Episode Transcript
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0:00
Do you want to start having some conversations about death
0:04
and explore it and think about it in a different way than
0:07
you may already and you want to do it with your friends or in a
0:11
fun way like playing A TTRPG? This is great if you're into this really
0:14
hyperspecific topic, because in today's episode of The RPG Goblin,
0:18
we are going to be talking about a game anthology series
0:22
called Afterwards the Guide to Death. This is A
0:25
TTRPG that is on Kickstarter actually right this moment. So if you want to get
0:29
the game, please check the description of this episode to find it and get it
0:33
yourself because it is really, really cool because Afterwards the Guide
0:36
to Death is actually a combination of four small games plus an
0:40
essay, talking all about death and kind of discovering that topic.
0:44
If death is an uncomfortable topic for you, please don't listen to this
0:47
episode. We have more new episodes coming out very soon that won't be
0:51
on this topic. So you can just skip this one and come back later when
0:54
we're not talking about something that makes you uncomfortable. Now, if you're sticking around, I
0:58
think it's time for me to stop talking and let's get into it.
1:02
Welcome everyone to The RPG Goblin, a
1:05
TTRPG podcast that makes learning and exploring these
1:08
games easy and fun for you. I am your host,
1:12
Willow, and I am the resident goblin and the one who asks all the questions
1:16
because I'm obsessed with these games. In today's episode,
1:20
we are going to be talking about a project and an
1:23
anthology of games called Afterwards the Far Horizons
1:27
Guide to Death. And I am really, really excited to hear all about
1:31
this game and learn everything. And for our guest, for today's
1:34
episode, we have on Mark's Shepherd. Marks, would you
1:38
like to introduce yourself and who you are and what you
1:42
do? Absolutely. Thank you for inviting me onto the podcast.
1:46
Absolutely, yes. My name is Mark Shepard.
1:49
Congratulations on correctly pronouncing
1:52
the difficult X Sh crossover there.
1:57
I am a tabletop role playing games designer and editor, and
2:01
I'm community manager, I think that's the right word for the
2:05
Far Horizons Corp sort of international collective of
2:08
TTRPG, creators of various
2:12
disciplines, colors, stripes, all sorts, really.
2:16
People might know me from yes, indeed. Pod, which I used to host
2:20
and produce, and various other things such as being the
2:24
community manager for the Indiesine, which is
2:27
now finished, and various games under my own
2:31
imprint. Marks of high water such as Ghost Box
2:35
and a Loud Noise in a quiet place. Those are the two kind of big
2:38
ones we did a couple of years back. But today, yes, I'm here
2:42
to represent the Far Horizons co op and to talk about afterwards
2:46
our forthcoming anthology of games and essays
2:49
about death in various forms, which
2:53
I guess might sound rather morbid,
2:56
which I guess that's sort of true, but also we want to kind of take
3:00
the morbidity out of it. And
3:04
it kind of comes about because I
3:07
think everybody in the world has a kind of strange
3:11
relationship to death related to role playing games. Because
3:15
on the one hand, a lot of our favorite role playing games wouldn't really be
3:19
that fun without the threat of death to our characters and
3:22
without other characters, usually non
3:26
player characters being killed or
3:29
otherwise disposed of.
3:34
But at the same time we're really fearful about the death of our own
3:38
characters. And I think that's kind of because
3:42
we sort of do this embodiment of characters, this kind of
3:45
internalized personification of characters when we're role
3:49
playing, we do become them and we impose our own fear of
3:53
morbidity, I think, on characters. And I thought
3:57
that's kind of an interesting subject to explore, but maybe a bit too
4:00
niche. So I sort of thought, well,
4:04
what could we do instead? What's broader? What's like a really bold statement.
4:08
And I said, well, let's make a guide to death
4:12
itself. Let's make a collection of games and
4:15
essays exploring what death
4:19
could mean to different people. What kind of
4:22
exploration of, I don't know, rituals of
4:26
death, talking about
4:30
grief and mourning, talking about what death might
4:33
mean in a digital age or in a future epoch
4:37
and maybe kind of attaching a little bit of whimsy
4:41
to some of it as well. To maybe take the sting
4:45
out of a subject that people do find difficult to talk about
4:49
and do struggle to come to terms with throughout
4:52
their lives in many cases. I mean, I am certainly
4:56
projecting there. Yeah, for sure not,
5:00
but no, I think that's actually
5:03
wonderful. That is such an interesting project
5:07
and I was trying to look into more on this
5:11
project before we did this episode. But I'm glad that
5:14
you gave kind of an explanation of the inspiration behind
5:18
this idea because that is actually
5:21
very interesting and that's a
5:25
fun kind of experiment to even do of these types of
5:29
games. Yeah, sorry, I'll let you go on. Yeah.
5:37
I was curious of how you have found the experience so
5:40
far, getting essays. I know it hasn't just been you
5:44
writing them, but getting the essays and doing the games
5:48
and all that so far. Yeah, that's right. So this project is going to
5:51
kickstarter in September. If this episode is out in
5:55
September, it will be finishing on Friday the 29th. And
5:59
actually we don't have much of the writing done yet. What we've
6:02
done is we have accepted pitchers from all across the
6:06
tabletop role playing games scene and we've basically
6:10
said to loads of people, oh, send us
6:14
your pitch. What kind of game do you want to make? What kind of essay
6:16
do you want to write on this subject? And we
6:20
received 81 pitches.
6:23
Oh, wow. Yeah, this is
6:27
really good because what we wanted to do was publish four games and one
6:31
essay initially in the anthology and we got
6:35
almost exactly four to one ratio of essays to games of games to
6:38
essays. That's crazy. Fabulous. So the first thing that we
6:42
did was all the staffers then took away a massive chunk
6:46
of those pictures and filtered through
6:50
them and said which ones they were really excited about. And then we went for
6:53
a second round where we found all the ones we were really excited about and
6:56
tried to put them together into a couple of different potential
6:59
books and voted on that and we finally got the one out. Now all of
7:03
this work that sounds like it's quite difficult. I mean, it would be quite
7:07
difficult if it was just like funding applications, which I also did earlier in the
7:10
year, where it was like trying to decide which project sounded cool and which one
7:14
was worthwhile. But then also at the same time, you exposed to all these
7:18
potentially unknown content warnings,
7:21
which is just like, oh, this is a game
7:25
about I probably shouldn't go into any of the pictures in
7:28
particular detail, but all of them were there was stuff
7:32
about execution, which was a really fascinating
7:36
game, but. I. Don'T think I
7:39
can publish this game. It's too scary.
7:43
All of these things are just fabulous, fantastic
7:47
ideas. Really interesting. Some of them were just
7:50
like very difficult subjects. So
7:54
we tried to spend a lot of time, was what I'm trying to say, being
7:57
fair and allowing our
8:01
assessors to kind of take as many breaks as they wanted
8:04
to for their own well being.
8:09
I can't remember what the question was. But the
8:13
experience so far with all. Of the games and ideas
8:16
so sort of the experience so far has been really wonderful and a
8:20
little bit harrowing. I also find it quite stressful,
8:24
like accepting pitches because I just watch the number go up and up and up
8:28
and thinking, oh my God, that's a lot of workload for us. But also feeling
8:31
really responsible for people's ideas. And
8:37
what I wanted to say to all of these people was if
8:41
you have the wherewithal go out and publish this yourself because it sounds super
8:44
cool. We can't publish it at this time.
8:48
We do want to publish it, but we can't because we're limited by space.
