Andrew Grondin wrote a tabletop game that combines European fairy tales and Lovecraftian existential horror. Inside that Venn diagram is a surprisingly encouraging message about power and who has it.
Read the transcript and get more from the show: https://scintilla.studio/shakespeare-lovecraft-combine-delirium
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Meet my guest, Andrew Grondin:
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https://s-15studios.squarespace.com/#/delirium/
Music by Jason Shaw at Audionautix.com
The Duke of Vigils can appear anywhere at any time,
Andrew Grondin:watching from the shadows and acting as the man behind the throne.
Andrew Grondin:Whipoorwill itself is avoidable.
Andrew Grondin:It would be extremely unlikely for most people to even see the Duke in person,
Andrew Grondin:but its presence and manipulations can be felt across the world.
Andrew Grondin:It is impossible to determine whippoorwills true motivations or desires.
Andrew Grondin:Its every action and movement is made to advance its own agendas, which are
Andrew Grondin:merely cogs in more complex agendas still.
Andrew Grondin:It has infiltrated the power structure of all the other Lords using
Andrew Grondin:their powers alongside or against each other in subtle maneuvers.
Andrew Grondin:Its position among the cult of its peers is commonly known; if
Andrew Grondin:Whippoorwill or one of his many simulacra appear before the servants
Andrew Grondin:of another Lord, it's never treated as anything less than the blessing it is.
Lucas:Hello, and welcome back to Making a Monster, the bite-sized podcast
Lucas:where game designers show us their favorite monster, and we discover how it
Lucas:works, why it works and what it means.
Lucas:I'm Lucas Zellers.
Lucas:This podcast does much better when I talk about D and D by about 20%
Lucas:more downloads per episode, in fact.
Lucas:But fairytale monsters don't just belong to Wizards of the Coast and
Lucas:Lovecraftian horror doesn't just belong to Chaosium, publishers of Call of Cthulhu.
Lucas:These stories are the rich loam in which a new generation of storytellers is growing
Lucas:a whole new ecosystem of creativity.
Lucas:And it belongs to all of us.
Lucas:In other words, while D and D is the granddaddy of all role-playing
Lucas:games, the kids are all right.
Lucas:In that spirit, I'd like to introduce you to an author who is doing something
Lucas:really unique with characters from both influences a note about this interview.
Lucas:It was recorded so long ago that my half of the conversation is lost.
Andrew Grondin:My name is Andrew Grunden.
Andrew Grondin:I am a tabletop designer, short story author and video content producer.
Andrew Grondin:That focuses on not just analyzing, what makes games good, but also
Andrew Grondin:their impact, on the individual.
Andrew Grondin:I've been doing let's plays, for six years now.
Andrew Grondin:Um, um, I generally do quick looks on stuff.
Andrew Grondin:And, I kinda like to have a focus on, indie creators and especially
Andrew Grondin:pOC and LGBTQ plus creators.
Lucas:I met Andrew during a City of Mist charity stream with the tabletop
Lucas:Twitch group, Friends who Roll Dice.
Andrew Grondin:Which I sincerely thank you for playing in.
Lucas:Andrew pitched me a monster that filled a really interesting gap in the
Lucas:besitary this show has assembled so far, namely, a monster that explicitly
Lucas:combines two figures from mythology, or as I like to put it, "Por que no losdos?"
Andrew Grondin:So this comes from Delirium, an experimental
Andrew Grondin:reach into a new mechanic system.
Andrew Grondin:this specifically came from a desire to make a game where the impossible is real.
Andrew Grondin:Not just because you, the player character are empowered in a certain
Andrew Grondin:way, you are, but also because the world itself is not so much falling
Andrew Grondin:apart, but growing thin if the laws of reality are falling away, then the
Andrew Grondin:laws of narrative begin to step in.
Lucas:Every role-playing game has three things, a setting that defines
Lucas:the genre expectations and what players can expect to find in the world, a
Lucas:chance operator that helps players and game masters tell the story together,
Lucas:and the mechanics that players can use to influence the world around them.
