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Roll20's Burn Bryte puts a Blipp in your Ship, ft. James Introcaso
Episode 1528th June 2021 • Making a Monster • Lucas Zellers
00:00:00 00:29:16

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Roll20's exclusive sci-fi RPG Burn Bryte asks you to jump in to a galaxy where an adorable teleporting mischief fox could just walk right into your ship. It's also a game where hope wins.

Learn more about Burn Bryte and get 3 monsters from My Dad's Monster Manual on the episode page here: https://scintilla.studio/monster-blipp-burn-bryte

Get stat blocks, bonus content, and other monstrous perks: www.patreon.com/scintillastudio

Join the conversation: www.twitter.com/SparkOtter

Meet my guest James Introcaso:

https://twitter.com/JamesIntrocaso

http://www.jamesintrocaso.com/

https://worldbuilderblog.me/

https://burnbryte.com/


Music by Jason Shaw at Audionautix.com

Transcripts

James Introcaso:

Through the wall of your ship walks this adorable

James Introcaso:

fox-sized creature with big blue fur all over its body, giant eyes with

James Introcaso:

red irises, a quivering little lip on its snout, big ears, and three

James Introcaso:

bushy tails that are all wagging.

James Introcaso:

They're wearing a collar that has a little dangly tag coming from it,

James Introcaso:

that jingles as they walk over to you.

James Introcaso:

You see one of your companions reach out to pet this thing.

James Introcaso:

And as your companion does, suddenly, the creature becomes translucent and

James Introcaso:

their hand passes right through it.

Lucas:

Hello and welcome to the season two finale of Making a Monster!

Lucas:

This is the 27th monster I've explored on the show, and I don't

Lucas:

think I could have chosen a better monster, game or guest with which to

Lucas:

park the show for its summer break.

Lucas:

James Introcaso is a titan of the RPG industry.

Lucas:

He's a tabletop roleplaying game designer who works with Wizards of

Lucas:

the Coast on Dungeons & Dragons, Roll20, Kobold Press, and other awesome

Lucas:

publishers; he also happens to be very generous with his time and his

Lucas:

good will toward projects like mine.

James Introcaso:

It's really cool.

James Introcaso:

I love the idea and the concept behind it and everything.

James Introcaso:

So I'm very glad that you started it.

James Introcaso:

Yeah.

James Introcaso:

Yeah.

James Introcaso:

Hey, my name is James Introcaso and I, have he him pronouns.

James Introcaso:

I was a freelance television producer.

James Introcaso:

So I was doing game design and television on either side of a scale,

James Introcaso:

if you can picture it that way.

James Introcaso:

And I very slowly managed to shift more and more of work into game design.

James Introcaso:

And now I do game design full-time and I'll work with MCDM, which is

James Introcaso:

Matt Colvilles production company.

Lucas:

Oh, great.

James Introcaso:

full-time starting in February.

James Introcaso:

So, so yeah, it's, we will thank you.

James Introcaso:

Thank you so much.

James Introcaso:

I appreciate that.

James Introcaso:

So yeah.

James Introcaso:

Yeah.

James Introcaso:

I am a full-time game designer now.

James Introcaso:

And it is it is great.

James Introcaso:

I really love it.

Lucas:

I'm always out there looking for like the weird stuff.

Lucas:

And that's one of the reasons I wanted to make sure that we had a

Lucas:

chance to chat, because of Burn Bryte

James Introcaso:

Oh, thank you.

James Introcaso:

Thank you.

James Introcaso:

I appreciate the, the weird because that's what we're bringing

James Introcaso:

with Burn Bryte, for sure.

James Introcaso:

So thank you.

Lucas:

Uh huh.

Lucas:

I have to say, I really appreciate you giving me, access to the game

Lucas:

before this interview, because I don't think I would been really equipped to

Lucas:

handle all of the nuances without the couple of hours I spent going through

Lucas:

some of the setting and the character creation process before this interview.

Lucas:

We need to talk about what Burn Bryte is and what makes it unique.

James Introcaso:

Sure

Lucas:

First of all, what is the event that the game is named for?

James Introcaso:

Right.

James Introcaso:

So in Burn Bryte, which is a science fantasy role-playing game, right,

James Introcaso:

takes place in the Olaxis galaxy, a bryte, B R Y T E is an age.

