Critical Role & Sagas of Sundry - Building Your Own Campaign Setting w/ Johnny Stanton IV | Quests N’ Answers
Episode Date: March 5, 2025Welcome back to Quests N’ Answers! This week, Dan Casey sits down with NFL player turned TTRPG performer turned game designer Johnny Stanton IV to break down his approach to running RPGs, creating a... campaign setting from the ground up, and bringing high fantasy to the high seas in a unique way in Sink!, the first project for Dungeons & Dragons 5th Edition from Stanton’s Crimson Herald Games. Prepare to set sail with Sink! https://bit.ly/SinkRPG Listen to the Athletics Check Podcast: https://www.athleticscheckpod.com/ Learn more about your ad choices. Visit megaphone.fm/adchoices
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Welcome back to question answers, everybody. I'm Dan Casey.
and today we're doing something a little bit different.
Now, usually this is the after show
for our ongoing actual play TTRPG series,
Saga's of Sundry Goblin mode,
but today we're going to zoom out the lens a little bit.
We're going to talk about the art
and the interplay of role-playing,
storytelling, game-designed for tabletop role-playing games,
and joining me to help break down this unique craft
from his perspective is my very special guest.
Pro-athlete, pro-role player,
and pro-game designer Johnny Stanton.
Johnny, thank you so much for joining me today.
Thank you for having me to disappoint everybody
who's hoping for the
after show. No, no, no, no. I'm excited to be here. Thank you for having.
This is a sweet relief from my usual blathering about what we just did on screen.
So I'm very curious, you know, you are someone who is all over the world of tabletop role
playing games, but I'm curious, how did you first start getting into this world?
What was your entry point into the world of sitting down with pen and paper and dice?
Oh, man, there's like two points in which, you know, there's everybody's introduction into
tabletop role playing game.
And then there's the introduction into like the performance side, which is a whole weird thing that like a handful of us get to do.
And, you know, it's with like media being so democratized and YouTube and podcasts, but anybody can make a show if they want to and it has the opportunity to blow up.
You know, it's so, you know, it's so wide open to everybody.
But my first introduction to tabletop role playing game was through a YouTube channel called Corridor Digital, or more specifically their partner channel.
called Node in which they played a, I think a Pokemon version of D&D, which kind of introduced me to it.
I was a fan of their channel and I'm like, I knew about Dungeons and Dragons had no idea what it
was actually like. I think probably that Pokemon game gave me a bad first impression, but it
interested me enough to watch their other campaigns. And it interested me enough to go to my
local comic book shop where I was a regular on every Wednesday afternoon, picking up new copies
of issues, and asking, hey, what's, you know, do you guys,
nerds. The only nerdy people that I know, where's the place to play D&D? You know, is this,
is it here? And they, they got me set up with a game that had just started like two weeks prior.
And that game I played in for a good, probably eight to nine months. It was like newcomers
coming in and out. And, you know, it was my first time role playing. So it was very new for me as
somebody who didn't get the opportunity to be a theater kid. And I'm living out my theater
dreams now. But from that point, I introduced it to some teammates when I was at UNLV.
We then, I then got picked up by the Minnesota Vikings and on my longest period of not playing
Dungeons and Dragons, which was hard on my soul. But that's when I started getting into
the world of actual D&D as media. Because, you know, I'd seen it on YouTube that one time. I
didn't know that there was a critical role. I didn't know about the Adventure Zone. And this was back
in like 2017 or so, 2016, 2017.
So it was still kind of right there on the upswing of fifth edition and everybody kind of getting into it.
But it was a whirlwind and completely supplanted my nerddom for comic books.
Now it's just tabletop role playing games in Dungeons Dragons, which is fun.
As far as my introduction into like the world of performing for D&D, that was the first thing I ever did was a little show run by one of the creators of Pixel Circus, Kaylee Bray.
she she had she DMed a game for me and a couple other people who I'm still friends with to this day in this in this space and that that was during the pandemic in 2020 but things kind of really blew up for me when I wore my critical role shirt to the the night of my one and only touchdown in the NFL where I was wearing that jersey right above me oh amazing that's awesome I also love that you know I love that pathway into it because it is something that
It's a hobby that really taps into, I think, different passions for people, whether you really invest in on the writing side or you like performing or you like this sense of communal storytelling.
You know, it is at the end of the day.
It's a team building game.
You're building this sense of camaraderie and telling a story together.
So it makes sense that it would translate to the locker room and things like that and playing with your teammates as well.
It was such a great opportunity for me to, you know, when I am, when I joined the Browns,
It was in the middle of the pandemic.
I had signed in January of 2020,
and we didn't get to go to Spring Ball that year because of everything going on.
So it was really hard to develop relationships with guys on the team.
You're trying to do it over computer screen as a new player on the team
when everybody else already has their relationships.
And it was, I think we started during maybe.
Like I think I brought it up to Miles the first time,
which was like a big, Miles Garrett, you know, last year's defensive player of the year,
one of the best, you know, guys in the NFL, one of the best edge runners in the NFL.
And I brought it up to him, because he was wearing a Stranger Things shirt at the facility.
I'm like, hey, have you ever, you know, you ever tried playing the game that they play in Stranger
Things, Dungeons and Dragons?
And he says, no, but I'd be down to try.
So it was such a great opportunity to bring, to build relationships with guys in the team.
And, you know, you're building it inside the building, but we didn't get that opportunity
to really build it outside the building.
And even inside, you know, you're supposed to be distanced.
and staying staying at least six feet away from people wearing masks.