Lucas:The setting of Delirium is an empty American landscape, visually similar
Lucas:to Netflix is love and monsters or the 2018 film Annihilation.
Lucas:Illustrations by Cory Goodwin set the tone for the game as just on the wrong side of
Lucas:the uncanny valley, unsettling and surreal
Andrew Grondin:The Fallen States are what remains the United States
Andrew Grondin:after most of the world population disappeared functionally overnight.
Andrew Grondin:There was a critical shakeup of both infrastructure, and
Andrew Grondin:populace even before the Outside began to encroach in our world.
Andrew Grondin:Once it began to twist our reality to make us look like it, things got even worse.
Andrew Grondin:All of the seven largest cities in the United States have now just
become the Cities, capitalized:
:Nightmare City, Steel City, Gulf City.
become the Cities, capitalized:
:They're entities unto themselves.
become the Cities, capitalized:
:Nothing lives in them, but they are still occupied and we don't
become the Cities, capitalized:
:get to live there anymore.
become the Cities, capitalized:
:So people have been forced out into the wilderness and the forgotten spaces and
become the Cities, capitalized:
:these liminal parts of the Fallen States.
become the Cities, capitalized:
:All players are Blessed.
become the Cities, capitalized:
:They are people who are supernaturally powered and they conceptualize this power
become the Cities, capitalized:
:using a a thing called the Black Tarot.
become the Cities, capitalized:
:And they experienced sort of a day to day life in a post apocalypse, living
become the Cities, capitalized:
:and surviving in a place that has far fewer people and far more monsters.
become the Cities, capitalized:
:And that's sort of the, design approach that I take for every one of my
become the Cities, capitalized:
:games is to have a central idea and expanding out from that with a frankly
become the Cities, capitalized:
:shameful amount of bullet points and tables that then become prettified as
become the Cities, capitalized:
:the game gets more and more refined.
become the Cities, capitalized:
:If you were to see my notes for the original version of any of
become the Cities, capitalized:
:my game, it's basically just Be like, these are my six notes.
become the Cities, capitalized:
:I'll get back to these later.
Lucas:For its chance operator, Delirium uses a deck of cards to reflect the
Lucas:use of tarot cards in the story.
Andrew Grondin:Deliriums whole, mechanical thrust is built around
Andrew Grondin:building poker hands, and modifying what your hand is and what your opponent's
Andrew Grondin:hand is to make the best poker hand or poker hands available to you.
Andrew Grondin:Because of how weirdly the rules are though, this can go up to a six of a kind.
Andrew Grondin:A lot of the players powers are either going to be, I can do something
Andrew Grondin:amazing or I can manipulate my draw.
Andrew Grondin:For example, you can draw more cards.
Andrew Grondin:You can declare cards to be wild.
Andrew Grondin:You can declare a redraw.
Andrew Grondin:Because this uses a modification of Texas Hold'em.
Andrew Grondin:You can also say I get to use this card exclusively or this card is
Andrew Grondin:unavailable to a certain subset of people, who are operating using that,
Lucas:In Delirium, you play as a Blessed, Fallen America's
Lucas:last hope against the Chimera.
Andrew Grondin:The Chimera are a loose force of entities that range
Andrew Grondin:from encroaching foliage to animalistic creatures all the way up to actual gods.
Andrew Grondin:So today we are going to be discussing Whippoorwill, or the Duke of Vigils.
Andrew Grondin:It takes up the "duke" position in this hierarchy.
Andrew Grondin:So there is a King, a Queen, a Duke that serves as their sort of liaison
Andrew Grondin:between, the vassals and the royalty and then a series of middlemen that
Andrew Grondin:each have their own various functions in the court of the King and the queen.
Andrew Grondin:It's a crude and unfocused reflection of a feudal society.
Andrew Grondin:And that is by design.