James Introcaso:

So in the history of this galaxy, there was an exploration bryte

James Introcaso:

where people were exploring things.

James Introcaso:

There was a war bryte where a bunch of planets were at war with

James Introcaso:

each other and stuff like that.

James Introcaso:

The Burn Bryte is defined by the "burn", which is this phenomenon

James Introcaso:

that has showed up and surrounded the galaxy on all sides, top and bottom.

James Introcaso:

And it is slowly and eratically closing in and anything that touches

James Introcaso:

the burn that passes through it is never seen or heard from again-

James Introcaso:

planets, people, spaceships, whatever.

James Introcaso:

It goes beyond this sort of orange "Northern-Lightsey-looking"

James Introcaso:

phenomenon that no one can see past.

James Introcaso:

And this thing is constricting the galaxy and people are panicked

James Introcaso:

because they don't know where it came from, what it is or how to stop it.

Lucas:

You did write that the burn has partially swallowed Some planets.

Lucas:

So it's possible to be in contact with the burn and not dead.

Lucas:

What happens to a planet or a person in that situation?

James Introcaso:

That's a great question.

James Introcaso:

So you have to pass through the burn or the burn needs to pass over you

James Introcaso:

for you to be, what we call consumed, that never seen or heard from again.

James Introcaso:

When planets, right?

James Introcaso:

Cause the orbit of a planet could bring it by the burn, but

James Introcaso:

then have it not be swallowed.

James Introcaso:

So when that sort of thing happens we actually have a table

James Introcaso:

of random effects in the book.

James Introcaso:

so weird, but

Lucas:

is an RPG.

James Introcaso:

yes, of course, of course.

James Introcaso:

So weird, almost magical things happen.

James Introcaso:

And I, I mean magic in sort of the dark and sinister way, right.

James Introcaso:

All of a sudden your planet can become crystalline.

James Introcaso:

A weather phenomenon can happen on your planet that turns everybody

James Introcaso:

who lives in your planet into a zombie that can fly through space

James Introcaso:

basically and infect other people.

James Introcaso:

Uh, it can turn an entire planet into gas or an entire gas planet

James Introcaso:

into solid, that kind of thing.

James Introcaso:

So there are these weird and and strange effects that happen in there.

James Introcaso:

And I should mention the other thing about the burn is that it's because

James Introcaso:

it's slow, we still have time left.

James Introcaso:

There's still going to be some generations of people before the

James Introcaso:

burn consumes the entire galaxy.

James Introcaso:

So it's not a galaxy without hope.

James Introcaso:

I think when we think about apocalyptic stories and post-apocalyptic stories,

James Introcaso:

it's all about like, what are the lengths you'll go to, to survive?

James Introcaso:

You'll lose your humanity.

James Introcaso:

And this is more about you play characters who say no.

James Introcaso:

Just because things are bad just because the world is ending is no reason for

James Introcaso:

me to give up being kind and give up standing up for what is right.

James Introcaso:

And so it really is a hopeful game from that perspective.

Lucas:

Yeah, and I think you've dipped into science fantasy with that.

Lucas:

And I would also like to say that, early science fiction was far more

Lucas:

hopeful than the science fiction listeners might be familiar with now.

Lucas:

So I really appreciate that you've brought that back to the genre.

James Introcaso:

Oh, yeah.

James Introcaso:

Yeah.

James Introcaso:

Thank you.

James Introcaso:

That was a big thing.

James Introcaso:

The design team we, we talked about from the very beginning.

James Introcaso:

This idea of like preserving hope and it's something that Kat and Darcy were

James Introcaso:

really vocal about and it was like, yeah, that's a great idea because it's

James Introcaso:

such a, for this time, a fresh take.

Lucas:

That's Kat Kuhl and Darcy Ross, designers of Burn Bryte.

Lucas:

Burn Bryte

James Introcaso:

And, and don't get me wrong, I'll get it down with some

James Introcaso:

post-apocalyptic, you need to eat your best friend kind of role-playing

James Introcaso:

game, uh, but, for Burn Bryte it was definitely the right decision.

James Introcaso:

And I'm so glad that I was working on and promoting a game

James Introcaso:

about hope in the past year.

James Introcaso:

So, you know, given all of the world events that are going on and the pandemic

James Introcaso:

and everything else, it was great to be able to say, here is something that I hope

James Introcaso:

will distract you and fill you with hope.

Lucas:

Yeah.

