Showing posts with label Interview. Show all posts
Showing posts with label Interview. Show all posts

Wednesday, September 6, 2023

Interview: Colin Le Sueur of By Odin's Beard Games

 

I have had the honor to sit down and interview Colin Le Sueur of By Odin's Beard Games. It was a great conversation. 

Me: Go ahead and introduce yourself.

Colin: I’m Colin Le Sueur, @byodinsbeardrpg most places on the internet. I’m a TTRPG designer, writer, and artist and I make games like Runecairn and We Deal in Lead.

Me: What got you interested in gaming?

Colin: When I was a teenager, my neighbour and friend introduced me to roleplaying games like AD&D 2nd Edition and TMNT. I was pretty much instantly hooked.

Me: Oh, I remember the AD&D 2nd days and I wish I got to play TMNT. I had the book for a long time and I read through it a few times. What drew you to TMNT besides being a turtle that is also a ninja?

Colin: I was a massive fan of TMNT because of the cartoon and toys; eventually found my way to the original comics and TTRPG. 

Me: Can you explain some of your early game experiences?

Colin: I vividly remember playing in a TMNT game; my character was a mutant wolf with a motorcycle and we were facing off against Shredder. My gun ran out of ammo so I threw it at Shredder, knocking him out.

Me: What is one of your favorite games you have played in?

Colin: I was in a long-term Pathfinder game where I played a badass storm cleric on his way to becoming a God. That was loads of fun!

Me: That campaign had to create some memorable moments for you and your character. Long term campaigns tend to be my favorite play style as a lot of character development happens along with some great interactions with the world. I always walk away from those not remembering the end goal but more of role play focused moments. Does anything stand out with your Storm Cleric?

Colin: I was playing with a new group and I remember the first time I stepped up to lead an interaction. We were trying to get into a barricaded town in a region where worship of the old gods was forbidden. I called upon the storm to try and intimidate our way into the town and that led me down a path to becoming the herald for one of the old gods.

Me: What is one of your favorite games you have ran? 

Colin: I ran a group of We Deal in Lead gunslingers through my Runecairn adventure Beneath the Broken Sword and that was a blast. WDIL was designed to work with other Into the Odd games and there was something amazing about seeing gunslingers fighting undead Vikings.

Me: I have never thought about crossing genres like that but the setting of We Deal in Lead works pretty well for things like that because of the doors. When you wrote We Deal in Lead, did you design it to be cross compatible on purpose?

Colin: I did, yeah. One of my favourite things about The Dark Tower (the biggest influence on We Deal in Lead) was the mixture of genres and even settings. Something about seeing a grizzled gunslinger taking on modern New York thugs left an indelible mark on me, along with the film Army of Darkness, where a modern schlub falls through time to fight medieval undead.

 

Me: What are your favorite genres or game in or run? 

Colin: I’m a sucker for standard fantasy: elves, dwarves, dragons. So far I haven’t gotten bored! I also love cyberpunk, though I haven’t actually played in many cyberpunk games.

Me: Cyberpunk is one of my favorite genres as well. What are your favorite things about the setting? What Cyberpunk gamers have you got to experience?

Colin: How close it is to our reality. Most cyberpunk is near future (or 20 minutes into the future, as Max Headroom would say) and typically dystopian, so it gives a glimpse into what could happen to our world. I ran a quick one-shot of Cyberpunk Red for my co-workers and that was a lot of fun, and I loved reading through the early Shadowrun books back in the 90s. I have a soft spot for fantasy cyberpunk.

Me: Do you have any favorite books, and if so why?

Colin: Stephen King’s The Dark Tower series had a massive impact on me. I loved the characters and the world, filled my head with strange and terrifying ideas. I’m also a big fan of Neil Gaiman’s work; American Gods absolutely fuelled my love of mythology and folklore.

Me: I am glad you mentioned Neil Gaiman, he is one of my favorite author's and his works continue to inspire me. What got you started into game design?

Colin: I took a long break from roleplaying games after high school but got the itch again after moving to the UK. I started playing D&D 3.5 and Pathfinder and running my own games. For me, the next logical step was to turn some of my campaigns into adventures. I started off making 5e modules but soon moved to making my own systems hacked from Cairn.

Me: Speaking of that, your two big games appear to be Runecairn and We Deal on Lead. Can you explain where the inspiration came from for each one? 

Colin: Runecairn was my version of a Dark Souls roleplaying game (before there was an official one in English). I’m a massive fan of the Dark Souls video games (along with FromSoftware’s other soulslike games) and wanted to try my hand at a TTRPG adaptation. I’ve loved folklore and mythology all my life, so it made sense to combine Norse myth and Soulslike mechanics, resulting in Runecairn.

Similarly, We Deal in Lead is my version of a Dark Tower roleplaying game. As I mentioned earlier, The Dark Tower was massively influential on me and I loved the idea of playing as gunslingers in a world that’s moved on, combining weird west and fantasy and sci-fi.

