Kishōtenketsu

    20:25 - Player agendas

    21:20 - Verisimilitude in RPGs

    25:35 - the fruitful void

    25:25 - GM responsibility to contextualize

    27:00 - Torchbearer

    30:15 - Consequences to feed narrative

    31:50 - Play by vibe

    34:14 - Relationship of character to story

    36:50 - What players bring to the table

    42:45 - Not everybody is a creative writer

    46:00 - Real life experience + playing well in a rpg

    51:45 - LitRPG

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    1 m
  • Ep.14: Mothership
    Jul 24 2025

    Long‑time friend of the show and gamer Johnathan Lee drops in as we crack open Mothership, the d100 panic engine from Tuesday Knight Games. A brisk build phase shows how quickly you can assemble a potentially doomed crew. Then we plunge through a five‑scene drift where hull plates groan and heartbeat monitors spike. Note the scenes that kicked off TOMBS (Transgression, Omens, Manifestation, Banishment, Slumber).

    Afterward we really begin to dig into some of the push and pull between mechanics and story and how we see different games engage with the material in a different manner, potentially creating very different results even between similar scenarios.

    For more on the discussion of System and Style check out James' article series, Rules in Practice. More installments in this series to come.

    Topics Discussed:

    Mothership AP

    00:01:00 Setting

    00:07:00 Characters & System Briefing

    00:16:40 So it begins - Transgression

    00:28:45 Stasis Pods

    00:38:00 The Cockpit

    00:40:10 Check the Bounty

    00:46:00 Waking the Captain - Omens

    01:02:00 Run Ship Diagnostics

    01:10:15 Enter the Chapel

    01:17:15 Engine Room

    01:26:00 Gear Up

    01:30:15 Space Flames - Manifestation

    01:34:50 Shut It Down!

    01:46:10 “Perhaps Battle Dress is in order"

    01:50:10 VacSuits

    01:52:20 Freedom!

    01:59:00 Solar Pilgrimage

    02:10:00 Panic

    02:14:45 Ultimatum - Banishment

    02:15:00 Controlled Burn - Slumber

    02:27:30 Wrap Up

    Deconstructing Mothership and System/Style discussion

    02:32:00 Execution

    03:00:00 Exposition

    03:07:00 Evolution

    For podcasts, articles and more, visit ModernMythology.net

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    3 m
  • Ep.13: Echoes of the Veil, a CBR+PNK Hack
    Jun 20 2025

    On this special episode we bring fellow Philadelphia-based designer Raffi onboard to explore Echoes of the Veil, a new expansion that turns the

    Forged in the Dark masterwork of design CBR+PNK into a quick-fire mini-campaign engine.

    We jump straight into character creation, unpacking the new runner-growth track and “Weird" options, modular downtime boards, and other Veil-specific mechanics along the way—smart add-ons that deepen play without slowing the momentum that made CBR+PNK a cult favorite. Expect tight action, abrupt pivots, and a city that pushes back as hard as you lean in. After the session we dive into a far-ranging discussion of style, system, and all things RPG.

    Listen now, grab free sample pages, and back Echoes of the Veil on Kickstarter to keep indie cyberpunk thriving.

    Heartfelt thanks for joining us, Raffi. Go support this fantastic creator!

    Topics Discussed:

    Echoes of the Veil Actual Play

    00:02:30 Character Creation

    00:13:37 Safety and Guidelines

    00:14:29 Background

    00:24:00 The Drop

    00:30:55 The Toll

    00:39:40 Break & Entry

    01:17:00 The Twist

    01:28:10 The House of Po-Po

    02:01:45 Epilogue

    Interview Raffi

    02:13:35 What have we been playing?

    Traveler Character Generator

    02:28:00 Digging into process with Raffi

    02:38:30 Inspiration

    02:49:14 Bringing The CBR to our PNK

    02:53:15 Get your gamism on

    Therapeutic approaches to RPGS

    Intentionally Therapeutic TTRPG resources

    For podcasts, articles and more, visit ModernMythology.net

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    3 m
  • Ep.12: Launching Our Sci-Fi Arc
    Jun 13 2025

    Episode 12 welcomes clinical-tech nerd—and lifelong D&D DM—Sean, deepening the Modern Mythology bench to four hosts. (Sean, James, and Scott are on-mic this time).

    A quick opening discussion uncovers Sean’s gaming roots and, in the process, reveals some of how each host hacks rules at the table, a topic we will surely return to. Scott—who has logged hundreds of systems—champions underrated mechanics and explains why he drifts from Dungeons & Dragons even as the podcast keeps circling back; Sean defends single-system mastery; James moderates the middle ground.

    With philosophies compared, the crew jumps to the Third Horizon for Free League’s Middle-Eastern space opera Coriolis for a short actual play. Two linked scenes showcase the streamlined dice-pool engine and its signature tension lever—Darkness Points, a GM resource that turns player pushes into creeping cosmic peril—setting the stage for the show’s new, sci-fi-focused chapter.

    Check out our YouTube channel for a development discussion about Coriolis.