Lucas:

Yeah, that's great.

Lucas:

And because we're in that space of conversation, I'll, I'll go

Lucas:

ahead and date the interview.

Lucas:

This is January 9th, 2021.

Lucas:

And uh, some stuff happened this weekend

James Introcaso:

yeah, can you believe we're only a week into 2021.

Lucas:

Uh, It's not the calendar's fault.

Lucas:

But when I, when I started Making a Monster, I had no idea that the, term or

Lucas:

the word monster would be so difficult to define and so difficult to use.

Lucas:

I've noticed over the past six months of doing the show

Lucas:

and putting it together that.

Lucas:

"monster" is usually the word that we put on maps when we don't know what's there.

Lucas:

It's the word that we assign to the unknown or the other, or the stranger

Lucas:

or the thing that we fear, which if my podcast can bring anything

Lucas:

to the world right now, it's a better attitude toward the other.

Lucas:

All of which is to ask a monster in the terms of tabletop role-playing

Lucas:

games can be a lot of things.

Lucas:

D&D has a very broad definition of what a monster makes.

Lucas:

It's anything with a stat block, anything you can interact with.

Lucas:

In Burn Bryte, how do you use the word monster, or do you?

Lucas:

Or what would you consider a monster in your game?

James Introcaso:

It's funny cause we don't, mechanically , I believe

James Introcaso:

we never use the word monster.

James Introcaso:

We call our, our bestiary "the NPCs section", because I'm kind of, of the

James Introcaso:

opinion that like anything that isn't a player character that is alive and is,

James Introcaso:

not a plant or an amoeba or whatever an animal, a creature is an NPC.

James Introcaso:

And so we use creature a lot because I do think creature is more neutral

James Introcaso:

and also evokes a science fantasy sort of Jim Henson type feel.

James Introcaso:

Right.

James Introcaso:

And again, that was an intentional design team decision.

James Introcaso:

That being said, I do think that monster can be fun.

James Introcaso:

I grew up on Sesame Street so the word monster to me can also

James Introcaso:

mean Grover who, I mean, who doesn't love a super Grover, right?

James Introcaso:

That man's a hero.

James Introcaso:

So I don't necessarily think that monster needs to be a bad term, but I understand

James Introcaso:

it, it comes with a lot of baggage.

James Introcaso:

I think because typically monster means evil thing we need to kill or very

James Introcaso:

othered thing that we need to kill.

James Introcaso:

So yeah, we don't necessarily have monsters in that sense, but in the

James Introcaso:

RPG sense, if you wanted to call the Burn Bryte creatures monsters, I think

James Introcaso:

that's okay too, because they can be lovable and cute and furry like Grover.

Lucas:

That being said, is there anything I need to understand about Burn Bryte

Lucas:

before we can talk about the NPCs section?

James Introcaso:

Yeah.

James Introcaso:

Yeah.

James Introcaso:

So I think the first thing to understand about Burn Bryte is by

James Introcaso:

some definitions of the word monster, everything in Burn Bryte as a monster.

James Introcaso:

Um, uh, So, there's no humans in it, right.

James Introcaso:

You play in Burn Bryte, as a player, as one of eight species of

James Introcaso:

what we, as humans, would consider aliens that have super powers based

James Introcaso:

on their anatomy and physiology.

James Introcaso:

Those things are weird and wonderful.

James Introcaso:

So everything from you can play a sapient mech suit, to a swarm of telepathic bugs.

James Introcaso:

You play the swarm that thinks with a hive mind and moves around and stuff

James Introcaso:

to, and this is probably the most quote unquote monstrous of the species that

James Introcaso:

we have, a giant slug that can enter and puppet corpses called the Zivoy.

James Introcaso:

And those are the player characters that we're talking about Right yeah.

James Introcaso:

So,

Lucas:

you haven't, if you can't tell by now, this game is buck wild.

James Introcaso:

Thank you.

James Introcaso:

Thank you.

James Introcaso:

Yeah.

James Introcaso:

Yeah.

James Introcaso:

And people have a lot of fun usually going into this and the reason we didn't

James Introcaso:

have any humans is because one it's mechanically, it's kind of hard to design

James Introcaso:

if it's like a system for super-powered species , and super power, meaning

James Introcaso:

powered compared to humans, well, then you probably don't want humans in there.