8:53
But all of these things sound really interesting and to the right audience, absolutely
8:57
an amazing experience. Yeah, for sure. But
9:01
feeling responsible for people's creative input is quite
9:04
scary, I bet. I couldn't even imagine. And I feel
9:08
like as well, I'd like to talk a little bit about even the
9:12
tone of the I'm just going to
9:16
call it the Guide to Death. Sure. As kind of a little bit of
9:19
a nickname. I'd love to hear about kind of the
9:23
tone and the intent of the type of
9:26
games and stories that are going to be in this book. Since death
9:30
is a tricky subject and you've already mentioned kind of skipping
9:34
over, not skipping over, but not accepting some ideas that were a bit
9:37
more intense and gruesome. Well,
9:44
would you like me to list the games? Because, I mean, it's all been announced.
9:47
Oh, yeah, sure. Absolutely. I
9:51
think what we tried to do is because we've only got one
9:54
essay in the initial anthology, we've tried to
9:58
build the games and tie them all into this kind
10:02
of central essay, which is an exploration of
10:06
how we might make links
10:10
between neurotypical and neurodiverse people through
10:13
this shared understanding of death and morbidity.
10:18
I think that's a really interesting theme and this is being done
10:22
as kind of a sociological interview.
10:26
So the author,
10:29
Bastien, is going to interview several people, neurotypical,
10:33
neurodiverse people on subjects around death like
10:36
rituals. And whether it means more or less when people are
10:40
close or distant to you and mourning and grief,
10:44
that is fascinating, like loads of different subjects. And in a kind of
10:48
rigorous scientific way, I think he's an academic. He
10:52
works in communication theory. Really
10:56
interesting stuff. So I took the themes that he was talking about in
10:59
his pitch and kind of tried to bring in a game that tied into that
11:03
theme and pull that into the rest of the
11:07
anthology. So we've got, for example, to do with grief and mourning. We've got a
11:11
game from Jessica Markrum unsealy Jess
11:14
on Twitter or wherever else you can find her
11:18
now. And that's a game about a
11:22
terminally ill person already. You can tell this is going to be
11:26
super sad and their
11:29
carer. And these two people have been friends for a long time and
11:33
they're trying to express their feelings of romantic love for
11:37
each other in these final moments of
11:40
this person's life in the final weeks, final months.
11:45
And I think it sounds like an absolutely incredible
11:49
game. And knowing Jess's work, I think it's going to be
11:52
really fantastic. Yeah, that's obviously that one also is
11:56
heartbreaking. Then we have Porna M, who
12:03
is she's done a lot of work
12:06
on just like a few games that sound really cool.
12:10
I can't think of what she's done off the top of my head, but she's
12:13
a cool person and she's writing a
12:16
game about a myth from the Balkans where if
12:23
somebody's shadow is buried in the foundations of your house, then
12:27
that's said to bring good luck to you, but bad luck to them.
12:31
And we're exploring a kind
12:35
of gloomy economy and she says the tone
12:39
of her game is gloomy. I love that word.
12:43
And kind of looking at she says it's kind of
12:47
like the Trolley Problem but made into something
12:51
a bit more tangible and it just sounds really cool. Yeah, it sounds like a
12:54
really interesting game. So at the start of the game, you're kind of
12:58
doing this weird bidding to a third character, like
13:02
a shadow mage who's going to actually do this spell. And the house owner says,
13:06
I've had terrible luck in my life. All of these awful things have happened
13:10
to me and I just like a little bit of extra
13:13
look and it would be really nice if you could bury your shadow in my
13:16
house and the person selling their shadow is saying,
13:19
like, I really need the money. Yeah,
13:27
basically. And then you come back to both of their stories later and find out
13:31
whether or not it's brought them good luck and whether or not it's brought them
13:34
it's brought the shadow seller bad luck and like, what what's that
13:37
what's that meant to their life? And have they passed away
13:41
yet? Yeah. That's interesting, I think.
13:45
Sounds an interesting game and I'm really keen on
13:49
exploring this kind of weird, gloomy myth.
13:54
I should note that we will be hiring some
13:57
consultants for all of the games, I think
14:01
that deal with specific subjects like grief or mourning,
14:04
but also, in this particular example, to make sure that we do speak to somebody
14:08
from that part of the world to kind of
14:11
correctly capture the feeling of this myth and not misrepresent it.
14:15
Yeah, I love that extra work and care put into it to make
14:18
it accurate and essential
14:22
because these types of tones can hit people pretty
14:26
hard. And so being careful on kind of the sensitivity of it
14:30
is also really. Nice to number three. So we've done the essay. Game number
16:17
three is I can't remember what all of them are called. That
16:21
one is called Shadow Market and Jess
16:25
Markrum's game is called Farewell My Heart, which is such like
16:28
a cheery title. Yeah, that
16:32
one sounds devastating. Like out of all of them. So, I mean, it's only been
16:36
the two games in the essay, but that just sounds like devastating and I
16:40
would probably just cry at the end. I think I would cry
16:44
throughout. I'm really
16:47
keen to have this game out in the world, not just because I
16:51
think the creator is amazing, but also because I think it's a really important
16:55
story to consider. A really important story to tell. Because I
16:58
think sometimes some of that stuff gets a bit hidden and left behind
17:02
and it's just very human. Very human, yeah,
17:05
exactly. That's a good way of putting it. Yeah.
17:11
Game three is called caron
17:14
rails. And this is a much more whimsical take on this. So this
17:18
is kind of looking at the myth of the
17:21
fairy man, but through a kind of anti
17:25
capitalist lens. I should probably preface that by saying the Far Horizons co op is kind of
17:32
explicitly leftist and a kind of very
17:35
diverse space and we've always kind of aimed for these
17:41
anti capitalist, anti establishment, pro
17:44
socialism, absolutely things in what we do. And I
17:48
think car on rails is going to be going to be really good. So it's
17:50
kind of the idea that there was just one ferryman, but there are so many
17:54
people dying nowadays that they need a whole company
17:57
of people of train drivers, basically. And
18:01
these psychopomps are kind of going to deal with all sorts of things. But
18:05
the idea is that they still have to get these people gently
18:09
from the land of the living to the land of the dead. And
18:13
the problems that they deal with and the way that they deal with them might
18:16
be kind of magical and whimsical in nature, but you're still dealing with a human
18:20
soul and you kind of have to treat that with respect and dignity.
18:23
And I think that is going to be quite an interesting
18:27
game. It's written by Keith ASADA, who
18:30
is a game designer, who is actually a
18:34
member of the Cop. The other people who have produced games in essays for us
18:38
are not members of the Cop and we've
18:42
worked with them before and their work is
18:45
just cool. It's just good. I know this is going to be a good
18:49
game and I'm really pleased to be able to kind of give it the justice
18:53
that it deserves. Yeah. And the concepts is really interesting too.
18:56
Yeah. So far we've had one devastating game. One game which
19:00
is quite gloomy, an essay which is
19:03
fairly academic in tone, I think that's fair to
19:07
say. And the final game is called upon the digital sea. And this
19:10
is the one I'm personally most excited about because this is a game
19:14
where there are
19:19
it's weird to explain it basically it's a game
19:23
about an online community of people who have known each other
19:26
for a long time, like a forum or
19:30
something or a discord server, and one of the members has died.
19:34
And so for the first time, some of the other community
19:37
members are going to their funeral and they're going to meet in person for the
19:40
first time. And then you are telling the
19:44
story of not only how that person who has
19:47
died lived and died, but also how the community comes together
19:51
and then disintegrates afterwards. So it's kind of a story
19:55
about not only memorializing people, but it's about how
20:01
communities come together and fall apart,
20:05
like maybe how they hinge on one person. I'm not sure
20:08
totally where some of the stories are going to go with that, but
20:11
also what does memorializing people look like in
20:15
the digital age? I think that's really interesting because it's something that
20:19
as a society, perhaps we've not quite come to terms with yet. I'm
20:23
thinking of things like Facebook memorial pages. That was
20:27
kind of a big thing a while ago. I don't know how much it
20:30
happens nowadays, but Facebook were taking down people's memorial pages because
20:34
they knew they were dead. Is that respectful or is that disrespectful?