It was really, obviously, it was a hard time for everybody to build relationships.
And, you know, within a football facility was no different.
But getting to, getting to have that one piece away from football where you got to connect with guys was, was really important and special to me.
And it was to have it become what it was and, you know, introducing Miles to the world of Dungeons and Dragons and introducing the world of Dungeons and Dragons and nerds and TTRBG to,
to football and to Miles Garrett and to, you know, some of the coolest,
coolest things that I love about both sides really got highlighted to people who had
never experienced them before.
Yeah, I love that crossover.
You know, it sort of speaks to your experience as well of walking into your local
comic bookstore and saying like, hey, I want to play.
How can they make this happen?
You know, I think a lot of people sometimes there's this sense that they'll be gate kept
out of a hobby like this or they might feel it's too intimidated to get into.
You know, it's very cool that Miles was just down to climb.
down to try it out.
But how do you pitch a game like D&D or other TTRPGs to people that maybe are a little
apprehensive about trying them?
It's such a, it's, it's the ever present problem of, uh, too many players, not enough DMs.
I think is the biggest, the biggest hurdle to, to, to, to get.
So I think a lot of people who are finding themselves at a, at a loss for people to play
with are people who are experienced.
players, but not experienced dungeon masters and they're having trouble making that leap.
And trust me, if you're a dungeon master, you're having no issue.
Finding players for your game.
You just end up being a magnet to people who know D&D and just make it, you know, I don't think as somebody, it's, I was in a lucky position of having, of getting to, to have it be almost like a novelty.
As somebody who is in the NFL, who's a Dungeon Dragons nerd.
So I got the opportunity to have people
kind of respect that in a way
a lot quicker than some other people might
but I think that people are also afraid of
of putting themselves out there in that way
as somebody who is really nerdy.
It's becoming less and less taboo
which I think is amazing but the more people
make it part of their
you know not don't make it your whole personality
necessarily but make it something that people can
associate with you and when they do see like
oh wait, that movie with Chris Pines on Netflix now,
Dungeons Dragons. I think my buddy Johnny
plays that. Maybe we can, you know,
talk about at some point. And that just opens the door
to further conversation and just kind of
leaving little sprinkles
as a trail into,
you know, becoming obsessed.
Yeah. And look, to me, it's
no nerdier or more
impenetrable than people who also play
fantasy football. You're building your party
of beefy paladins to accomplish the
goal of conquering your opponent each week.
I really enjoy both.
But I love that there's this way to just sort of break these barriers down, like raise the portculles, lower the drawbridge, everyone come on in.
Now, I definitely agree with you.
One thing, when you mentioned fantasy football, which I think is such an easy comparison.
It's like there's a lot of math involved.
There's a lot of suspension of disbelief.
There is, but I think the main, like the biggest thing that I think is really analogous between the two is just this sense, the sense of community.
And a fantasy football group, there's usually.
a group text involved. There is usually some way of meeting, oftentimes in person, like you would
in a D&D group, when there's draft day and stuff. So, but oftentimes people, there's, there's not as
many people starting groups as there are people being invited into groups. And it's that same kind
of thing of, do you want to join our D&D table? Do you want to join our fantasy football group?
And I think there's a lot of, there's a lot of comparisons there that you can make. And I don't think it's
any scarier than asking somebody to be part of your fantasy football group.
Except there's a few more funny voices involved.
Yeah.
Look, both are ultimately expensive hobbies.
It depends on what fantasy football group you're in.
There's still going to be funny voices, people cladding on you if you don't start the right people.
But you mentioned something as well about your point was well taken about how there's a plethora of players, but there's never enough DMs to go around.
I'm curious for you, when did you first take the leap into being behind the screen?
and what was that experience like?
My first time
dungeon mastering was when
I was in college right after.
It was my second group ever.
It was after I had been introduced
at that comic book shop with this new group.
And my thought process was
this is a lot of fun.
I love the idea of being able to tell this story
in your own head with the people at the table.
But I want to do it with people
that I already have a relationship
but that I'm already close with.
I'm building these friendships
with the people at the comic book shop.
But it's people that I'm seeing every other week.
You know, it's a lot of times people are missing or, or, you know, I just, I don't know
them necessarily.
I'm not seeing them outside of that context.
For sure.
I want to play it with people who I do know outside of that context and kind of build that
relationship that I already exists with them.
So that's when I decided to ask, uh, what I saw as the three nerdiest guys on my football,
on my football team at UNOV.
And they, uh, they accepted and came over to my apartment and we played, I think in
total maybe like six sessions so nothing crazy but it was really just like my own re-skin of the of the
adventure zone bureau like balance uh season oh amazing i think that's that's the that's the that's the
best way of of playing d and d as a new dm is you don't need to create your whole new world from
scratch pick up a book where of which there are many pick up sync when it comes out um or
you can uh just reskin something you already have experienced you know experience you know
experienced DMs already do that with their own game of like oh you know what i really liked watching
uh get out i thought that was a super cool movie i want to build my d and d you know story off of get out
and like kind of the you know this mythology kind of behind it um there you know everybody's inspired
by by different things how much you take from that inspiration i think is is what you learn as you
become an experienced DM but if you if you know that there's a story or a book that you really love that
maybe isn't super mainstream and maybe the players at your table haven't experienced it.
Try to make sure at first, but, but, you know, just rip it off.
Like, no, you're not making money off of it probably.
There's no, there's no way of like, of having that be any, you know, morally gray.
