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