    (Trigger warning: suicide)

    Topics Discussed:

    00:00 Meeting Sean

    00:05:03 Characters on the fly

    00:06:20 Resource management

    00:09:50 System experience

    00:23:05 Minis & the Grid

    00:26:10 Coriolis AP

    00:38:16 Character discussions

    00:46:55 Scene one - Pinned down

    01:02:25 Scene Two - Divide and conquer

    01:20:49 Scene Three - The getaway

    01:23:15 Scene Four - The sacrifice

    02:02:40 Debrief

    For podcasts, articles and more, visit ModernMythology.net

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    3 m
  • Ep.11: Horror RPG Wrap-Up
    May 27 2025

    Our horror TTRPG spotlight winds down—for now. Jamie, Mark, and Scott unpack game mechanics that subtly shape pacing and tension, exploring ritual framing, partial successes, player-facing rolls, and objective-driven rewards.

    We also discuss two cult-favorite horror rpgs we haven’t covered before—Unknown Armies and Kult—before diving into a brisk (~30-minute) actual play of Don’t Rest Your Head.

    Topics Discussed:

    01:30 Podcast milestone

    05:59 Honorable mentions

    09:25 Unknown Armies

    23:00 Kult

    40:30 Applying these ideas at the table

    66:20 Don’t Rest Your Head — actual play

    88:40 DRYH debrief

    90:00 More games we love

    100:00 What’s next?

    Listen on ModernMythology.net or your favorite podcatcher, and catch more from Scott about Unknown Armies on YouTube.

    Keep an eye out for upcoming articles from James exploring play style versus system on the Modern Mythology blog.

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    2 m
  • Ep.10: Player Spotlight
    May 12 2025

    In Episode 10, Mark, Jamie, and Scott follow up our discussion on story-facing design by zeroing in on player spotlight: who talks when, who takes control of a moment, and how game systems shape pacing and participation.

    This episode asks a simple but essential question—how do you decide who gets the scene? From GM-led framing to player-initiated action, from systems that distribute authority to those that leave it to group consensus, we discuss how spotlight is shared, negotiated, or wrestled for. It’s not just about giving everyone equal time—it’s about making every moment count, and using mechanics to support scenes that land with emotional clarity and narrative weight.

    Topics Discussed:

    00:00 What is the “spotlight “ about
    00:03 “Splitting the party”
    00:09 Character perspective
    00:11 Player vs character
    00:22 Systems that drive spotlight
    00:43 When dice drive spotlight
    00:47 Player driven spotlight
    01:04 Scenes and pacing

    For podcasts, articles and more visit ModernMythology.net

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    1 m
  • Ep.9: Rōnin Interview & Actual Play
    Apr 29 2025

    We sat down with Sacha Lightfoot of Slightly Reckless Games to talk all things Ronin—a brutal, beautiful RPG about masterless samurai and the weight of honor. We dig into where the game came from, what makes it sing, and why we think OSR games are SHITE (clickbait, we actually don't).

    Sacha shares what’s next from SRG, and we get into how Ronin adapts and builds on Mörk Borg’s core concepts. There’s death, duty, and just enough darkness to feel real. As always, we talk theme, tone, and what we’re really chasing in an RPG.

    Stick around for a preview of our Ronin Actual Play with the Late Night Marauders, and don’t miss the chance to back SRG’s upcoming expansion, Densetsu.

    Also, check out Scott’s StartPlaying page for weekly Ronin sessions—featuring both original and published scenarios:
    👉 https://startplaying.games/gm/myth-forged

    Topics Discussed:

    2:00 What are we working on

    8:10 Slightly Reckless Games

    17:20 Lets talk about Ronin

    23:40 Death and Resurrection

    32:30 Exploring OSR

    40:10 Honor System

    46:00 Densetsu Kickstarter on its final week https://www.kickstarter.com/projects/slightlyreckless/ronin-densetsu

    53:00 Third Party Development for Ronin

    58:00 Ronin Actual Play excerpt (1 hour) of module 13 Demons of Akuma Saizo by John Ossaway.

    For podcasts, articles and more visit ModernMythology.net

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    2 h y 10 m
  • Ep.8: Story Structure, Play Concepts, Starting with the 3-Act Model
    Apr 14 2025

    Here is our inaugural conversation about story structure and the ways both system and choice shape our RPG sessions. In this episode, we focus on the classic three-act structure—how it translates into collaborative, improvised play over the course of an ongoing campaign, or within individual sessions.

    We explore a few core questions:

    Where does the responsibility for story lie in an RPG?

    What games drive narrative through structure, and how do they do it?

    How can we think differently about the formulas we bring to the table?

    Our goal is to offer several ways to create story in nearly any type of game, including those without explicit narrative mechanics. This is the beginning of a longer conversation about how stories emerge in play, and the different tools we can use to shape them.

    More to come on this topic, we’re sure.

    Topics Discussed:

    00:01:00 What we’re playing?

    00:18:50 Narrative Structure

    00:24:00 Site-based games

    00:44:42 Sandbox games

    01:01:00 Player facing

    01:08:00 Story Driven Structures, ie Three Acts

    01:10:00 The Inciting Incident

    01:19:00 Act Two

    01:27:00 Reluctant Heroes

    01:29:00 Act Three

    01:33:20 Wrapping Up

    For more podcasts, articles and more visit ModernMythology.net

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    1 h y 43 m