You're just at a D&D table playing a D&D version of it.
No, especially if you're trying to get people into this for the first time.
What's the old saying?
Good artists borrow.
In this case, you're paying homage.
Something you love, something you know they'll love.
And I think it's, I love that you adapted the first season of Adventure Zone because that in and of itself starts with, you know, D&D's starter adventure, lost minds of Van Deliver.
It's the perfect entry point.
So I love that.
That's fantastic.
What was that?
Yeah.
I was just going to say, it was a fun experience of learning that that was completely, a completely acceptable way of playing tabletop role playing games.
100%.
100%.
And like, that's, I think, as well, a lot of people sometimes.
hesitate when they come to it either they feel like they have to build their world entirely from
scratch or they have to buy the perfect module that'll fit their group's interests but i really think you
can split the difference between the two you know do you in your experience over the years and
we'll get into what you're in the process of creating and have created and we'll be coming out with
do you find yourself drawn more towards full homebrew or do you like finding modules to run and
putting your own spin on them i think modules have and not just because i'm biased
But I think modules are incredibly useful to learn from.
I think it is built to run as its own campaign.
But the way that a module is written might not be the way that you play Dungeons and Dragons.
You know, when I look through a book that Watsy produces that has, you know, a certain amount of adventures.
And maybe there, maybe each individual adventure is, is really well thought out, thought out.
But in my experience, there's sometimes where the adventures don't connect in a way that I want them to.
Or I want to have a lot more player backstory, play a role in the world.
So what I ended up doing was I did a very similar thing in the adventure zone, which was I picked up Dragon of Ice Spire Peak and ran that for the first arc of the adventure.
And we went through like eight sessions with my wife and her two brothers playing different characters going through,
Dragon of Ice Spire Peak, sprinkling in some backstory from their own, you know, from their own
backstory in there.
And then I said, okay, the rest of it is gone.
This world is still the Sword Coast and Fyroon, but it's my own version of the Sword Coast.
You're going to Never Winter, but it's my own version of Never Winter.
I'm using the names and, you know, it's nothing crazy.
Like I can pick a different name.
That's not a big deal.
But it's a completely new world.
Like my Waterdeep, which is like their whole second third arc is there.
I went literal with the name.
Like this is a city in the middle of a lake that is just a pillar.
going down into the water.
Oh, fantastic. I love that.
Live in like this like cylindrical city.
So yeah, just like.
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don't feel like you need to,
if you're going to take a step away from it
and go into HomeBrew, you don't need to
leap completely out of the lane
and do your whole own thing.
I didn't feel like, oh, you know what?
Now that I'm telling my own story, it should really
be its own world. But no, it's, it's just,
it's its own version of the Sword Coast.
And kind of, I think of it as like,
you know, the Ultimates version from Marvel Comics.
This is like the, this isn't Earth 616.
This is, you know, the ultimate version of
what the Sword Coast looks like.
I love that.
It is your own world every time you and your party sit down at the table to play.
You know, you're always putting your spin on it.
It's never going to be exactly literally as it happens on the page because any DM can attest
that goes right out the window when a player has a bright idea.
But yeah, no, I dig that quite a bit.
The best DMs, it's just like improv, the best DMs listen and listen to their players
and allow that to inform their own choices.
When I was on Adventureing Academy with Brennan Lee Mulligan, we had this conversation about
world building.
and how like people feel the pressure to create this whole new world to create the sandbox effect
that uh that people can just play wherever they want if they want to go to this one thing they can
they you know whatever draws them will be what they get to focus on and i think that is if that
works for you amazing i don't work that way i need to be able to know kind of the direction
which people are going and then build the train tracks as they're building as they're going
along. It's not railroading if you're if you're building the railroads, you know,
10 feet in front of the train. You're like allowing it to be allowing the story to be told
collaboratively. And you're you're not you're not telling a story to the to the players as it's
coming. You are letting their own decisions influence you and how the world is built around
them. I appreciate that approach to it because as a player, I am always aware of
Or I try to be aware.
I'm sure DMs would disagree with me.
I try to be aware of there is a destination the DM wants us to go to because they've clearly
put in a lot of prep work or the appearance of a lot of prep work into where this story
should be going.
So as fun as it is to be, you know, like murder hobo, chaos gremlin.
At the end of the day, you do want to tell this story together.
So I always, I don't mind a bit of light railroading because I'm trying to stay within the bounds
of this world to make it feel real and get to the next exciting sequence in this story that we're
telling together at the table. Yeah, I, you know, I grew up playing video games and it influences
a lot of my own storytelling now, especially in the building of sync. And I realized as I've gotten
older and have had less and less time to be able to play video games, I am not somebody who
goes crazy for the Sandbalk experience. It goes crazy for something that is open world and
You can get distracted by anything.
I am one of the very few, probably 1% of people who just could not latch on to Breath of the Wild or Tears of the Kingdom.
Just because the world is too open for me that I feel like I need something to kind of guide me along.
And I'm sure somebody's going to say, oh, you're playing it wrong.
Like, well, you know, whatever.
It's just my own opinion.
I think my own personal view is that I like a guided experience.
I don't need it to be, you know, doing exactly what you're being told.
But, you know, a little bit of leeway to the left and to the right, I think is important to me while it is going in a very intentional direction.
No, I get that 100 percent.