Lucas:

Yeah, there's a lot of bit, there's a bit of Ben 10 in the DNA here.

James Introcaso:

Yeah.

James Introcaso:

Yeah.

James Introcaso:

That's very true.

James Introcaso:

That's very true.

James Introcaso:

Thank you.

James Introcaso:

I never really thought about that, but I'm going to use that from now on.

James Introcaso:

Um

James Introcaso:

But then the other thing is that it's very easy in games where there are

James Introcaso:

humans, and not all games that have humans do this, but it's very easy

James Introcaso:

for species, ancestries, whatever you want to call it, become very

James Introcaso:

monolithic when you have humans.

James Introcaso:

Because humans are the adaptable ones who are, have a range of

James Introcaso:

different personalities and interests and are quick learners.

James Introcaso:

Right.

James Introcaso:

And when you remove humans, everything has the possibility of being human, then.

James Introcaso:

Everything has humanity.

James Introcaso:

Everything has that diversity among its different people within the species.

James Introcaso:

And so that is why we chose that decision.

James Introcaso:

It was like, yeah, we can create this lore and talk about like, this is what

James Introcaso:

their home world and home culture is like, but by the way, part of character

James Introcaso:

creation is you build your own culture and, people have been traveling all

James Introcaso:

over the galaxy for hundreds of years.

James Introcaso:

You might come from like a, essentially a place that's like New York City and

James Introcaso:

be in this very diverse place, full of all different kinds of culture and

James Introcaso:

your own that you are a part of that isn't part of your home world culture.

James Introcaso:

Right?

James Introcaso:

And so we wanted to have that feel to it.

James Introcaso:

So, that's kind of like one good thing to understand about all of

James Introcaso:

the different species in Burn Bryte.

James Introcaso:

And then that there are a lot of wild, other what we would

James Introcaso:

call sapient species, right?

James Introcaso:

A humanoid-esque kind of people that you cannot play at the current time.

James Introcaso:

There are also then other sort of constructs and animal-like creatures,

James Introcaso:

right, things that are more mystical.

James Introcaso:

We just released a new creature pack called the Galactic Grimoire that has

James Introcaso:

more creatures that get even weirder like those spaces zombies I was talking

James Introcaso:

about that you can add to your game.

James Introcaso:

So yeah, so there's a lot of things, I would say, when

James Introcaso:

it comes to creature variety.

James Introcaso:

We aim to let you believe we don't have as many creatures as D and D does

James Introcaso:

yet, but we want you to think like the sky is the limit when it comes to

James Introcaso:

creatures because alien worlds, magic?

James Introcaso:

Yeah.

James Introcaso:

And we, one thing we do is we provide a few stat blocks

James Introcaso:

that can be easily modified.

James Introcaso:

So like we have like a generic animal stat block that you can pull abilities

James Introcaso:

onto, to make your own animals for.

James Introcaso:

Because there's so many worlds in Burn Bryte, there's gotta be

James Introcaso:

billions of animal species, right?

Lucas:

Absolutely.

Lucas:

Yeah.

Lucas:

And we're a half hour in and we're about to get to the main thrust of

James Introcaso:

Sorry.

James Introcaso:

I'm talking way too much.

Lucas:

No, no, honestly, this is about par for the course, especially for a

Lucas:

game that isn't Dungeons and Dragons where we have to lay a lot of groundwork.

Lucas:

Is there a single one that stands out as your favorite?

James Introcaso:

Yes there is.

James Introcaso:

And it is the blip.

James Introcaso:

The blip is I guess , what we would call like a cute creature or a cute monster.

James Introcaso:

They are they sort of look like a almost like a Pokemon, they're like a

James Introcaso:

fennec fox that have these three bushy tails and they can be bright blue or

James Introcaso:

green or red or that sort of thing.

James Introcaso:

And they're about the size of a small fox too.

James Introcaso:

So picture this adorable dog with these three fluffy tails.

James Introcaso:

And what I really love about them is that they can phase through solid objects.

James Introcaso:

And so they can they can be hard to get, right?

James Introcaso:

They're found all over the universe and people desire having a blip as a pet

James Introcaso:

because when you hold the blip, you also gain the ability to phase through things.

James Introcaso:

And so, having a blip gives you a superpower and a super cute best friend.

James Introcaso:

the problem is uh, blips are not easy animals to raise.