20:38
I don't know. And I just think it's an interesting subject
20:42
that is maybe not thought about.
20:46
And I had a conversation with this game about with the
20:49
Darkest Dogs podcast a while ago and I suddenly
20:53
thought, if I touch wood, if I were to
20:57
die, tomorrow? What would happen to the Far Horizons co op and
21:00
what would happen to the other online spaces that I'm involved with?
21:07
Well, I'm sure they would remember and notice that I was gone because the
21:11
project lead suddenly have disappeared for several projects. But
21:15
maybe in other communities would people recognize that
21:18
you were no longer consistently there
21:23
when you've lost touch with somebody on Twitter or
21:27
even going back Google Plus, something like that and
21:31
you've lost contact with somebody and occasionally think well, what happened to that person?
21:34
Are they still kicking around on the internet or they just given up with this
21:38
or have they passed away? And sometimes we just never know these things
21:42
and I don't know. That's weird. It is
21:46
weird. You're making me think about it and I'm just like
21:50
no, this is like such an
21:54
insanely interesting project just in the
21:58
ideas that it brings forward, in the thought
22:01
experiments that you kind of have people go on
22:05
with playing some of these games and really thinking
22:10
what could happen? What does happen when we play these
22:14
games and explore these stories?
22:18
This is fascinating. I love this so much.
22:23
So I'm really hoping is that it doesn't sound too
22:25
eclectic because that's not what we want.
22:29
I think what I've tried to do is to
22:32
build together a cohesive mixtape of stuff
22:36
that will feel like it belongs together and I
22:40
think part of that is going to be around theme
22:43
and we'll have an editorial team working on
22:47
that who I think are going to have to try and bring things
22:51
together in certain places. But I think part of it as well is to do
22:54
with how things are illustrated, how things are laid
22:58
out and the actual graphics and the physicality of the
23:02
book itself, which is something I'd like to talk about later. Because
23:06
all of these things, I think, are really important. Because I don't know
23:09
how much you personally know about the Far Horizons Court, but your listeners may or
23:13
may not know that. We used to produce digests of
23:17
short games sort of like this every
23:21
three months and we did that for two years and
23:24
we didn't theme them. So you went from one game
23:28
to the next game and there was no cohesion between them
23:32
and that's not the reason that they didn't sell well. But
23:36
I think it contributed to it because in a way it's
23:39
difficult to sell an anthology
23:42
of very mixed music,
23:46
very mixed anything coming onto the idea of like now that's what
23:50
I call music CDs because you don't go out and buy them
23:54
for their cohesion, right? You go out and buy them because you feel like you
23:57
ought to or whatever. It's a harder sell.
24:02
I think it's a difficult sell unless you have some absolute
24:06
spell binding musicians or in our case game
24:09
designers in there, which we do, but I'm not sure
24:13
that they are headliners which could necessarily sell a game
24:17
entirely on their own merit. I don't know if that's really unfair
24:21
because I would 100% go out and buy any of these books. But anyway.
24:26
Yeah, no, I totally get it. It's also not
24:30
a common idea either to just do kind of these
24:34
short anthology games together and actually, the first time that
24:38
I ever saw a book like that was
24:41
actually Last
24:47
of the I visited a game shop. Up in Ohio and I got
24:51
some stuff from their free, like stuff from the free RPG day.
24:55
And one of it was I think it's called, like, Level Up or something,
24:59
where it's this little booklet that's filled with a bunch
25:03
of short games and it's just like an anthology of a bunch of different
25:06
games. Fabulous. I think
25:11
as someone who plays these types of games, normally
25:16
I didn't know what that was. I didn't know if it was
25:20
actually like a bunch of games or if it was just like if it was
25:23
days. And I actually wasn't even going to take the book at first until the
25:27
person just gave it to me. It's like, oh, you should check this out. I'm
25:29
like, okay. And I was then surprised when it had a bunch of short games
25:33
that were easy to start up and play with a bunch of people
25:36
that as well.
25:40
They all had tones
25:43
and how many people were meant to play them, and
25:47
a bunch of different things like that that made it actually a really interesting
25:51
read. And so to see I don't know
25:55
too much about the Far Horizon Corp,
25:58
but the little bit that I looked into before
26:02
doing this, I saw your anthology. I
26:05
think they were like revised versions of your anthology games that you did
26:09
before, and those looked really good and kind of reminded me of that
26:16
idea of just putting a bunch of games in one thing. But it
26:20
is a really hard sell because it's not just one idea, it's not a straight
26:23
idea, like a normal not saying that those aren't
26:27
normal games, but most people are used to a
26:31
rulebook that this is a game about playing monster hunters
26:34
and that's what the game is, 100%. So the
26:38
difficulty that I think we've had with selling anthologies before is we would just
26:41
accept any number of games that pitch to
26:45
us. So we'd be trying to sell a
26:49
game book of eight to ten
26:52
short games and you get very muddled
26:56
messages there because you're trying to make each game sound really, really
26:59
cool, but you're not buying one
27:03
game, you're buying ten games. So
27:07
I think ambition was our enemy there and
27:11
what we've tried to do a little bit since then is scale it back.
27:15
So we've had, for example, the Far Horizons Guide
27:19
to Cults, which was a book of basically
27:22
system generic cults that you can just drop into your games.
27:26
Yes, that and the Heist one look really good. The heist. Yeah.
27:30
Heist is really good as well. That's the Role Player's Guide to Heists
27:34
which is an absolutely fabulous book
27:38
and I think that was the first project we kick started as a
27:42
co op cults was a couple of years
27:46
ago. Now it's almost ready, I
27:49
think. I hope so because I've got a cult in that.
27:54
So our next one is the Guide to Death which is a little bit different
27:56
because we've not done an anthology of games in a Kickstarted
28:00
format before. We've not crowdfunded for an
28:04
anthology of games before, but we have aimed to
28:08
lower our ambitions and we said
28:12
what we want to do is we want to make a book of four
28:15
games, one essay for starters.
28:19
If we get a lot of extra funding, maybe we'll extend that a
28:23
bit. But that's what we want to do. And we want to make
28:26
a product that looks the business, that looks nice,
28:30
that feels good to read, feels
28:35
maybe not good to play, because some will be dealing with difficult
28:38
subjects. But in general is just like
28:42
a nice product. Yeah, no, for sure
28:46
that does the part. Yeah. I think going full into one
28:53
theme, one central theme is a fantastic
28:57
way to do these anthology games. Yes. Have you found
29:01
that when you did the Heist and the Cults game, what was the
29:04
reception on those versus the more general anthology
29:08
ones that you did before? Heists did fantastically well and I'm really proud of how
29:12
that did. And we funded Cults as well and that did as we
29:16
expected it to. And overall we're really
29:19
pleased with how those games have gone and ongoing sales
29:23
on Heists has been a pretty strong source of income
29:27
for a lot of our co op members. I think the
29:30
anthologies, I think in a way
29:34
because they're a harder sell. We've not been so
29:38
successful with those and that's fine because some
29:41
people have bought them and have really enjoyed what's therein. There are a lot of
29:45
very cool games in there that could and have been republished
29:49
elsewhere and that's cool. Yeah, no, that's really
29:52
cool. I've got a lot of games in there that I'm really proud to have
29:55
made, I'm really pleased are out in the world and that I would just like
29:59
for people to play maybe and if not then I'll just republish
30:03
them sometime. Exactly. But
30:07
again, I think that it is then
30:10
reflective that strong idea. Like this is a whole thing of Heist,
30:14
this is a whole thing of cults, this is a whole thing on A Guide
30:17
to Death. I think those are fantastic
30:21
and a great approach to these style games because I actually find the idea to
30:25
be really cool and especially for people
30:28
who may not have always the time to
30:32
learn a new game or they only really want to do
30:36
one shots. These types of anthology type
30:40
games are really cool because you can pick them up pretty
30:43
easily and I'd actually like to talk a little bit
30:47
about the games that are going to be in this
30:50
book. I'm guessing are all going to be
30:53
roleplay type games. Are they meant for specific
30:57
amount of people? Are there Gmless games? What's
31:01
the structure of the games that are going to be in here?