I think sometimes I think that I want 100 plus hour open world experience and then I find myself not why, never finishing it because it's, it's too, you know, the, it's like when you're looking at a diner menu and there are simply too many choices where you're just paralyzed by that indecision when you really just want, you know, waffle.
and some eggs on the side and some bacon.
That's, it's a simple choice.
But I do realize the hypocrisy of what I just said, though,
because I'm about 250 hours into Baldur's Gate,
and I just decide, like, I'm just trying to do everything perfectly.
And going, you know, I'm in Act 3.
I'm like, near the end of the story,
but I'm like, I just want to get everything done.
But it's like, it's different.
It's not Assassin's Creed where I can, or, you know,
GTA that we're just like, oh, I want to do this and this and this.
I don't like that kind of experience.
I want to be able to finish one thing and then just keep going with it.
Well, that's, I'll say what about Baldur's Gate.
it is expansive, but it is finite.
It's not like, it's not something where it's just like this,
this one quest line keeps constantly regenerating.
You know, and yes, I also went back after clearing the underdark to do the
mountain pass because I didn't want to miss anything because I'm like,
all right, I've got a kid at home.
I want to make sure I get this in the first run because I don't know if I'll be guaranteed
runs two through 12.
But I definitely, I can definitely appreciate that.
I'm a completionist when it comes to RPGs in particular.
But if they're too expansive, sometimes it can be a bit,
It turns you away from it, for sure.
But since we're talking about game design, this is a natural pivot point.
You're not only a fantastic GM and performer, but also now you are a game designer.
Tell me about the impetus behind your company, Crimson Herald, and the first initiative you folks are undertaking with Sync.
Yeah, so Crimson Herald was something I started to kind of allow for some organization in developing what became Sync adventures on the Calder, HC.
it is now a four-way partnership between the three creators and Hitpoint Press.
I was blanking on it.
Hit Point Press is our publisher and partner in the project.
And originally, in 2023, we were going through the process of I had met, I'm good friends
with my co-writer Rick Escobius, have known him since 2018.
After I got hurt with the Minnesota Vikings, Rick was in that first D&D group that I started
playing d and d and d with again um and then in 2023 i got to meet uh sam rusk who i had been very
familiar with her art style and kind of creating that american traditional tattoo art but
what they call pop traditional kind of creating this these bright colors and instilling this um nerdy
you know pop media style to it and uh long story short we end up deciding to work on something together
We decided to call it treasures of deep grotto, which turned into our one-shot adventure that released on free RPG day in 2024.
And this was a one-shot that we were excited about.
We wanted to build a dungeon.
We wanted to build a dungeon crawler that included pirates and tattoos.
That was our main thing.
So we did that.
We developed a one-shot and we play tested it a bunch.
We had all of our friends to play it.
And then in developing it, I thought, well, let's see.
what this could be.
And we decided to go to Pax Unplugged in 2023 and figure out, okay, is anybody interested in this?
I set up like 15 meetings for us over the course of three days to try to meet with publishers,
see if anybody was interested, see who the best team to work with would be.
And we very quickly realized that Hit Point Press would give us not only the best opportunity to succeed,
but best opportunity for this book to be what we want it to be.
and we set a time aside, like next September was what our plan was to make this Kickstarter.
And we ended up raising about $280,000 on Kickstarter and another 20-something on BackerKit.
So we can, you know, I think officially say over 300,000 on crowdfunding.
And yeah, we're now in the trenches building it now because Treasures of Grotto was the very first thing that we built.
and it was a great framework to work within.
We're building kind of like this bounce around the Calderich Sea Island chain
in which you are fighting warlocks trying to steal souls on behalf of their elder rich god, Egythul.
And you are a pirate trying to stop that from happening with some help along the way with some magic item tattoos,
which is like a big part of our book.
In fact, we, in the development of this, we just, I think at this point I can,
I can say with a good amount of confidence that we are all done with our magic item tattoos.
We wanted to make 54 to make a full playing card deck plus two jokers.
Oh, that's very cool.
So we have 54 magic item tattoos done and they're going to all end up in a playing card deck that some backers of the Kickstarter will be able to get their hands on.
And if you didn't back it at that level at Kickstarter, it's also super easy to just order that that little extra add-on
on Backer Kitnow.
Amazing.
And we'll put those links in the description below for people listening or watching this.
I love that, the playing card deck idea.
I always love a tactile tool that you can use to give to players because, you know,
theater of the mind is wonderful.
But when you can do something like that that's unexpected, I think it just really,
you can see the delight spread on their faces.
Yeah.
No, it was when one of the most fun things about developing Kickstarter, there's a lot of fun
things. There's a lot of things that are not fun at all.
And one of the things that I thought was the most fun was trying to just determine what,
like,
add-on items would,
uh,
would benefit the project.
And we don't want to just throw things in there.
We don't want to have like 17 sets of dice.
And that's your thing that,
that's amazing.
But it's not like what we were excited to do.
But one thing that we really wanted to do was have the,
the choice of magic item tattoos be front and center.
So we have temporary tattoos that you can like put on your own skin.
Uh,
you,
we have,
We actually had an add-on in which you can get a tattoo from Sam.
Because Sam is a full-time tattoo artist.
And we actually just had our first backer who backed at that tier get her tattoo.
So it was a four-hour tattoo session with Sam that she flew out for.
And the art is super, super cool.
We were sharing it in the sync Discord over the last week or so.
And yeah, and the playing card deck was something that we decided,
okay, we want like a deck of cards.
There's also the magic item cards that some people do.
That hit point presses out honestly very, very good at it.
That's like one of their specialties is these like extra items and especially cards.