James Introcaso:

They look like these cuddly dogs and stuff, but I don't know if you've ever

James Introcaso:

seen people, like try to keep foxes?

James Introcaso:

My wife follows a ton of foxes on Instagram, rescued

James Introcaso:

foxes - they are a nightmare.

James Introcaso:

They like never want to do what's, what they're told.

James Introcaso:

They bite you.

James Introcaso:

They don't like to be held, that kind of thing.

James Introcaso:

And so that's sort of the fun of a blip is like, I mean, you can hold on to a blip

James Introcaso:

if you want to and try to run through a solid object, but if you treat that blip

James Introcaso:

poorly even by accident, hug them a little too tight as you're running through

James Introcaso:

that wall, they'll jump out of your grasp and leave you stranded in a wall.

James Introcaso:

And so, uh, so that's sort of the fun behind blips.

James Introcaso:

And there've been a couple live-streamed games that I've seen

James Introcaso:

and every game practically puts a blip into the story some point

James Introcaso:

because uh, it's a lot of fun to have.

James Introcaso:

They're a cute creature, the players, like as soon as they see the art, they're

James Introcaso:

like, oh yeah, I wanted this baby.

James Introcaso:

And then, you know, you also have the chance to, to let a

James Introcaso:

player get stuck in a wall.

Lucas:

What a gift you've given.

Lucas:

That is aggressively cute.

James Introcaso:

Oh good.

Lucas:

uniqueness.

James Introcaso:

Yes.

James Introcaso:

Yeah.

James Introcaso:

There's a lot of things in Burn Bryte that can kill you too.

James Introcaso:

So I don't want, you know, we, we've got plenty of, plenty of monsters.

James Introcaso:

In the Galactic Grimoire, there's space spiders that like to suck the

James Introcaso:

magic juice out of your spaceship.

James Introcaso:

And there are a giant lizard people that have been chased by the burn

James Introcaso:

from another galaxy into a Olaxis.

James Introcaso:

So, you know, we got lots of fun going on as well as, as far as that goes,

James Introcaso:

but the blip just has a place really, really close to my heart and it turned

James Introcaso:

out to be adorable the art was perfect.

James Introcaso:

And the stories people tell with it are so fun.

Lucas:

So now we get into some of the hard works and the

Lucas:

heavy lifting of the podcast.

Lucas:

When you were putting this together from a visual perspective or from a

Lucas:

mechanics perspective, what were some of the influences that you can point to?

Lucas:

I have one of my own in mind.

Lucas:

I want to see what you say.

James Introcaso:

Ah, gotcha.

James Introcaso:

Yeah.

James Introcaso:

So for me I think a big thing that influenced me that I really like

James Introcaso:

creatures that can phase through walls.

James Introcaso:

I think they make very interesting encounters.

James Introcaso:

So from a mechanics perspective, things like the D&D wraith and spectre and other

James Introcaso:

incorporeal creatures was really cool.

James Introcaso:

And I wanted a way to give that to characters, but it also

James Introcaso:

felt like a power that was too powerful to have all the time.

James Introcaso:

And so it was like, well, maybe an item, well, you know, an item like they can just

James Introcaso:

use all the time then that's kind of like, and so, this is where this came up with.

James Introcaso:

Obviously like Kitty Pryde from the X-Men is a big influence

James Introcaso:

as far as the power set goes.

James Introcaso:

Then as far as the as far as the look goes in Burn Bryte, I was sort

James Introcaso:

of, we don't have a lot of like conventionally cute creatures, or

James Introcaso:

we didn't, when we were making this.

James Introcaso:

We did end up with a lot of conventionally for cute creatures.

James Introcaso:

But we didn't when we were making this the blip and and so I was

James Introcaso:

like, well, what is sort of cute?

James Introcaso:

And so, the look is a little, I would say, like, Vulpix-based a little

James Introcaso:

Eevee-based from from Pokemon is sort of, where that, that netted out.

James Introcaso:

Did I hit on any of your influences?

Lucas:

A couple, indirectly.

Lucas:

The Vulpix is of course based on the Japanese legend of the kitsune.

Lucas:

Yeah.

Lucas:

Which is like, you know, fan favorite.

Lucas:

If we're talking about Pokemon, those are also aggressively, aggressively cute.

Lucas:

They've almost weaponized.

Lucas:

Every Pokemon has giant eyes, a chubby face, unless it's supposed to be

Lucas:

mean, all these things that like we're programmed to respond to as cuteness.