31:04
Great question. Let's rely on my memory
31:08
for most of it. So, Jess Malcolm's
31:12
game Farewell My Heart is specifically a duet game
31:16
like Starcrossed and Dread. It's played with a tumbling
31:20
block tower. Oh, that's fun.
31:24
I think I'm correct in that it is not based on Starcrossed, it is
31:28
based on the I can't remember the name of the system, but it's Jess's
31:32
system. WLW can't remember the full name of it. It does
31:36
not stand for women loving women. It is a good game, it's a good system, and it's a
31:44
slight twist on the original version in that the game doesn't end when
31:48
the tower falls. That's just the moment that they confess their
31:51
feelings for each other and the game ends
31:55
sometime later. Something to do with cards as well. I do
31:59
know vaguely how this game works and there will be more detail in
32:03
the Kickstarter campaign about this, of course, but
32:07
personally I have memory issues anyway,
32:10
so that's fine. Shadow
32:14
Market, the game about shadows and foundations of
32:17
houses, I think can be played with
32:21
two, three or more
32:24
players. So two players is the standard version and I think that's for the
32:28
person buying the shadow and the person selling the shadow. In
32:32
the three player version, one of the players is also the shadow mage. And then
32:35
when there are more players, I think they just exchange roles from
32:39
time to time. So that's sort of Gmless, but
32:43
structured very cool. Let's go on. Car on
32:47
Rails, fairly sure, is a kind of more traditional
32:50
game of a game master
32:54
and a party of players. Not 100% on
32:58
that and I don't think it was in the original pitch, so it's not
33:02
all on me. And the last one is
33:05
upon the digital Sea, which is definitely
33:09
a Gmless non facilitated
33:13
game, but with a kind of act
33:16
structure that makes it a bit less free form.
33:20
Yeah, that game has been described to me as
33:24
being a 55 word game. It'll be written in more
33:28
words than that, but I think it kind of assumes that you're
33:32
starting with a ten or eleven word sentence that you then add
33:35
to or change words from throughout the game.
33:39
I'm very interested to see where that goes because it's kind of a fascinating
33:42
concept to me. I really like games that
33:46
play with form. In a weird way.
33:50
It reminds me of Paul Sager's game. The
33:54
World, the Flesh and the Devil. Possibly not in that order.
33:58
Yes, it is in that order, where you write like a
34:02
paragraph about your character to begin with and then you underline certain words and make
34:05
annotations on that. I think it's kind of that game of playing with text and
34:09
playing with descriptions of things to make really cool more exciting.
34:13
I think that sounds really cool. Yeah, no, all of those to know where that
34:16
goes, all of those sound really cool. And I love
34:20
the different ways that they are also played feel
34:24
fitting as well to the types of stories that they're
34:27
yeah. Yes, I think so.
34:31
And have you played
34:34
Starcrossed? Have I played
34:38
I i don't believe I've even heard of it, actually.
34:41
Starcrossed is Alex Roberts game of
34:48
a relationship that shouldn't happen for whatever
34:51
reason, but it's going to happen.
34:55
And it's played with a tumbling block tower. So when the tower
34:59
falls, that's when they kiss or their
35:02
relationship starts, even though it's not supposed to. It's kind of star crossed
35:06
lovers, that sort of thing. And the reason
35:10
I'm talking about that is because that
35:14
kind of build up of tension and that kind of build up
35:17
of sort of little bit of anxiety about your
35:21
character is how
35:24
Farewell My Heart is going to feel. And that is absolutely
35:28
perfect for the subject matter. Yeah, for
35:31
sure. It's going to be really good and I'm
35:35
very excited to see how that pans out. And
35:39
the thing I like most about it is that it has that kind of
35:43
structural twist in that the game doesn't
35:47
end when the tower falls and that the
35:50
relationship continues for a little bit after that. And
35:54
I think that may be even more heartbreaking than anything
35:58
else. Yeah. Because you get a glimpse of it and it's good and you get
36:02
to. Know what could have happened. Yeah. Oh man, I'm sad about
36:06
it. I haven't even played it yet.
36:09
I think that's a great way, though. That's how you know you have
36:14
a winner of a game when someone can already
36:17
tell how they're going to feel.
36:21
I know this is going to break my heart. I know this is going to make me really sad and actually I kind of
36:27
really want that. Yeah, exactly. And making it so that a
36:31
person does still want to play it and wants to
36:35
explore that story is also insanely important
36:39
because the amazing thing of this
36:42
anthology that you're doing so far, even though
36:46
I definitely know myself, I have a pretty weird
36:50
relationship with Death and how I view it. And it's something that makes me
36:54
uncomfortable, but it makes me also
36:57
excited to have an
37:01
opportunity to explore these types of stories through this
37:04
game and to think about it.
37:08
Yeah, absolutely. Because it feels like
37:11
almost a if. I can sort of put a
37:15
thought into your mind, I feel like it's a sort of invitation to have a
37:19
conversation about Death in a kind of
37:22
veiled but also safe way.
37:26
Exactly. And to me, I think that's
37:29
what not saying that only young people play role playing games, but
37:33
I think that's what young people don't have. They don't have
37:37
this opportunity. A lot of young people, I mean obviously there are people who experience
37:41
tragedy in their lives but don't have this opportunity to kind of go
37:44
out there and say, well, what does it feel like to go through
37:48
grief? What does it feel like to go through a mourning process
37:53
before it happens and then it's happening to you. And some people
37:56
will be fine with that and some people will find that really difficult to not
38:01
know how they are going to be able to process their feelings in that. So
38:04
I think without sounding too high minded, I think that this
38:07
work is quite important as well as being
38:11
hopefully fun and entertaining.
38:15
Fingers crossed, hopefully. No, I think that I would like
38:18
that. And that's where I think that you do
38:22
have a good mix of games too, because there are a
38:26
few that sound devastating. But
38:30
the chiron one specifically, even though there
38:34
is still care and thought and is still
38:38
a heavier topic, that one sounds like it can be
38:41
played while having that conversation and not having to, I guess, take it
38:45
as it doesn't have to be as consuming.
38:49
It doesn't have to be entirely about death because it can also be about how
38:53
capitalism sucks. Yeah, exactly. That's
38:56
fun, right? Yeah, we love that. Who doesn't want to role play having a
39:00
terrible boss and like getting your own back on them? I think that sounds really
39:04
fun. It really
39:07
does. I feel like that's why Dimension 20 has gotten so popular
39:11
because we love. What I'm trying to do
39:19
as well. I mean, I can see that this anthology is not for
39:23
everybody, but I'm trying to make it broad
39:26
enough so that maybe 80%
39:30
of people who look at it say, oh, do you know what? There's a game
39:33
in there that sounds really cool. And hopefully they back it based on that game
39:36
that sounds cool and then find out that the others are also really cool.
39:40
Yeah. And then what we do is we
39:44
get four authors names out there just a little bit more and
39:47
say to the world, hey, these people are cool, you should watch these people because
39:51
they're going to make more cool stuff and I guess the cop
39:55
as well. No, I think that's the coolest part is
39:58
getting more of those voices out there, more
40:02
of the creativity from people who might not always
40:05
have the chance to do that themselves. That's what I actually love about
40:10
that's. A big thing I love about quite a few
40:12
TTRPG publishing companies is that they work with smaller
40:16
creators and get their ideas out there and then
40:20
they can have a game that might have been amazing and
40:24
wonderful as it was when they didn't have a company
40:28
behind their back. But it wouldn't have done well, and people wouldn't have seen it
40:31
then if they had a company that could actually get it out to the
40:35
world. I think we have done that to some extent in the past.