But we decided that it would be really cool with the number of tattoos that we wanted to do to just let's not make two different card products.
Let's make one.
Let's make playing cards.
This is something that you can use, you know, even outside of D&D.
This is something you can pass out to players when they have that, that item.
But this is also something that you can just be playing.
playing poker with at your own home.
Hey, we love a multi-purpose gaming accessory.
That's fantastic.
I love this from a design perspective, but I'm curious as well, you know, going from
designing like a home game, for example, what's been the biggest challenge or surprise
when it came to designing a campaign setting and a module like sync?
The most unexpectedly hard part is making sure that everything feels really intentional.
And like I mentioned earlier, you can pick up a Watsy book and pick out different adventures that maybe they don't, and this isn't to, you know, downplay what Watsy's able to do with making these books.
They have incredible writers on it.
But a lot of times it's just, it's a lot of different writers without one, you know, not without with one, one vision, but maybe the singular vision isn't as prioritized as making sure that like each individual adventure is really, really well done.
One thing we wanted to do is that we really take pride in is that the creators of the book are just the three of us.
It is one artist and two writers.
And creating the singular vision, for one, is definitely hard, but especially hard when we are marketing our book.
And one thing that we were really excited about was the fact that it is modular.
We were looking at these books making their book of, like, you know, these companies making their books of one shots.
And which I think is incredible and super useful, especially when you're introducing people to Dungeons and Dragons.
But what, what we wanted to do was, well, there's these books of one shot, book of one shots.
What if we were doing like a book of dungeons?
And you could just plug and play them into your game, uh, whether or not you're playing a pirate adventure.
So we are definitely playing a pirate adventure.
There's going to be plenty of pirates on this.
But there's also islands in which there is like this ice castle that you're trying to, to siege.
Uh, there is an, there's an island of, um, like a lot, like a volcano.
know, in which you're like delving into the volcano and fighting off lava monsters and such.
So we want, what we're hoping to do is, is the challenge that came up was how much is it
modular? How much are we telling a singular story? How much can we combine those two things while
still, you know, not ramming our head into a wall trying to figure out how to do it? So I think
we're doing a very good job right now in developing this story. And, you know, we don't have the
most amount of adventures. We have
a handful of dungeons. I think at this
point it's six.
But we want each and
every one of them to feel really intentional
and like they are
connected, but can be played
separately if that's what you want to
do. If you're running into an area
where you want an island
of this ice castle with a sleeping
white dragon, you can
plug that into your own game.
And then when that one is done, you're
going off into the rest of your world.
So like I mentioned earlier, the modularity is something that I love in my own games and taking
tools from.
And I know I'm speaking and speaking a lot on the modularity of it all.
But I think we, like I mentioned, we marketed it on the modularity of it as well as the
magic kind of tattoos and the artwork.
And modularity, not just in adventure, but also in mechanics.
And that's something that I feel like I am learning a lot about personally as a game
designers that I love developing mechanics.
And the sunken condition, the soul link mechanic that we have decided to bring
into this and added a whole new condition to Dungeons and Dragons,
5E, is the sunken condition in which your hit die now represents the tether to your own
soul.
And if you end up at zero hit points while having zero hit die left, which can happen not only
through short rest, but also through different effects or different abilities that your
magic items might have, um, your character is dead.
There is no getting up from zero hit points.
There's no Revivify.
Your character is dead.
And what we're hoping is to really build up the tension and the dread of it all
while having those fun items that you can use.
You know, oh, I'm using my, I'm using an action to use my hit die to buff my weapon in some way.
Or to like cast, you know, give them disadvantage on a spell.
Or all of the million ideas that we've had and tried to narrow them down into 54 for the,
for the magic item petos.
Well, I love that because I also,
I'm a big fan of making player mortality
and player death feel like a very real threat
or very real possibility.
You know, ever since playing a game of
cyberpunk 2020 back in the day
and my character just getting turned into a Jackson Pollock painting.
I was like, oh, holy cow, I didn't think that was possible.
I thought I would just respond, but no.
And in D&D as well, it's just, you know,
speaking of you mentioned your talk with
Brennan Mulligan,
on Adventure Academy, I loved your point about your thoughts about death saves and doing them as
like a private thing between you and the DM. I love ways to ratchet up that tension and having
a condition like this where it makes hit die important in a way that you might not think
about beyond when you're leveling up your character and figuring out, okay, how many more hit points
do I get? I like that it brings that mechanic back around. It's a resource that I know at the
beginning of 5E, Watsy was dissuading game designers to use that as a resource.
but it's on everybody's character sheet and it's something that you really only think about maybe once a session or maybe once every couple sessions when you level up um it's it's something that is like i said it's on everybody's character sheet we wanted to to use it in some way i first experimented with it um in the home game that i run for my wife and her brothers uh i gave i gave the barbarian an axe that you that when you rage you can pull some of your hit die like a pool from your pool of hit die and use it as like a possible smoke
once per attack.
And it was super fun to like have that, you know, be a super strong item.
And then maybe rain it back a little bit when designing the magic item tattoos or really
invest into it depending on the rarity, depending on how strong we want the item to be.
And then a lot of them have nothing to do with that because we know that we know that
there are going to be plenty of people who want these tattoos.
You know, the only tattoos that are on D&D Beyond, for example, are ones that came
from Tasha's Cauldron of everything.
And we have no existing plans right now to working with Watsy on D&D Beyond or anything.
I would love to.