Me: How does Runecairn differ from Cairn and Into the Odd? What are some of your favorite features?

Colin: Runecairn changes the standard ability scores, since I wanted to have one ability mapped to each of the 4 classic archetypal classes (warrior, thief, cleric, and magic user). Runecairn also introduces reactions in combat, which changes how players engage when fighting monsters; this emulates the risk/reward, push and pull mechanics in Soulslike games. Primarily, the biggest difference is bonfires and character death. Since Runecairn is a Soulslike, PCs respawn when killed (as enemies respawn when you rest at a bonfire), meaning you can try different approaches in exploration and combat. Both the dynamic combat and respawn mechanics mean that Runecairn was designed as a two player game (1 Warden and 1 Adventurer), though playing with larger groups also works well.

Me: How does We Deal in Lead differ from Into the Odd? What are some your favorite features?

Colin: We Deal in Lead differs the most in its gunslinging mechanics. Into the Odd famously has no to-hit roll (you hit automatically and just roll damage) and I sacrilegiously changed this by adding a 2d6 shoot table, which determines the success of your shot, from max damage to a gun misfire. I wanted the gunslinger mechanics to feel different from other Into the Odd games, as well as keeping the drama and intensity of your gun misfiring at exactly the wrong moment.

Me: Are you currently working on any projects? If so, what are they? 

Colin: I’ve just published HOWL, a conversion of my first published adventure from 5e to Cairn, and I plan on converting the next one as well. I’m also editing a new We Deal in Lead adventure and planning a funnel adventure called The Iron Draw. I hope to have 3 new We Deal in Lead adventures published this year, but we’ll see if that actually happens!

Me: That is great news. I am looking forward to more We Deal in Lead Material. Are these adventures going to expand on the setting such as locations/hex crawls/and the like?

Colin: Two of them are set in new worlds but I do plan on releasing my Dungeon23 work which is a city megadungeon called Omega City and I also plan on making a collection of worlds to explore.

Me: What advice can you give our readers? As a player, as a game master, and as a creator? 

Colin: As a player: take notes and engage with the world; share the spotlight with the other players and remember to work collaboratively. As a GM: let the players guide the world and don’t be too prescriptive; make sure to give everyone a chance to contribute and make meaningful choices. As a creator: once your game or adventure’s in the world, it belongs to the players and there’s no wrong way for them to play.

Me: I think that is some of the best advice I have heard about gaming in general. It is important to remember that ttrpg's are a team sport and to allow whatever projects that you put into the universe to flow, grow, and expand organically. 



Tuesday, February 22, 2022

Interview: Runehammer Games

 

I have had the great opportunity to correspond with the owner of Runehammer Games on various topics and I was honored to be able to set up this interview. I am excited about this because it is the first interview on this blog and I hope it will not be the last. 

Runehammer Games is the producer of the Index Card RPG, Viking Death Squad, Alfheim novels, podcasts, and all kinds of other gaming goodness. 

Without further ado, we shall begin...

 

Me: Go ahead and introduce yourself.

Mr. Hank: My name is Brandish Gilhelm / Hankerin Ferinale. I'm the creator of Runehammer. I do artwork, writing, game design and more to manifest all of Runehammer's role playing goodies.

Me: How and when did you get first into gaming?
 
Mr. Hank: It was 1987 or so. I had Rifts and Turtles in Time by Paladium. We started hacking those together, discovered GURPS, and created  our first true homebrew called LIVING WEAPON. In a few years, we found out about D&D and Fantasy Hero. I had a legendary GM in high school named Dave who showed me the true wonders the hobby could include. Never looked back!

Me: What are some of your favorite early gaming memories?
 
Mr. Hank: Ha! Too many! I had a character named Jack Van Danicker. He had a goats hoof hilt on his sword that slowly turned him into a goat. In his final phase, almost losing all human thoughts, he was disintegrated trying to defend his allies from our final foe: an evil wizard collecting souls in an enormous gem. It was epic.
 
 

Me: What inspired you to start designing the Index Card RPG?
 
Mr. Hank: As GM year after year after year, I lived and died by index cards. It's just how I did everything, even terrain. With a sharpie and cards I could do anything. I had a group in about 2011 who wanted to try something new, so I homebrewed a system that really celebrated the cards. While at conventions for work I would make all these fun sharpie cards and it just clicked.

Me: Can you explain your initial design process?
 
Mr. Hank: For me it all starts with being a  fan. I get psyched about something and latch on like a dog with a bone. I 'see' into whatever it may be, thinking 'man, this could go all kinds of places!' then I just struggle to jot down as many ideas as I can. Then I start cleaning it up, writing it properly, and talking with friends about the core ideas. 90% of things I try get tossed. When ideas just flow, though, and my little cabal is feeling the flow... I can finish given time. So, in short: total chaos lol.

Me: What was/is your goal for Index Card RPG?
 