40:39
So one of the games that we've published before is
40:41
Kamala Kara Arayo's Friendship Effort
40:45
Victory, which is like a shounen battle manga. Oh,
40:49
that's so fun. It's so much fun. And
40:53
Kamala is a wonderful creator,
40:56
absolutely fantastic. But by herself,
41:00
she didn't have access to
41:03
Illustrators, she didn't have access to editors, she didn't
41:06
have access to proofreaders without paying out. So
41:10
as a co op, what we do is we take all of the profits from
41:13
the books and we split them according to how much work
41:17
somebody put into that project. I love that. So
41:21
what that means is that any creator who brings a project
41:24
to us has access to our pretty
41:28
experienced team of Illustrators, layout designers, editors, et cetera,
41:32
and also has the name for Horizons Corp. Behind them so
41:36
that you can put that out in the world and
41:39
sell in the case of Friendship Effort Victory, really
41:43
well, sell loads and loads of copies of this book and make people
41:47
quite excited about it. And that's fantastic because I think by
41:50
herself, Kamala probably wouldn't have gotten quite
41:54
the traction that we managed to get with Fev because
41:58
it has a super cool cover, and getting access to that cover would have
42:05
been a lot more challenging for a solo creator.
42:09
So, yeah, that's a big part of our mission, is taking
42:13
small creators and being able to put them out there and also,
42:16
like, bigging up the editors who work with us,
42:20
like myself, bigging up the layout designers, bigging
42:24
up the Illustrators, saying, hey, you know what? It
42:28
takes a team of about 20 people to
42:32
make this anthology, and here are all their names and
42:35
go out and buy their stuff as well, because. They'Re cool people,
42:39
for sure. Always amazing to just see
42:43
creators, uplifting creators, getting those names out there.
42:46
That's wonderful. So I love that. Along with
42:50
creating awesome projects that create really interesting
42:53
thought experiments and things like that, you
42:57
also get to do awesome things of working with cool creators
43:01
and getting their voices out there. Love it. Yeah. And taking
43:04
risks doing stuff that traditional publishing companies might
43:08
feel is not
43:11
ideal. Even companies.
43:15
I mean, evil hat aside, I think most companies would probably take this
43:19
idea and say, that sounds cool, but I don't think we can get away with
43:23
publishing it. And fine,
43:26
whatever. Let's have collectives of creators
43:29
working together to produce stuff and displaying profits evenly,
43:33
and maybe that's a good thing. Exactly. I
43:37
mean, someone has to at least start, and then you can see if it's
43:41
something that is actually like, yeah, no, this is a good idea,
43:44
and this is something. So I love
43:48
taking those risks, even though they are terrifying.
43:52
It's less terrifying when you've been through it before. And
43:57
I've run my own kickstarter. I have
44:00
been editor on another
44:03
Kickstarter, and I've worked on various
44:07
projects that have at some point had crowdfunding attached to them and the more you
44:11
do it, yeah, it's always a little bit anxiety inducing but I think that
44:14
gets that reduces with time. So when you've got a level
44:18
head behind it and I kind of balking at the fact that
44:22
I've just described myself as a level head,
44:26
I think it makes it feel a lot more comfortable for everybody
44:29
else. And yeah, this isn't going to be
44:34
Avatar. The last airbender. RPG. This is
44:38
going to be a much smaller scale project with a much smaller budget.
44:41
But I still think we're going to smash
44:45
it. Yeah. No, I believe it. I think the
44:49
idea is so freaking strong and I can't wait for it to
44:52
come out. And actually I'm curious. Hey everyone. We are
44:56
at the midway point through the episode now, which is when I'm going to be
45:00
running a promo for a really cool show called Arthadian
45:03
Anthologies and also tell you about some things. First off, if you are
45:07
enjoying this episode of the RPG Goblin so far, please make sure to give it
45:11
a follow wherever you listen to your podcast and also give it a rating if
45:14
you're enjoying it. Every little bit of support really helps keep it going because I
45:17
know that you guys are liking it. And also, I know I mentioned somewhere in
45:20
this episode, I can't remember if it's this first part or the second part. RPG
45:24
Goblin has an official discord now. Yay. If you do want to
45:28
join the discord and come hang out with me and all my really, really
45:31
cool guests. The link for the discord is in my link tree, which is
45:35
Linktreethrpgoblin. You can also find it
45:39
on Twitter if you look at some of my most recent posts. I'm really, really
45:43
excited about this discord and to finally start talking to some of you guys.
45:47
And basically it's the perfect place if you want to nerd out. And I'm going
45:50
to have a whole section where you can find the guests and actually buy the
45:54
games that we talk about on this show so that it's easier for you to
45:57
get them. So I'm really, really excited about that. And yeah, please come join the
46:01
community. I'm very excited. The next episode of The RPG
46:04
Goblin, which is coming out Friday
46:08
22nd, is going to be about a really, really cool game called
46:12
Castles and Crusades, which is kind of an old school game
46:15
that replicates the same vibe as early DND
46:19
and Pathfinder and such. So if you really like old school
46:23
fantasy and that vibe in a TTRPG, you would really like to hear
46:27
about Castles and Crusades where I bring on Meliora to talk all
46:30
about it. Meliora is a freelance artist that actually works for
46:34
Trolls Games, who produces Castles and Crusades and she has
46:38
some amazing things to say about this game as it's one of her all time
46:41
favorites and is actually working on Redoing the character sheets. It's really, really
46:45
awesome and super cool to just experience a kind
46:49
of old school fantasy game that is lower on magic. So if
46:52
that sounds really cool, please make sure to listen to the next episode, which again,
46:56
will be coming out September 22. And
47:00
yeah, I think we are at the end of this midpoint here today. We
47:04
have a promo that's going to be playing in a few moments here
47:07
for the awesome Show arthadian anthologies, which,
47:11
if you don't know who arthadian is already, we actually did an episode
47:15
talking all about his game and passion project Reborn in Power.
47:19
And he runs a show that basically talks about the lore of this world. And
47:23
that is what we're going to be listening to here. So let's roll it.
47:35
Greetings fellow travelers and storytellers. You
47:39
are invited to explore a new expanding universe where life does not
47:43
end at death. Experience a science
47:47
fantasy epic like no other with an anthology based
47:51
podcast that spans across the core realms,
47:54
incorporating multiple audio fiction sagas, mixed with an
47:58
actual play of a highly customizable modular
48:01
tabletop RPG titled Reborn in
48:05
Power. You can explore it all
48:09
at your world's head codex, Archive
48:12
artheianthologies.com.
48:23
And I can't wait for it to come out. And actually, I'm
48:26
curious. So you mentioned at least at one
48:30
point that the Guide to Death
48:33
could be more than the four games and
48:37
the one essay, is that something that's connected to
48:41
the crowdfunding with potentially reaching over your goal?
48:45
Yes, and I think our
48:48
goal is kind of up in the air slightly at the moment, but we're
48:52
looking to make about 13,000
48:56
pounds, which is I think about $17,000
48:59
if we can get another 2000. On top of that, we'll get some additional
49:03
games. The one I've been looking at is
49:07
Reload by Seamus Cannibal
49:10
halfling games. Yeah. So that game is called Reload and it's kind of
49:14
like the film Edge of Tomorrow. I think that's
49:18
the film I'm thinking of where basically it's a war
49:22
and the character dies every day and
49:26
yeah, it's kind of like a bit like a more bleak version of Groundhog Day,
49:30
I guess. So you just kind of die repeatedly,
49:35
but none of it is high
49:38
stakes until the final loop of the game,
49:42
in which case if you die in the final loop, you die
49:46
for real. Wow. Yeah. Which I think is kind of an
49:49
interesting take on.