But I think that people are really wanting to have that character customization that isn't just a cool new sword or a cool new piece of armor.
I think people want that like that body modification, you know, expressionism of themselves.
And yeah, there's just some really fun stuff there that we were really diving.
into. Yeah, and I appreciate that as like a different way to equip your character,
and imbue your character with these traits that make them unique in these, you know,
body expression. And like you mentioned, I think it's very cool that it's something that we don't,
we haven't seen a lot of representation for. And I think it fits in so well with that sort of
high seas piracy setting. Now, you mentioned, you mentioned that you knew that you wanted to do
piracy. What was the impetus behind that? How did you sort of land on like, okay, we want to do
something that is a seafaring swashbuckling setting it's the art it's uh originally when you know
it's become like apocrypha at this point but it's it's all true of when i first met sam was at
san diego comic con 2023 uh she tattooed a displacer beast on my leg and we got to hang out
uh myself uh rick ended up meeting her that weekend as well and then i got just hang out with her
group a lot. And over the course of the weekend, I asked Sam, have you ever worked on a,
you know, a tabletop book or, you know, some kind of module or anything? And she said no. And I said,
well, man, that'd be really cool to do something the other. Because at that point, I didn't consider
myself a game designer. I didn't, I still kind of don't. It's kind of, you know, the imposter
syndrome of it all. But I, uh, I over the course of the weekend, I asked her, uh, well,
if you were, if you were to work on a, uh, uh, a, uh, a, uh, a, uh, a, uh, de, a, uh, a, that
d and d or tabletop gaming book with like you know what kind of theme do you think would
would play in best to your artwork and immediately she said well i think pirates feels really obvious
because of pirates and tattoos and even though they weren't necessarily it's a it's a little bit
um oh god what's the word for and it's a little bit anachronistic of this art style with pirates because
they didn't they didn't have these type of tattoos but they there was tattooing in that you know
in like the golden age of piracy and so
she said tattoos or my pirates would be awesome but also I'm just a big nerd for dungeon crawlers and I think a dungeon crawler would be cool so we decided we'll line up both like we don't need dungeon crawlers to be in a medieval castle or underneath the pyramid or you know what have you it's it can be dungeon crawler so why not just make a pirate dungeon crawler so that's where the idea for pirates came from and I think we've done a really I think we've done a good job and had a lot of fun with just rolling with that well it feels like it's coming at a very good cultural
moment as well. I feel like, you know, the global explosion and popularity of One Piece over the last
decade in particular. During lockdown, my friend group and I, we played a lot of Sea of Thieves as this
sense of sort of swashbuckling escapism. And it also really speaks to that sense of modularity and
possibility you were talking about, because what I love about both of those things, you know,
I'm reading through One Piece now, reading the manga, is you never know what you're going to get
when you land on one of these islands. And as, you know,
While you're providing all of these possibilities and opportunities in sync, it also gives you the scaffolding to build your own adventures on top of.
And I really appreciate that as a player and as someone who would be sitting down to play with my home group because I just love that.
I love the setting that it offers because the high seas as this connective tissue is exciting to me because it feels sort of underserved by the larger sort of tabletop landscape.
Yeah, I think two things.
One is that One Piece and Sea of Thieves is absolutely something that we are taking inspiration from and even use at the very top of our Kickstarter page.
Like for those of you who love One Piece and, you know, see of these or whatever.
It really is, like you said, the idea of going to an island and having it be, this isn't just a cookie cutter, you know, Caribbean themed pirate adventure.
This is a pirate adventure in which, yeah, there is that inspiration.
But also there is crazy different kinds of pirates.
And it's definitely more Western inspired.
There's a whole other side of piracy,
especially in like the China Sea and like in Japan and all of that whole like history behind it all.
That's something that we are super excited.
Maybe sync two.
I don't know.
Our adventure is going to go from from third level to 10th level.
But we don't, you know, based on the sales for for for for for Kickstarter and when the book is
actually available, this might be something where we can make a sync to.
And it would be really cool to explore different, um, different tattoo styles.
different historical versions or, you know, fantasy historical versions of piracy at like higher levels.
So there's some really fun stuff that we would love to be able to work on if people,
if people are dying for it.
Yeah.
Well, first of all, I love that idea.
Second of all, please call it or swim for the second volume.
It's the way it makes the duology.
No, I really dig that.
I'm curious as well.
Obviously, this is perhaps the ultimate expression of, you know, all of the creative impulses
when it comes to sitting down and building like a campaign.
But for your home games, when you're sitting down to play with your friends or your family,
do you have any homebrew rules or house rules that you like to bring to the table?
I do love the death saves rule of death saves being private to the player in the DM.
You know, depending on how good your player's poker face is,
I know that that video that went, you know, that I ended up,
that came from Adventuring Academy with Brendan and ended up going way more viral than I expected.
And a lot of people were commenting saying,
I already do this at my game.
Or we do death saves where only the DM knows.
And I think that's all great.
Like, do your own thing.
Like,
this is just something that I was excited about with games that I run.
Home rules.
And this isn't to say anything by necessarily in sync.
This is just my own game is I enjoy crits being max damage plus the roll.
Because it always sucks if you roll like a one on the damage roll.
And then it's like on the lower half of damage.
of damage if it wasn't a crit?
No, I dig that.
Crits should feel like this cinematic, like, larger than life moment.
Yeah, I 100% back that.
I think crits should have a higher than normal, like minimum.
At minimum, it should be higher than normal damage.
I don't know.