Andrew Grondin:From a design standpoint, all of the monsters in this game are a combination
Andrew Grondin:of a piece of European folklore and a eldritch horror and Whippoorwill is is
Andrew Grondin:Puck ,the mischievous and antagonistic fey that was featured in a Midsummer
Andrew Grondin:Night's Dream and Nyarlhotep, the Black Pharaoh from let's say other
Andrew Grondin:books beyond the core Lovecraft mythos.
Andrew Grondin:He also does have a bit of a smattering of the Great God Pan by Arthur Mansion.
Andrew Grondin:But that's just because there are a bit of thematic overlay between
Andrew Grondin:Pan and Puck that is not able to be discounted in the context of this story.
Andrew Grondin:There is a long and storied history of inspiration that is in the mansion
Andrew Grondin:and the house on the borderlands that sort of pulp horror era
Andrew Grondin:that could legitimately fill up a documentary series to horror today.
Andrew Grondin:You as a group of adventurers may have gone out and done a great mission: broken
Andrew Grondin:the foothold of a cult or reclaimed some great artifact or even just ventured into
Andrew Grondin:one of the cities of the Fallen States and gotten something out or put something in.
Andrew Grondin:Upon your return, home and triumphant, you realize that the person who helped you
Andrew Grondin:along the way, or the person who gave you the quest or the person who has just been
Andrew Grondin:a face in the crowd, guiding you along.
Andrew Grondin:That was Whippoorwill, That was Whippoorwill the entire time
Andrew Grondin:guiding you towards his end game.
Andrew Grondin:So it's hard to say like, you'll throw a punch at this guy.
Andrew Grondin:Because when you've got the manipulators, when you have those people that operate
Andrew Grondin:in the background, they're so powerful from a narrative standpoint, because
Andrew Grondin:every time they get away, the players of this have a further motivation.
Andrew Grondin:We'll get that guy.
Andrew Grondin:But in the moment, it's just yeah.
Andrew Grondin:And you got played.
Andrew Grondin:You got played super hard and that, that stings because how do you respond to that?
Andrew Grondin:I really drew Puck from a Midsummer Night's Dream.
Andrew Grondin:He is he's the trickster, he's the manipulator.
Andrew Grondin:He's, he's a guy with a plan, even if you don't know what that plan is, even
Andrew Grondin:he, if he doesn't know what that plan is.
Andrew Grondin:He's the man not even behind the throne, he's the man in front of the throne.
Andrew Grondin:He has the powers of the royalty implicit to his position, but he is still
Andrew Grondin:free enough to act on his own whims.
Andrew Grondin:Being like you got it, boss time for me to twist your words to my own end
Andrew Grondin:And to an extent Nyarlhotep does serve in a similar function.
Andrew Grondin:He is sort of a, a planner.
Andrew Grondin:He's a schemer.
Andrew Grondin:He's got plans that he wants that facilitate Nyarlhotep's own ends, but
Andrew Grondin:most of his use most of his utility in the narrative exists as a means for him
Andrew Grondin:to bridge a gap between us and them.
Andrew Grondin:For him to guide someone into the clutches of another Old One or
Andrew Grondin:for him to be a messenger to the rest of the uh, the elder things.
Andrew Grondin:If you need to talk to Azeroth or if you need to talk to, you know, something that
Andrew Grondin:will cause you to melt just by looking at it you could, you would use Nyarlh
Andrew Grondin:otep to to facilitate that message.
Andrew Grondin:And in contemporary media he does show up as more of a clever sort of
Andrew Grondin:Satan analog where he beguiles you with something that you want, and
Andrew Grondin:then you pay a terrible price for it.
Andrew Grondin:He's the most human of, of all the Lords.
Andrew Grondin:And that's what makes him the most dangerous is because he is if you
Andrew Grondin:come at the King, you best not miss, like he'll, he'll take you out just
Andrew Grondin:because he's so much better than you.
Andrew Grondin:The Forest Mother legitimately can just crush anything in a quarter mile
Andrew Grondin:radius of her gigantic kaiju-sized body.
Andrew Grondin:The other Lords all either want something very specific, like the Lord Under
Andrew Grondin:the Mountain and the Candlelight Earl, or they're too alien to even begin to
Andrew Grondin:comprehend like the Many-Angled Baroness.
Andrew Grondin:When it comes to Whipoorwill,, he's ultimately human.
Andrew Grondin:He's obviously something, something ancient and powerful and beyond the very
Andrew Grondin:concept of, of our world, but he's also a guy and he's a guy with a plan and
Andrew Grondin:whatever his plan is, it's going to be bad for everybody who's not named Whipoorwill.
Andrew Grondin:So he can manipulate people to his own ends just by using
Andrew Grondin:what people want against them.
Andrew Grondin:What it tells you about the world that you live in now, is that.
Andrew Grondin:There are things more dangerous than the giant Kaiju stomping
Andrew Grondin:around in what used to be Canada.
Andrew Grondin:There is something more dangerous than animalistic creatures and
Andrew Grondin:anarchy, and that is someone intelligent malicious and sadistic.
Andrew Grondin:His whole thing is empowering people who already have power.
Andrew Grondin:The people who worship Whippoorwill, the Black Pharaohs, they're they're leaders of
Andrew Grondin:communities, they're people of authority.
Andrew Grondin:There are people who can do great harm to the community.
Andrew Grondin:And because they have this empowerment, they, they can take everything they
Andrew Grondin:want and face no repercussions.
Andrew Grondin:And that is something that unfortunately is the thing
Andrew Grondin:that happens in the real world.
Andrew Grondin:So there is a reflection on that in, in, in these characters.
Andrew Grondin:That is completely off of skated from the common man.
Andrew Grondin:Yeah, you have no input on something that will affect you and it will
Andrew Grondin:likely affect you negatively.
Andrew Grondin:I write horror stories with happy endings.
Andrew Grondin:Not consistently, but I do prefer a, comedy when it comes to a horror
Andrew Grondin:story than rather than a tragedy.
Andrew Grondin:If you want to see somebody just get continually beaten
Andrew Grondin:down, just look out the window.
Andrew Grondin:you don't have to go into narrative as an escape to see something horrible happen.
Andrew Grondin:So ultimately, yes.
Andrew Grondin:And this is described in the book, but it's in the narrator section.
Andrew Grondin:So I'll just give the players a little peek behind the curtain.
Andrew Grondin:All of the Lords, all of the entities that are the ones who have the most
Andrew Grondin:power here operate on narrative.
Andrew Grondin:They operate on something that is intrinsic to themselves.
Andrew Grondin:They are powerful because their stories say they're powerful.
Andrew Grondin:So if you change their narrative, you can ultimately make a
Andrew Grondin:significant and powerful change.
Andrew Grondin:You could kill these things or you could reform them because all
Andrew Grondin:they are are stories and ideas.
Andrew Grondin:There is a grant.
Andrew Grondin:And a wonderful power that comes from the common man's unification.
Andrew Grondin:Whether it be in your community in your state or across your country,
Andrew Grondin:there is a grand and wonderful power that exists when we come together
Andrew Grondin:and work for the common good.
Andrew Grondin:it it's something that if I were to have written this game, now, there would
Andrew Grondin:be more there would be more focus on community and, and the uh, the individual
Andrew Grondin:functioning As part of a greater whole again, I wrote this five years ago,
Andrew Grondin:it's, it's one of those things where it's like, Oh yeah, horror, horror, horror.
Andrew Grondin:Here's the comical, caricature of something I see in the real
Andrew Grondin:world that I can use as a villain.
Andrew Grondin:Oh dear God things have gone terribly awry
Andrew Grondin:but these are all, I would say that all of these creatures
Andrew Grondin:represent some, some adult fear.
Andrew Grondin:Everything is basic as the fear of fire.
Andrew Grondin:Taking everything you owned the fear of the unknown, the fear of the dark
Andrew Grondin:and the fear of unknown places and all the way up to you losing what you love.
Andrew Grondin:One of the terrifying things about European fairies is the fact that they
Andrew Grondin:would come and spirit away children.
Andrew Grondin:And there are a couple of characters that are a couple of
Andrew Grondin:monsters that reflect that in this.
Andrew Grondin:So each of these is a, in an indistinct way, the fear of something and.
Andrew Grondin:Whippoorwill is, is at his core, the fear of an unknowable uncaring and
Andrew Grondin:actively malicious authority figure.
Lucas:Andrew's work on Delirium is a great example of what inspires
Lucas:me about independent game design.
Lucas:The oldest tradition of storytelling - retelling - is happening again.
Lucas:A new generation of storytellers are taking the most compelling ideas
Lucas:at the core of cosmic horror and telling them without Lovecraft's
Lucas:racism, xenophobia, and eugenics.
Lucas:For more about that, and there is a lot more about that, check
Lucas:out my episodes from season one on Dagon with Alex Clippinger.
Andrew Grondin:The thing Lovecraft did is crystallized what existential
horror is:there are things greater than you , and they could wipe you out
horror is:without even noticing or realizing it.
horror is:There's a lot of contemporaries that took that crystallized idea that they
horror is:now have permission to use because Lovecraft was so humongously popular
horror is:that they can now say, okay, this is what I say in this same context.
horror is:And I, I, I do feel like when that's effective it can make for some
horror is:of the most disturbing stories.
Lucas:Using just the parts of their stories, where Shakespeare's
Lucas:Puck and Lovecraft's, Nyarlhotep intersect makes Delirium a part of
Lucas:the conversation with both authors.
Lucas:Like science fiction from the sixties, it's the past in conversation with
Lucas:the future and making this a tabletop role-playing game lets players retell
Lucas:those stories themselves, making us a part of the conversation as well.
Lucas:And Andrew didn't need a AAA budget or years of development to do it.
Lucas:I want to hear the stories so haunting and so compelling that their authors are
Lucas:rolling out of bed at four o'clock in the morning and hammering away at a keyboard.
Lucas:You can find out more about delirium by following the link in the show
Lucas:notes or visiting the show's website at scintilla.studio/monster that's S C I O.
Lucas:N T I L L a.studio/monster.
Lucas:There you'll find a link to the game along with art of Whippoorwill and some
Lucas:of the other monsters in the game like the Forest Mother, the Black Houndand the
Lucas:Highway, Stalker drawn by Corey Goodwin.
Andrew Grondin:He's at MC underscore good one on Twitter.
Andrew Grondin:He does such good, like slightly off human stuff.
Andrew Grondin:Like he's humans are really good.
Andrew Grondin:When he goes all out with horror the men is just a Maestro.
Lucas:My guess is Andrew Grondin, tabletop designer, short story
Lucas:author, and a video content producer.
Andrew Grondin:You can always find me on social media at the CJ, Andrew on Twitter
Andrew Grondin:and Mastodon, facebook.com/as 15 studios.
Andrew Grondin:As the shootings used@eachdyoforalltabletopgamesandsffifteenstudiosdotsquarespace.com
Andrew Grondin:for everything else, including articles and short stories.
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Lucas:Next time on making a monster.
Imogen Gingell:Here we go.
Imogen Gingell:A lone human figure sits waiting in their meditation chamber, their
Imogen Gingell:lips moving in silent whisper.
Imogen Gingell:As you step beyond the threshold, they open their eyes and
Imogen Gingell:stare at you and through you.
Imogen Gingell:Four eyes watch through two sockets, one pair dilated, content and relaxed, the
Imogen Gingell:other pair twitch as if about to erupt.
Imogen Gingell:They scream and you feel at Pierce deep within your mind.