49:55
Are you familiar with DCC? Do you know about Funnels in
49:58
DCC, where everybody starts with lots of
50:02
zero level characters and you just kind of churn through
50:06
them and at the end of the dungeon, whoever has got a character
50:09
left that becomes their character for the rest of the campaign, which is kind of
50:13
a cool idea in Prince. Yeah, it's a little bit weird and it's quite
50:16
glib. It's quite glib and quite gory. And
50:20
I'm not a massive fan of it because it's the kind of game that doesn't
50:23
interest me anyway. But I think it's kind of reload is going to be a
50:26
kind of interesting approach to kind of that
50:30
funnel time loop, Groundhog Day, Edge of
50:33
Tomorrow kind of feel that sort of makes you think about
50:42
how we treat violence and fatality in
50:46
role playing games and consequently what we mean
50:49
when we do that creatively. How do we feel about
50:53
that? Yeah, no, that's actually really interesting. Yeah, no,
50:57
I like that thought a lot because I think it's very easy to look at
51:01
these games as a game and look at
51:04
it through the eyes of these are just enemies, we kill them and we take
51:08
their loot, stuff like that. And to actually have a
51:12
game that makes you think about that a bit more exactly. And makes you
51:16
think of what else is there. That's actually
51:19
a big reason I always tend to put a little bit of backstory
51:30
or things behind monsters or enemies
51:34
that my players encounter and I'll always make it a
51:37
harder choice and a harder thing to deal with in my games
51:41
every time that they want to solve something through just straight violence and
51:45
murder. Because it's not just like no, these aren't
51:49
just mindless monsters or mindless people or anything like
51:52
that. These are real things. Yeah. And I think
51:56
that kind of as a culture, like a role playing game
52:00
culture, we kind of have a weird connection to
52:04
murder and theft. Right,
52:09
fine. That is a fantasy that we're
52:13
dealing with and we know that we're
52:17
trying to I know
52:21
we have this weird relationship between we go and kill things
52:25
and take their loot and we gain personal experience that
52:28
allows us to grow as individuals when we kill things.
52:33
What a weird message to give to people.
52:38
I have a problem with games that do that.
52:42
I don't want to proselytize about it
52:46
because that's my personal taste, but I think that in general
52:49
there is a feeling in the co op that that kind of approach to things
52:53
is weird and we want to tell different stories. Yeah. And
52:57
that's kind of why we got sort of excited about reload because I think it
53:00
just sounds like a fun take on things.
53:04
No, I absolutely agree. That would be awesome to see get added.
53:08
Yeah. So that would be if we can come a
53:12
little bit later and get a little bit more funding,
53:17
I'm sure we have some other yes. So that's going to be
53:21
from Seamus Connelly and that's based on the
53:25
Breathless system, which is six if we get even more money, is from Austin
53:32
home. And that game is called
53:37
you'll like this one? That game is called before I'm gone
53:41
completely. And the pitch of that is you are dying piece by piece,
53:45
memory by memory. Escape the hospice seniors home to fulfill your bucket list
53:48
before you forget who you are. Fantastic. Oh, wow.
53:55
I think this is cool. And I'm not even sure I can
53:59
express entirely why I think it's cool. Have you seen the film Cloud Atlas, or
54:02
have you read the book? There's a kind of cloud, one
54:06
of these stories in that is about a person who escapes from a
54:10
senior's home, and it's basically
54:13
that story of escapade and adventure and
54:18
trying to deal with memories and difficult subjects,
54:22
like why am I here
54:25
and all that. I think that'll be a really interesting word,
54:29
a really interesting game as well. And I know
54:33
a little bit less about this one because we're not working directly with Austin at
54:36
the moment, but I think it's going to be fun. Yeah, no,
54:40
that sounds really cool and really fun. I really hope
54:44
that you go over the funding goal,
54:47
because just these two games, I don't know if you're adding more. These extra
54:51
ones, I think they'll all
54:55
be on the Kickstarter page, so I can
54:58
definitely say the other two, which the third one is
55:02
Crater, which the pitch for that is man, it would have been so useful
55:06
to have this before. An astronaut sits on the moon, their helmet
55:10
is cracked and they are lost. They are utterly, completely alone,
55:13
which is a solo role playing game. Oh, man.
55:17
Yes. So that is
55:23
I'm not sure we even need any more words. Yeah, no,
55:28
I think it's going to. Be really interesting, and it reminds me of
55:32
this game, our Radios Are Dying by
55:35
Caitlin Bell. I'm going to say Caitlin Bell it may not be, which is
55:39
basically the same thing, but with two players
55:43
and our radios are dying is it stands out to me because
55:47
Jeff Stormmer once played it on Party of One and I couldn't listen to the
55:50
end of the episode because I was so sad about it. And I think that's
55:54
probably the only time where I had to skip forward on an actual
55:57
play. So I think this game will do
56:01
that again. Yeah, no, that sounds as a solo
56:05
game, obviously, we're going to have to have quite a lot of heavy
56:09
safety talk in this game, but I think it's
56:12
a very good subject. Yeah, that's going to be very amazing
56:16
subject. And actually what a pitch. Yeah,
56:20
I know. That sentence. Just that sentence is absolutely
56:24
amazing. And for someone, as one of my
56:27
favorite, but also most horrifying episodes that I
56:31
love in the Magnus archives, being the one of being trapped alone
56:34
in a spaceship with all the stars blinked out
56:39
yeah, that one gets me on a personal level. That
56:43
gets me on a personal level. I thought you were going to
56:47
talk about the one in the caves, because I listened to that recently. Oh, my
56:50
God. Yeah, that was scary. I love that episode, too. Absolutely
56:54
terrifying. My sister is a
56:57
caver. When I heard that episode, I was like, well, I hope she doesn't start
57:01
doing that again. I
57:05
couldn't imagine knowing someone who does that
57:12
I went to a cave workshop one time where they basically just
57:15
talked about their experiences of going cave diving and
57:19
whatever and having that and then listening to that episode, I'm
57:22
like, I know what I'm never doing.
57:27
Yeah, being trapped underground. No, not my cup of tea.
57:32
Last thing I'd like. And that's from that game is by Thomas
57:39
Thorderbrugen. I do not know how to properly pronounce that. That's as
57:43
good as I'm going to get. Also known as bogus cheesecake. Bogus
57:47
cheesecake, I love that. That's cool.
57:51
The final one that we would definitely be adding if we get the funding
57:54
is another essay from Beck Andrew
57:58
Evans, which is called Death
58:01
the Everyday Reality of Impoverished Life
58:05
which kind of goes back into that capitalism sucks theme.