Lucas:

But the other thing that that is a big flashing neon sign is

Lucas:

in my head is the blink dog.

James Introcaso:

Ah, yes.

James Introcaso:

So actually good, good point.

James Introcaso:

Yeah, there is definitely some blink dog DNA in the blip.

James Introcaso:

And.

James Introcaso:

Ah, I love blink dogs.

James Introcaso:

I actually, there's a D and D book that I wrote a a three legged blink

James Introcaso:

dog into and and it got cut the book.

James Introcaso:

There's the whole section got cut.

James Introcaso:

And I'm so sad.

James Introcaso:

Cause I was oh, I just want you to hang out with this blink dog.

James Introcaso:

and uh, but yeah, yeah, so that's a, yes, the blink dog very much kind of runs

James Introcaso:

through everything I do because they're one of my favorite creatures of all time.

Lucas:

Got it.

Lucas:

So in terms of game mechanics, and I guess this might be relative, what are

Lucas:

some of the mechanics that you've given to the blip from within Burn Bryte's system

Lucas:

that that might hard-code some of what it does into the way the mechanics function?

James Introcaso:

Yeah.

James Introcaso:

So the big thing is that group phase ability, right?

James Introcaso:

So the blip can phase through solid objects and any creature touching

James Introcaso:

it can also phase through objects, but they have to stay in contact

James Introcaso:

with the blip while they do so.

James Introcaso:

And if you are inside a solid object and you lose contact with

James Introcaso:

the blip, you become shunted out of that object and you take damage.

James Introcaso:

And the place you go, right?

James Introcaso:

So let's say you're moving through a, a wall in a spaceship

James Introcaso:

to go from one room to the next.

James Introcaso:

The GM decides where you end up next to the object you're shunted out.

James Introcaso:

So that could mean you could end up in space depending on where

James Introcaso:

you are and where the object is.

James Introcaso:

Right.

James Introcaso:

And so that's probably the, the biggest thing that the blip really gets that is

James Introcaso:

built into the mechanics of Burn Bryte.

James Introcaso:

Burn Bryte is meant to be played on a map because we use Roll20, right?

James Introcaso:

It's built optimized for Roll20.

James Introcaso:

You can play it at the table, like physically, if you want to, you still

James Introcaso:

need Roll20 to access just the rules.

James Introcaso:

And so, so we use a lot of maps because of that.

James Introcaso:

Because Roll20 has a big strength with maps.

James Introcaso:

So that's the big thing that they get and then otherwise their statistics

James Introcaso:

are that of kind of like a small fox.

James Introcaso:

You know, they have a bite ability.

James Introcaso:

They're pretty agile but you know, they're not any more sort

James Introcaso:

of intelligent or aware than an animal like a dog or a fox would be.

Lucas:

Right.

Lucas:

And this is where we would I don't know if we have time to

Lucas:

get into this but maybe in brief.

James Introcaso:

do it.

James Introcaso:

Let's do it.

James Introcaso:

I can be late.

James Introcaso:

It's fine.

Lucas:

okay.

Lucas:

So you know, D and D has it's couple of signature stats, alignment three mental,

Lucas:

three physical stats, and then hit points.

Lucas:

Are there corollaries to those in Roll20, or would it be closer to

Lucas:

like a, a Monster of the Week where you have sort of a harm track?

James Introcaso:

Oh, sure.

James Introcaso:

So you have three health levels to start with your character and you can get more.

James Introcaso:

So the way health levels work are I would say it's more like the

James Introcaso:

Monster of the Week harm track.

James Introcaso:

Most attacks deal one damage.

James Introcaso:

And so when you get hit, you take one damage and when you are reduced

James Introcaso:

to zero, you gain a condition, a negative condition, right?

James Introcaso:

And we didn't name conditions because there's so many

James Introcaso:

things that can affect you.

James Introcaso:

So we just said, this is what they do if you're affected by a condition.

James Introcaso:

It affects one of your skills.

James Introcaso:

It's a skill based game like Fate.

James Introcaso:

And so it makes your, your skill roles harder when you are suffering

James Introcaso:

from a negative condition.

James Introcaso:

And when you have a positive condition, your skill roles are easier.

James Introcaso:

And then once you have three conditions and you drop to zero

James Introcaso:

you can die as a player character.

James Introcaso:

For enemies.