I don't, I don't adhere like to a ton of different home rules.
I'm sure that, you know, when I got off this call, I'll think of...
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Yeah. Yeah, I do love. Oh, I remember what I was going to say earlier. One of the things that we, we know is something that is, like, wanted. And people, there are so many people that are hoping for, for this in, uh, in Dungeons and Dragons is a rule for like, uh, sea battles and, and like ship to ship, uh, combat. That's not something that we are doing in sync. Uh, that's, that's something that we were, we wanted to pick our lane and just really push the, for.
forward with it. And that's the magic item tattoos. That's the modular dungeons. That's the sunken
condition. We decided that this isn't something that we're super excited about. This is something
that people have already done. You know, people ask like, you know, is there going to be sea combat?
No, but that's already, people do have done that before. People have made whole Kickstarter or modules
about that. I think it was the people who created pirate board. Their own 5E expansion has ship battles
and stuff. So we would push people to them. Like let's, you know, we don't need to do the thing that
people have have already done.
We want to do what we're excited about what hasn't been done before,
which is I think that there,
I'm pretty sure there has not been any,
uh,
D and D supplement module,
what have you,
that uses American traditional tattoo art as its main art style or only art style.
So,
um,
that's,
you know,
to,
to answer any possible comments or anything like,
is there C,
C combat?
There,
there,
I'll give it like a,
not even a spoiler,
but a hint that there is a version of,
combat that we are doing.
That is going to be a very cool
NPC that I think
is one of the things that we are the most excited
about designing and developing is
this whole, I don't even want to spoil it
because it's super fun.
But there is a bad actor on the seas,
a pirate, you might say,
who is not necessarily looking for gold out there.
Orsoles for that.
A secret third resource hits us.
A secret third thing, yeah.
That's, I love that.
No, I can, I can appreciate that.
And I like that you're not trying to be all things to all people.
You're trying to do the thing that you folks are particularly passionate about.
And that's also, that's what I love about, you know, any sort of home game is that you're able to sort of mix and match the modules, supplements, all the materials that you want to make it tailored to your experience.
And that's, I think that's sort of the beauty of tabletop role playing games.
It can be what you want.
You can play exactly what's written on the page or you can break it wide open, completely.
rebuild it and model it after whatever the hell, you know, floats your boat to keep it nautically
themed here. I'm curious as well, you know, we've talked a lot about D&D, but are there any other,
and you're probably living in that space quite a bit with sync, are there any other role-playing games
or tabletop games that you were particularly fond of playing that you wish maybe got a bit more
shine in the wider space? I'm so disappointed I didn't get to do it this last Halloween, but my favorite
thing to do on Halloween, or at least
the spooky season, is
to run either a game of
Dread or a game of 10 candles.
Dread is the
Genga, you know, combat,
not combat, but Jenga mechanic game
where if the tower falls during your turn, your
character is dead usually.
And there's some really, really fun, like
there's nothing that ratchets up the tension
more than waiting
for the player to pull
from that tower when it's on its last
legs. It is some of the most fun
playing role, like role playing that I've ever experienced.
And then 10 Candles is such a, it's,
to spoil it for people who haven't played,
and it's not really a spoiler,
it's a, it's a, what's it called?
What is it, a dramatic horror or like,
I forget exactly what they call it,
but it's, your character is going to die at the end.
It's all about what you're able to do
and the story you're able to tell with your fellow players
that, that matters in the end.
And it's a really cool kind of through line
between all games.
Um, and I think my favorite thing about it is the character creation side because you get to build your own character, but it's, uh, attributes are coming from other players when you start your game because you start the game creating those characters with the other people at your care at your table.
So there's not a whole lot you need to come to the table with.
It's just like a set of dice and honestly, you don't even need to come with your own set of dice.
The DM comes with the dice and there's a candle and some no cards.
Like that's all you need to play.
Um, and then, uh, kids on bikes.
I love kids on bikes and I'm actually in the process, we just signed a contract that I'm working with Hunter's Entertainment to develop its new supplement, kids in cleats.
So they've done kids on bikes. They've been kids on brooms. They're in the process of publishing kids in capes.
And the next project that they're going to be doing is kids in cleats, which obviously gets this whole youth and high school sports aspect to it all.
I'm going to be working with Abria Ayangar to develop her rules of scuppers from the Dimension 20 season in which they're playing a quidditch-like game.
So that's something that I'm super excited to really dive in head first on because I don't have enough fingers and enough pies, I guess.
No, it's a lot that I want to do.
I really never expected to love sports anime as much as I did, but I think.
there's a lot to love there and that a lot that would transfer over to a tabletop setting as well.
So I think that's really exciting.
Plus, I love the team over at Hunter's Entertainment.
So it's very exciting to hear.
No, we're really excited about that.
We got to announce it at Pax Unplug this last year when I was running a panel called Athletes and Tabletop for a Bria, for Iffy Wataway, and for Tank Tolman.
We had a full crowd.
It was super cool.
And we ended the panel by announcing that with, um, uh, not.
Knox Ignatius in the crowd and it was who works with hunters.
So it was just a really cool experience of the panel going great and then getting to make
this cool announcement with Abria on the panel itself.
Yeah, best possible environment, you know, just like that's the freeze frame shot at the end of
the movie.
The team, the city, the city that won the super.
Oh, me.
Yes.
Hell yeah.
Go birds.
Sorry to any chiefs fans watching this right now.
No.
We're going to wrap things up shortly, but I just want to ask you one final question.