58:09
And I am really keen to talk about this
58:18
subject or for our book to talk about this subject because I think it
58:21
sounds very much up as street, which is
58:25
a kind of exploration of
58:29
the I have to
58:33
personally be careful of what I say because I've not been in poverty in the
58:36
past. But the kind of casualizing of
58:39
death and the kind of proximity that people who are
58:43
in poverty are to
58:48
not having enough money to survive effectively and what that
58:52
would do to your psyche and what that would do to your personality
58:56
and the way that you see things and being able to talk about
59:00
that, I think, is an important thing. I think it does tie into the themes
59:03
of the other of the other games as well. Obviously has this linking
59:07
theme which is it's all about death and dying, but
59:11
it ties into Reload, for example,
59:14
because it's about experiencing near
59:18
death experiences over and over again. It's
59:22
about what you might do in order to get
59:25
money like Shadow Market. It's about
59:30
ways that you wonder whether you will be
59:33
remembered. And I'm very keen
59:37
to get this in. That sounds
59:41
heavy, but like a really good conversation to
59:45
have out there. Yeah, and maybe
59:48
there's a time and a place for that conversation that might be in a book
59:52
that otherwise contains stuff about a whimsical train
59:55
company. I
59:59
think about trashy magazines
1:00:03
that you can buy that have both completely pointless and useless stories
1:00:07
like Psychic Ache, My Hedgehog and then also
1:00:11
using those same stories to kind of springboard people into conversations with each
1:00:15
other about serious topics. I think about like soap operas and telenovelas which basically do the same
1:00:22
thing but from a melodramatic point of view. And actually
1:00:26
I think there's a way that you can combine serious with non
1:00:30
serious subjects that is not just smashing two things together
1:00:34
and getting people to laugh at them. Yeah. No, I agree. Actually
1:00:37
also completely valid way of doing things. But
1:00:41
I think being able to combine the sublime with the ridiculous
1:00:45
is definitely a thing that an anthology with a theme is
1:00:49
capable of doing and hopefully it will get people
1:00:53
thinking. Yeah. Again, being high minded about these
1:00:57
things. I mean, I would hope so as well because I can't
1:01:00
see a way that it wouldn't spawn those types of conversations
1:01:06
well. Yeah. So that's everything that we've got
1:01:09
planned. And I definitely also love, if you would like
1:01:13
to, after we're done recording this, give me all of the information for all
1:01:17
of the writers. I'd love to put them in the description for this episode
1:01:20
as well so that people can check them out individually
1:01:24
because all of these people sound amazing. And
1:01:28
just these ideas and the ideas that they
1:01:31
have and the conversations that they can start, I
1:01:35
am for sure amazed by. So I'd love for more people to check them
1:01:38
out. I will send their details to you. Yeah, absolutely.
1:01:42
Because they're all really cool designers. Some
1:01:46
of them are people I've worked with before. Some of them are people I've wanted
1:01:48
to work with for a long time. Some of them I've never heard of. And
1:01:52
that's cool because that means that this pitch
1:01:56
request went way beyond my social network.
1:02:00
I'm really pleased about that. Absolutely. I'll get those
1:02:03
names to you. Perfect. I love how you talk
1:02:07
about that as well. You get to outside of
1:02:11
the social circle that you're in, and you get to work with these people
1:02:15
that you've been wanting to work with or never heard of. Just so many different
1:02:18
opportunities coming from this one idea to
1:02:22
explore death. Yeah, I love
1:02:26
it. And it was because we apart from
1:02:30
me, because we
1:02:33
reviewed these pictures without having any names
1:02:37
attached to them. We had no idea
1:02:40
whose game was whose. I didn't even know.
1:02:44
I knew that a couple of people from the co op had submitted pictures,
1:02:48
and I knew that some people I was friends with,
1:02:51
both online and offline,
1:02:55
had submitted pictures. And
1:02:59
it was both great that I had all of these
1:03:02
new and interesting contacts. And it was fantastic that we got somebody from
1:03:06
the corp in as well. It was also kind of sad that I didn't get
1:03:10
some of these pictures. And I'm not saying that they were worse
1:03:13
than the others because the competition was just so stiff.
1:03:17
It was very difficult to make decisions about it. So,
1:03:20
yeah, sorry to all those people who submitted and didn't
1:03:24
get through. Well, maybe. Sorry. See, the thing is, at least
1:03:28
with that, there's always opportunities for the future too.
1:03:32
What if there's a second volume of the Guide to Death, stuff
1:03:35
like that? We do have
1:03:39
a secret stretch goal, which is not that secret,
1:03:42
actually. It's a social stretch goal. If you're saying it out
1:03:46
loud here, it's definitely not going to be secret. No. If we get
1:03:50
enough social media interactions of
1:03:54
some kind during the campaign, we will later
1:03:57
in the year kick start a second volume, which I
1:04:01
think will be called Besides as kind of a pun on
1:04:04
Besides. And that will be a digital only volume
1:04:08
of the stuff that didn't make it into the first
1:04:12
volume. And I think
1:04:16
I've forgotten who I've said is going to be leading that. It's not going to
1:04:18
be me. I think that will
1:04:22
feel more of an eclectic volume, and I think that's fine
1:04:26
because I think that's going to be cute. I think it's going to
1:04:30
be an interesting juxtaposition against this kind
1:04:33
of tome and
1:04:37
instead might feel a bit more like a zine or might feel like a collection
1:04:40
of zines or something like that. And I think that's cool as
1:04:44
well. If you go out there and if you can't back our project,
1:04:48
if you just share it and like what we do and
1:04:52
repost stuff, whatever the parlance is nowadays. Yeah,
1:04:56
things like that, you can contribute to
1:05:00
potentially getting something out in the future as well. Absolutely. I love that,
1:05:03
too. Having ways for people to support outside of
1:05:07
backing the project is always fantastic. So where can people
1:05:11
find where would you like people to
1:05:15
go to start helping with that if they can? Like, we're on, I
1:05:18
guess social media. What accounts? Yes.
1:05:22
Okay, let's see if I can remember the good ones.
1:05:26
So we are on Twitter. We are at Far Horizons co op
1:05:30
on Twitter. I refuse to call it by its
1:05:33
new silly name. Yeah, I haven't either. Every
1:05:37
time my friends keep joking, I. Hear on the radio and I'm like, you're being
1:05:40
silly, don't do that. I know I say Twitter in front of my friends and
1:05:44
they're like, you mean X? And I'm like, no, that's not what I mean.
1:05:48
I mean Twitter. We are
1:05:52
on mastodon at dicecamp. So that's
1:05:55
farizonsco. Op Dice.com. I don't remember how that works. I don't
1:05:58
remember how mastodon works. We also
1:06:02
have an account now at Bluesky
1:06:06
Bluesky, or however it's supposed to be pronounced. And that's just
1:06:09
Far Horizonscorp Bluesky
1:06:13
social. Is that how that one works?
1:06:16
It's like b sky, I guess. B sky? Yeah. I
1:06:20
don't know. I'm sure you'll be able to find it. It's just the main. Blue
1:06:23
sky. Blue Sky Server. We've not done very much
1:06:27
with that yet. I only got an invite code today. Exciting.
1:06:30
So that's there as well. We also have a discord server,
1:06:36
which you can get to through our regular newsletter, which I think is
1:06:39
Farizonscorp substack.com
1:06:44
because it's me writing that. And I have a lot of other hats to wear.
1:06:47
It doesn't get out more than about once every six weeks, but I'll do
1:06:50
one next week. Yeah. So it
1:06:54
could definitely be something. You can get a lot of information out
1:06:58
of the newsletter, and we'll be pushing the afterwards
1:07:01
anthology pretty heavily in that in the next few weeks. Perfect.
1:07:06
Can I think of anywhere else you can find our stuff at Far
1:07:09
Horizons Card card
1:07:13
Co. And I think that's probably everywhere
1:07:17
apart from Itch and DTRPG, but you can get to those through the card.
1:07:21
Yeah, perfect. Absolutely. And I'll make sure to also
1:07:25
put the information in the description below for everyone.
1:07:29
And like Mark said, just
1:07:32
support them, interact on the stuff around
1:07:36
the Guide to Death and
1:07:39
hopefully the Volume
1:07:43
Two will come out and you get to see all of the other projects
1:07:46
that had an opportunity to make it into
1:07:50
this. Yeah, absolutely. Yeah, no,
1:07:54
that sounds amazing. I am very excited about this.
1:08:01
I'm trying to think if there's any
1:08:05
big things that I wanted to cover on the Guide
1:08:08
to Death or if there's anything specific that you were wanting to
1:08:12
cover, since I think we are getting closer to the
1:08:16
end here. Sure. I think the
1:08:20
only thing that I don't know, you might want to splice this back in further,
1:08:24
is that there will be a
1:08:27
digital edition, but we're mainly trying to get
1:08:31
a printed edition and
1:08:35
that's going to be a really cool book. I just want to tell
1:08:39
people about this because I've been chasing print specs and printers to
1:08:43
give me quotations for months and I'm really excited about what we've got planned,
1:08:47
which is a hardback book, which is
1:08:51
cloth bound with a foil
1:08:54
printed cover of sorts. Oh, so this is going to
1:08:58
be like when you said tome, oh, yeah.