James Introcaso:

It's generally like once you're reduced to zero, you're you're dead.

James Introcaso:

This is the way we say it is you're taken out by the attackers choice, right?

James Introcaso:

The attacker gets to decide how you're taken out.

James Introcaso:

So maybe you cower, maybe run away, maybe you're knocked out.

James Introcaso:

Your health levels are not just your physical sort of toughness, but also

James Introcaso:

your emotional and mental wellbeing.

James Introcaso:

So you can.

Lucas:

your narrative function in the story.

James Introcaso:

Yeah, exactly, exactly.

James Introcaso:

And during combat, you can make attacks with any skill so you can like berate

James Introcaso:

your enemies into surrendering or feeling bad about what they're doing.

James Introcaso:

You can very much play a non-violent character and still resolve

James Introcaso:

things in combat in Burn Bryte

Lucas:

yeah, that's excellent.

Lucas:

So we're gonna move here into kind of, the broad, general philosophizing

Lucas:

portion of the interview.

Lucas:

and it's much easier to do this I found with like titanic monsters that

Lucas:

shake the very core of your being and your relationship with the world.

Lucas:

But I love what you set up with the blip here because you've

Lucas:

offered a really excellent ability, but it comes with a lot of risk.

Lucas:

When you put a blip in the game as a designer, as a storyteller,

Lucas:

what is it blip meant to do?

James Introcaso:

A blip is meant for mischief and that mischief could

James Introcaso:

be, the players can work with the blip to get into mischief, right?

James Introcaso:

If, if they can endear themselves to that blip they can use that to cause mischief.

James Introcaso:

They can use that to be more sneaky, do the things we think of as being tricksy.

James Introcaso:

But it's also meant to make your players feel like the robbers

James Introcaso:

in a Home Alone movie, right?

James Introcaso:

Because they're going to want to interact with this blip, they're going

James Introcaso:

to want to become friends with it.

James Introcaso:

Players want to become friends with any creature they meet be it a brutal

James Introcaso:

owlbear or an adorable blink dog, right?

James Introcaso:

And so the same is true with the blip.

James Introcaso:

And watching them sort of.

James Introcaso:

You know, try to chase down the blip, give it food, interact with

James Introcaso:

it, is also going to be a lot of fun as the blip causes mischief.

James Introcaso:

So I think that's really their, their role in the story is to

James Introcaso:

you know, cause some mischief.

Lucas:

Mischief and trickster gods have a long heritage in

Lucas:

storytelling for good reasons.

Lucas:

So every time we get to this point in the interview, there's

Lucas:

a master's thesis waiting to be written in culture and anthropology.

Lucas:

But from your perspective what issues or questions do you want

Lucas:

your players to grapple with when there's a blip in their ship?

James Introcaso:

Yeah.

James Introcaso:

So I think the thing about the blip is it's the, it's a monster, quote unquote,

James Introcaso:

that, because it causes a lot of mischief is going to cause some hopefully fun

James Introcaso:

moments, but maybe some frustrating moments for your players and certainly

James Introcaso:

frustrating for their characters.

James Introcaso:

Right.

James Introcaso:

And I think the questions that you can grapple with would be, one

James Introcaso:

like what do we do with this thing?

James Introcaso:

Right?

James Introcaso:

Like it's, it's adorable.

James Introcaso:

And therefore we don't want to go to our normal, "time to murder!"

James Introcaso:

Uh right?

James Introcaso:

Which is a good thing.

James Introcaso:

It's It's good for players to grapple with that question.

James Introcaso:

But then the other thing is when the blip is part of the team, I think one of the

James Introcaso:

questions that they have to grapple with is like, when is it ethically okay to move

James Introcaso:

through walls and break privacy, right?

James Introcaso:

Walls exist for reasons.

James Introcaso:

Walls exist for our comfort, for our safety, for our privacy.

James Introcaso:

And so, when is it right now that I can do this whenever I want, walls are no longer

James Introcaso:

a barrier, when is it okay for me to do it and how do I get this creature who is

James Introcaso:

an animal to know that like, yeah, just cause you smell some delicious food in

James Introcaso:

that room doesn't mean you can just walk right into my bedroom whenever you Right?

James Introcaso:

So I think there's, there's fun to be had that way.

Lucas:

Burn Bryte asks you to take the leap into an expanding original

Lucas:

universe where humanity is diverse and hope wins, and I'm so glad I got

Lucas:

to share it with you as the final episode of Making a Monster season 2.

Lucas:

Burn Bryte is genuinely worth your time; here’s how to find out more about it.

James Introcaso:

There's a lot of wonderful and weird

James Introcaso:

creatures in Burn Bryte.

James Introcaso:

The blip is the very tip of the iceberg.

James Introcaso:

And like I said, if killer monsters are more your thing,

James Introcaso:

we've got a lot of them too.

James Introcaso:

So, you know, that's been really, really fun making these giant missions, which

James Introcaso:

are like space slug, dragons that used to control the galaxy and stuff like that.

James Introcaso:

So there's a lot of really, really cool stuff in Burn Bryte

James Introcaso:

that people should check out.

James Introcaso:

People can go to burn bryte.com.

James Introcaso:

bryte is spelled B R Y T E a, and they can learn more there.

James Introcaso:

And that's the, probably the best place to find it out, get links to

James Introcaso:

the game and that sort of thing.

James Introcaso:

There's already, also several starter adventures.

James Introcaso:

So if you want a lower cost to entry checkout trapped at the edge on the

James Introcaso:

roll 20 marketplace comes with pre-gens.

James Introcaso:

Everything you need to play like a two to three hour game of Burn Bryte that will

James Introcaso:

teach you the system is in there as well.

James Introcaso:

So that's a good place to check out.

James Introcaso:

And if you like D and D monsters check out My Dad's Monster Manual.

James Introcaso:

It's a monster book that I wrote with my dad.

James Introcaso:

It's on the DMS Guild.

James Introcaso:

So took all of the arts in the monster annual and I showed it

James Introcaso:

to my dad and I said to him what do you think this creature does?

James Introcaso:

What do you think, where do you think it came from?

James Introcaso:

What do you think its name is?

James Introcaso:

And a bunch of other followup questions based on those.

James Introcaso:

And then I took that and I rewrote the lower end stat block for

James Introcaso:

about 80 monsters in the Monster Manual based on his responses.

James Introcaso:

And it's really great.

James Introcaso:

Seems like it would be a walking dad joke, but they are play tested

James Introcaso:

creatures that you can use at your table and have a lot of fun with.

Lucas:

Thanks for listening to Making a Monster for the past 30 episodes,

Lucas:

it's been an incredible pleasure walking through the kaleidoscopic

Lucas:

meaning of monsters in games with you.

Lucas:

I'm taking a summer break, a planned one this time, to work on season 3.

Lucas:

If you want to know more about when that season is going to launch and

Lucas:

who's going to be involved, you can join the Making a Monster email list

Lucas:

at scintilla dot studio slash monster.

Lucas:

When you do, you’ll get a free preview of three monsters

Lucas:

from My Dad’s Monster Manual.

Lucas:

I picked the three most reminiscent of monsters from the show - the marona, the

Lucas:

roabley, and the Ellow - and James pulled them out into a PDF copy you can access

Lucas:

by trusting me with your email address.

Lucas:

I send out far fewer emails than I should, so I promise I won't waste your

Lucas:

time, and you will get access to guest incentives from the show including

Lucas:

monster stat blocks, discount codes on adventures and supplements, even short

Lucas:

stories and artwork from past guests.

Lucas:

so check it out at the link in the show notes or on the show’s website at

Lucas:

scintilla dot studio slash monster, that’s SCI NTI LLA dot studio slash monster.

Lucas:

If you want to continue learning about how even the cutest monsters can ask

Lucas:

questions about privacy and ethics, consider supporting the show on Patreon.

Lucas:

When you do, you'll get access to even more content from the show, like a bonus

Lucas:

bit I just released from this episode on whether Burn Bryte has a hidden call

Lucas:

back to the Eberron campaign setting.

Lucas:

You'll also get music I recorded for the show and, as always, there's stickers!

Lucas:

Last episode, I had to go big.

Lucas:

If supporting the show monetarily isn't an option for you, please share with

Lucas:

the people who play games with you.

Lucas:

With 30 episodes in the books there's a monster for everyone, and your

Lucas:

recommendation lets people know they can trust me with their time and attention.

Lucas:

It's a real gift to me and the creators I feature.

Lucas:

Thank you again for listening to Making a Monster.

Lucas:

I will look forward to seeing you in season 3!

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