And we've talked a lot about running games, designing adventures, things like that.
What's a piece of advice you would give to someone who's maybe prepping to run their first game or wants to shake things up in their existing game?
I think one thing that I love about all of the modules and the supplements that have come out is that really all of them are modular in their own way, not just in the adventure.
storytelling aspect of it all and not just in like the magic items or the the spells and stuff that they bring to the table it's uh there is so much room in everybody's campaign for a complete left hand left turn and uh introducing like you know i think one thing that was super cool was um in the finale or part of the finale of the most recent campaign of nadpod um this isn't spoiling anything but they they end up bringing in a mechanic for like a big large scale battle
that they pulled from an MCDM book,
which I think was amazing.
And it felt so evocative,
and the players picked it up immediately.
And there was no,
there was no, like, second-guesting themselves,
like, is this the right thing to do?
Or at least from a listener point of view.
And I think it was one of the best things
that they could have done was instilling something
that is brand new.
It's not just like a little mini-game
for, like, the carnival little session
that you're doing kind of a filler session.
this isn't just like, you know, pulling in a spell or, again, a Homebrew subclass or something.
This is like, okay, I want this to be D&D, but I also want this to be D&D and Blackjack.
I want this to be D&D and Dread maybe, like pulling in the, you know, the Jenga Tower of it all.
I think that there's so much, like you mentioned earlier, there's no, there's, everybody plays Dungeons and Dragons differently.
And there's, I don't think there's any wrong way to play Dungeons and the Dragons, as long as everybody's having fun.
And I think if you're prioritizing storytelling,
and if that storytelling is best served by bringing in new mechanics
that isn't even Dungeons and Dragons,
then you're hurting yourself if you're not doing that.
So I think let your mind go wild,
allow different mechanics.
It doesn't have to be dice.
It can be Django blocks.
It can be Lincoln logs.
I don't care.
It can be anything you want if you're able to develop some cool mechanics behind it.
As long as they're well thought out.
It's, you know, I know every DM I know over things.
their sessions and stuff.
So I can't imagine that bringing in a mechanic to your table is not going to be overthought
as well.
But yeah, I think go wild.
Like there's nothing cooler as a player than finding out that your DM put in all this work for
something that isn't even Dungeoned Dragons and bring it to your D&D table.
So that's more of an experienced DM, I think, tip than anything else.
But that's what I would give is really branch out.
There are so many other games that already have these mechanics behind it.
And there are so many games that are, you know, Mahjong is what, like 5,000 years old or something?
It's like pull from anything, but use inspiration everywhere you find it from, and you don't have to have game designer in your title.
Like, unfortunately I do.
I don't know.
I always feel, like I mentioned really, I always feel weird when I say that that's my title.
But, yeah, you don't have to have, you don't have to be a game designer to do game design in your own game.
I love that. And to sort of bring it back around to something you mentioned earlier is, you know, the internet has democratized the way that we can access all of these amazing things that so many people have made, both just as a hobby, as a professional pursuit.
There's a surfeit of so much amazing content and resources and ideas that you can take and apply to your home game to something you're trying to produce for a mass audience that it's a great time to be a player.
It's a great time to be a DM.
It's a great time to be a designer.
So I really, I really appreciate that sort of mix and match approach and just being willing to paint outside the lines a lot there.
And then listen to your players.
Like if it, if it, if it, if it, if it was a swing and a miss, then it was a swing and a miss.
You got two other strikes that you can work with.
You're fine.
Exactly.
Exactly.
You know, third strike, they do put you in DM jail.
That is how legally it has to work.
That is the one rule that applies.
Well, fantastic.
Johnny, thank you so much for joining us today.
Where can people find you online and where can they learn more about sync?
I'm not active on Twitter anymore.
I pulled the plug on that.
My account's still there if you want to follow it.
But I am at Johnny Stanton Ivy, J-O-H-N-N-N-Y-S-T-A-N-T-O-N-I-V-V-F.
And I'm on Blue Sky.
I'm on Instagram.
I'm on TikTok, but not very active on TikTok.
I'm not very good at that.
But yeah, if you're interested in any of the stuff that I've been talking about,
go check out SynchrP-G.com.
And that'll take you to the Backer Kit where you can pre-order your own book,
your own copy of sync adventures on the Calder,
each seat.
Fantastic, folks.
Go check that out.
And if you want more talks
with amazing people around the world of gaming
or deep dives into stuff that we do here on Geekin Sundry,
you can find us each and every day on YouTube.com
slash Geek and Sundry or wherever fine podcasts are served.
Thank you so much, and we'll see you next time.
Bye-bye.
The war is over and both sides lost.
Kingdoms were reduced to cinders,
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Now the survivors claw to what's left of a broken world, praying the darkness chooses someone else tonight.
But in the shadow dark, the darkness always wins.
This is old school adventuring at its most cruel.
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Oh, please, not that music. That music gives me nightmares from my childhood.
Could we get something a little bit lighter? Some lighter music here.
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not-so-stormy, hard-boiled detective story that probably nobody saw coming.
Follow Sonic and the Intrepid Chaotic's detective agency as they take on their biggest
case yet. This high-flying action-packed adventure will take them across the world,
fighting for every quill they can fight. It's one heck of a tale, which is good, because this
story might be the only thing that can save their lives. Well, if that's all, I can just dispose
of you. Wait, what? All will be revealed in. Sonic the Hedgehog presents the Cave
Ciotics case files.
Listen now, wherever you get your podcasts.