Mr. Hank: I wanted to make a meaningful contribution to this hobby. Something that faced the challenges of a for-real weekly GM head on. I wanted to stand up, rock solid, for all the GMs out there adrift in the options and the myths and the bad advice. I also just wanted to share my methods with everyone as a fan of the hobby in general. I've been a game design professional for years and years, so I also wanted to break free of employment and be independent!
 

Me: What is your favorite aspect of Index Card RPG?
 
Mr. Hank: Probably the friendly voice of it. There is a weird vein in some RPG products that sort of 'talk down' to the reader. I don't like that at all. The voice in ICRPG just feels like hanging out, being honest. I'm proud of that.
 
 

Me: The Index Card RPG has recently been released in a new Master Edition, what are the changes between 2nd edition and the new Master Edition?
 
Mr. Hank: Heheh this one. There are numerous forum threads and long comment chains about this. Basically it aggregates and revises the 3 main books that comprised 2e. Lots of new art, cleaner layouts, a few classes swapped out or revamped. Basically just processing the 'playtest' of over 10,000 readers worldwide.

Me: Speaking of the Master Edition, it is being distributed by Modiphius. How did that partnership come about?
 
Mr. Hank: Ha! Crazy. This guy Chris just hits me up. Mind you, I get dozens and dozens of messages every day. "Hey ICRPG is super dope, you do commissions?" "YEah sure," "Oh also, if you ever want to get into retail, hit me back." So we get to talking, turns out is teh FOUNDER of Modiphius just directly talking to me, offering a huge publishing and distro partnership. "Let's do it."

Me: You also have another game being distributed by Modiphius called Viking Death Squad. Can you tell me about this game?
 
Mr. Hank: It's various materials speak well for it, youtube reviews and such are coming up now too. It started as an idea to make a one-shot from a Black Sabbath song back in 2017. Undead vikings take on Lucifer, huge iron coffins fall from space.. normal stuff.
 


Me: What is the system that powers the Viking Death Squad? How does it play out?
 
Mr. Hank: It's a D6 dice pool jam, roll-over mechanics and 'hit' type mechanics similar to a hybrid of WEG STAR WARS and SHADOWRUN 2e. It uses 6D6, has no HP, just armor. It plays very very fast and terribly deadly, but with a lot of fun heavy metal tones.
 
 
 

Me: Outside of your own games, what is your favorite RPG? Why?
 
Mr. Hank: Oh wow... brutal question. Probably D&D2e or Fantasy Hero. Maybe GURPS Conan. Hell, Ars Magica was awesome too. Then there's Torchbearer... what was the question? lol

Me: What are some of your favorite genres to play in?
 
Mr. Hank: Everything but post apoc or modern. I don't feel like modern settings provide any escape. Fantasy is supreme.

Me: Who do you enjoy working with in the industry? 
 
Mr. Hank: All the unknowns. I like it underground, and I only play with friends. I'm a big authenticity guy, so keeping it close is key.

Me: Do you have any favorite dice? If so, what are they?
 
Mr. Hank: Chessex yellows, Hand mades by @monomakes and the Norse Foundry stuff.

Me: What advice can you give about people working on their own games? 
 
Mr. Hank: Just do it, be yourself, work harder than anyone you know, let your freak flag fly to the max, and work on D&D stuff in public. Best way to meet like minded weirdos. If you're the smartest guy in the room, find a new room.

Me: What advice would you give for new Game Master's picking up Index Card RPG for the first time? New Players? 
 
Mr. Hank: Let go of linear progression in all ways. Hell, let go of everything... take ICRPG for what it is, not as a derivative of something else.
 

Me: How has the pandemic affected your gaming style?
 
Mr. Hank: Too much online play! Online is key for distant homies, but not all the time. Shoo pandemic! SHOO!

Me: Are you working on anything new? If so, what?
 
Mr. Hank: I am currently building a book called HARD SUIT.. a crazy world for ICRPG. I'm always doing other doo-dads, like a piece called MANIFESTO... it's a fun 'how to think' opus for deep-minded GMs. Ask me next week, I might say something else lol

Me: What is one of your best gaming experiences? 
 
Mr. Hank: Oh man. College Tiamat battle, my recent OSE campaign, watching the old Scotty videos, drawing people's characters while we play...
 

Me: If someone would like to work with Runehammer games or use your system in their own creation, what is the processes for both?
 
Mr. Hank: Email me. Every case is different and I work closely with all kinds of folks.

Me: Is there anything else you would like to share?
 
Mr. Hank: The best path, imho, to great RPG hobby life is being an honorable, kind, generous, energetic, attentive friend. If you can do that, the rest just happens!
 

Well that is the end of the interview, though there is so many more topics we could discuss and endless details we can go into. I cannot recommend enough getting your hands on Index Card RPG or Viking Death Squad. Index Card RPG has changed the way I look at roleplaying games, the design of them, and playing them for the better. 
 
Below are all the important links: