Kelsey Dion
speaker
131 appearances
2 recordings
1 series
first heard Aug 2024
last heard Sep 2024
Kelsey Dion’s voice in public audio — every appearance, attributed to the second.
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Appearances
Yeah, I think at the end of the day, I made a game that I wanted to play, and I think that it was a very... Maybe just by fortune or by the read that I have on the community and the industry, it just lined up with what a lot of people wanted out of a sort of workhorse system that was...
that was an OSR game, because I think it filled a specific little niche that hadn't really been successfully filled yet about making an OSR game, but that's just so much more approachable than the OSR kind of has a reputation for. whether or not that's deserved. And so that, you know, that's, that's ultimately, I think I just kind of made the game that people in that moment wanted.
And yeah, that's maybe why it did well.
They're just emboldened after that. Yeah. To do it again. I had to work that. It's too classic, like sort of sword and sorcery. Like every adventure story starts with the characters down on their luck after having spent their fortunes. And so that was a thing that I really wanted to emphasize because it's a good encouragement to go back out and adventure when you're poor.
Exactly. We spent it all. We need more.
In Wales, we talked about this.
I don't trust myself in there. Yep, I would fall down a crevasse and be like, that's it, you know?
Oh, a little bit. It's, there's a lot of pulp movies and Indiana Jones stuff that works its way into my subconscious. So sometimes I don't know, but the, the Kytherian mechanism, there's a, there's a old mechanism they found.
Which was like an old computer and old, you know, and so the, the first calculating device at that scale. So I, I thought that was so cool and I wanted to make reference to that too. So, yeah.
Yeah, yes. Oh, absolutely. It's funny because the book Shadow Dark is built on my game world, but I try to make the setting very implied so that it's loose for people to use however they want, really. You know, you could import it into other settings pretty easily, but it's all built up out of my own game world. So those are the deities from my home game and those are...
you know, some, some of a lot of the things referenced in there. So there are even some little jokes in there that are related to events that have happened in games that I've played in that I think are really only I know.
So I guess it's only funny to me, but like there's, there's a roll table in there that mentions this blue chicken, um, named Bimbles and that blue chicken has actually appeared in both games and supplements across a bunch of my other friends who were, who were, creators of their own games and systems.
So like Hank Renferno from Runehammer Games, he wrote the game Index Card RPG and Crown and Skull. Bimbles appears in his book and then Bimbles appears in another book that has nothing to do with either of our two games. So he's a common thread throughout the multiverse and people might find him where they don't expect him.
Yeah.
Yeah. Well, I'm so glad to hear that. And I do think that there's some classic complexities in magic and D&D style magic, like spell slots and spells known and spells per day. And I understand why D&D as a brand has kept some of those things in throughout most editions, because it's a big touchstone of D&D. It's a big kind of classic element. But
I've always found spell slots and spells per day and spells known to be kind of a confusing thing. And so Shadow Dark just kind of pulled that all out and was like, you know these spells and you can cast them. And I think that that makes spell casting more approachable at the outset, just from that alone. So making the spells a little more simple too, just a little bit more.
Thank you. Gosh, it's funny. It's kind of trusting that the game master is not a robot, but rather someone who's going to interpret the results of spells. So there is a little bit of interpretation needed in some of the spells based on the situation. And I think that's the way it was in the original versions too.
And so I wanted to bring that sentiment back where we're trusting the game master and the players to use a spell in a way that's going to make sense and that we're going to maybe... rule it somewhat differently depending on the situation.
Like if you're trying to cast Fireball into a Water Elemental, I think that it goes without saying that that Water Elemental is probably gonna have a little bit more ability to resist the spell. And so it's not all baked in. It's funny, my friend pointed this out to me, the Polymorph spell in Shadow Dark is one of the wordiest spells.
It still has fewer words in it than Burning Hands from fifth edition. So I was like, wow, that's pretty. It was just cutting out all the stuff that I felt was actually kind of obvious or would need to be interpreted in the moment. And hopefully that was successful. I guess we'll see.
Showing 81–100 of 131 · page 5 of 7
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