1:09:01
It'S going to look really nice. It's going to be a five. So
1:09:05
half letter size, a little bit stubby, other than half letter.
1:09:10
And the covers that we're putting together is I
1:09:13
wanted it to be super simple and I'm astonished
1:09:17
by what our cover designers are doing with this. So it's going to
1:09:21
look cool, it's going to have skulls, it's going to
1:09:24
look nice. So excited. Then the rest of the book
1:09:28
will have a bookmark ribbon, things like that, but just
1:09:32
also be a nice, crisp, well made made,
1:09:36
well put together, well produced book.
1:09:40
That's one of the bits I'm most excited about is just to be able to
1:09:43
hold 350 books in my hand, put them through the postal
1:09:47
system. Yes, I'm pretty stoked
1:09:50
about that. So it's not going to be the cheapest
1:09:54
book, but I think you're going to want to have it.
1:09:59
And that's where the digital options are. Always nice and actually
1:10:02
digital options will be available. How many pages is
1:10:06
this going to be? I think we budget maybe 150 pages
1:10:15
since not huge, not like a real not a heck in
1:10:19
chunkosaurus, but it is chunkosaurus.
1:10:22
It is a book which I think will feel nice. I think what it
1:10:26
will feel like is the kind of thickness
1:10:30
of a nice
1:10:33
journal, like 100 and 5200 page
1:10:37
journal with a lovely cover
1:10:41
that you can put in your bag and take with you on a summer's day
1:10:44
to read in the field somewhere. Oh, sounds lovely.
1:10:49
I love it. No, this sounds absolutely
1:10:52
amazing. I am so excited about this,
1:10:56
actually. I can't wait for it to come out and to just
1:10:59
see, also see everything written
1:11:03
out and be able to see the art of the book
1:11:07
and see the book itself and just like all of the little things. I
1:11:10
can't wait. Oh man, it's so exciting.
1:11:15
Fantastic. Well, as I said before,
1:11:19
it will be kick starting in September. We'll be finishing
1:11:23
September 29, I say Friday definitely
1:11:27
because I don't want it to go into October. Yes,
1:11:31
done before this last opportunity. Yeah, because otherwise everything's going to be all spooky
1:11:38
saturated. Exactly. I need to pull ahead of
1:11:42
the game a little bit. Be ahead of the game. That's our intention.
1:11:46
Because this isn't spooky and this isn't horror. This is just
1:11:49
death. Yeah, it's death and it's thinking about death
1:11:53
and having those conversations which I love and I can't
1:11:56
wait for it to come out. And this episode is going to be out
1:12:01
around the time either before or after. We will see where it lies
1:12:05
in the schedule for sure. But when I do the
1:12:08
intro and stuff, everyone who listened, you'll probably
1:12:12
already hear if it's out or not and where to find it, which will be
1:12:15
on Kickstarter for sure. Yeah, absolutely.
1:12:19
I will send you a link when we have one. Perfect. I
1:12:23
will definitely be sharing that around then. Yeah. I am so excited
1:12:26
about this and I think that it's about time
1:12:30
to wrap up and I want to say this has been amazing
1:12:34
to hear all about this anthology game. I am so
1:12:38
very excited to actually see it and to hopefully explore the
1:12:42
games myself and maybe get some of the people that I know to play
1:12:45
them with me. But this has been
1:12:49
fantastic and I think I'm going to
1:12:53
do one last question
1:12:56
before we wrap up here and that's
1:13:00
going to be what you are the most
1:13:03
excited about with this project.
1:13:07
Oh, heavens. I am most
1:13:11
excited about getting to work with
1:13:15
not only some of my favorite people from the co op,
1:13:18
such as Ninfael, our layout
1:13:22
designer, art, lead illustrator,
1:13:25
just a fabulous person all around and people
1:13:29
like John Boyle, resident bard,
1:13:33
one of our editors, and just cool
1:13:36
people. Like, the team is massive. I'm very excited about working with all
1:13:40
of them, but I'm also really excited about bringing new people,
1:13:43
new perspectives into our co op workflows and to find out what
1:13:47
other people think of them and to learn from what
1:13:51
ways that they like working as well. And I know that Pornet M and
1:13:55
Jess Markrum are really good at leading projects,
1:13:59
so hopefully I get to learn a little bit about how to do it
1:14:02
properly. Absolutely. I'm just
1:14:06
excited to be working with people again and to be bringing a cool
1:14:09
project to bear based on that. Absolutely. I think
1:14:13
that is so fair. Working with people is amazing.
1:14:17
That's been one of my biggest things with the podcast that I've enjoyed
1:14:21
so much is getting the opportunity to work with so many cool people. It's like,
1:14:24
oh, I love you guys. Yeah, it's always so good. When I used to run a podcast, it'd be,
1:14:33
you know, I don't think this person would want to talk to such a tiny
1:14:36
podcast me. Don't be ridiculous. And then I was like,
1:14:40
Just tried it. Why not? And then, not to name
1:14:44
drop, really, but, like, James Demarto was like, yeah, sure, I'll talk to you, whatever.
1:14:48
Or like, Jess Storm was like, yeah, sure, Marks, whatever. Let's chat. And
1:14:52
now we kind of interact quite regularly. Or, like,
1:14:55
Vincent Baker is very happy to come on the podcast and talk to me. I
1:14:58
was like, this is a big deal. Why so
1:15:02
casually about this? But I think it's fantastic. I'd actually
1:15:06
like these big designers because they want to talk to people. They want to sell
1:15:09
this stuff, but also they want to talk about this stuff, and that's amazing. Yeah.
1:15:13
And everyone's just so nice, too, and it's just absolutely
1:15:17
lovely. Yeah, I mean, mostly. Yeah, that's true. There have been some
1:15:20
bad apples in certain people,
1:15:24
but for the most part, everyone is
1:15:27
usually fantastic. You have
1:15:31
been absolutely lovely, and thank you so much for coming
1:15:35
on and talking about the Guide to Death with me, because
1:15:38
this has been fantastic and I just absolutely love learning about
1:15:42
it. Yeah, thank you for having us. I suppose you're
1:15:46
hosting the co op as well as me. Thank
1:15:50
you very much. Yeah, thank you. And thank
1:15:54
you, everyone, for listening and I hope that you have enjoyed and please
1:15:58
make sure to check out Mark's Shepherd.
1:16:03
Where can they find you specifically on social media.
1:16:06
Right. So on most social media, I'm phofos that's
1:16:09
P-H-O-P-H-O-S
1:16:13
on Twitter. Somebody had already taken that one. So I
1:16:17
am phofos on Twitter, but I got to say, I'm not
1:16:20
there very much anymore. I'm mostly on blue sky now.
1:16:24
And Discord. You can always find me on Discord because I'm just, like,
1:16:28
splurging conversations with people all the time. Perfect.
1:16:32
Yeah. Discord is almost certainly the best place to find me.
1:16:37
Perfect. All right. Absolutely fantastic. So go check out
1:16:41
Mark's on those social medias if you're on Blue Sky and things
1:16:44
like that. And also, hopefully by this point, I also will have my
1:16:48
own Discord server up and open to the public for people
1:16:52
to join. And you can talk to Mark's possibly even here,
1:16:56
potentially. But, yeah,
1:17:00
this has been absolutely fantastic. Thank you so much for coming on. And
1:17:03
thank you, everyone, for listening. We will end it here.
1:17:08
Bye.
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