• Ep.22: Technology
    Feb 3 2026

    Modern Mythology Ep. 22 — Technology takes a reflective look at how changing technologies have shaped tabletop role-playing games over time. From physical tools at the table to digital spaces that bring groups together across distance, we talk about what stuck, what faded, and why.

    Along the way, we explore how randomness, connectivity, and new creative tools altered player expectations and game culture. The discussion moves through technology adoption, miniatures, bringing technology to the table, and the question of what the “big jump” was. We also talk about RNG, online gaming, getting the party together, virtual tabletops (VTTs), streaming, and artificial intelligence and LLMs—then close by considering where technology helps the most, and where it’s best to step back. Throughout we ponder the pros and cons and implicit tradeoffs that always arise in the course of adopting technology into our lives.

    Topics:

    00:00:00 A Looming Threat

    00:02:00 Jump right in

    00:08:30 Technology adoption

    00:13:45 Miniatures

    00:19:15 Bringing technology to the table

    00:25:15 What was the big technological jump?

    00:36:40 RNG

    00:40:44 Online gaming

    00:55:20 Getting the party together

    01:05:00 Virtual Tabletop (VTT)

    01:13:45 Streaming

    01:17:35 Artificial Intelligence and LLMs

    01:31:30 Technological Sweet Spot

    For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel.

    ModernMythology.net

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    2 Min.
  • Ep.21: Sci-fi Wrapup
    Jan 5 2026

    Episode 21 closes our sci-fi season with a debrief: what we learned when theory met the table. We revisit the systems we ran—Coriolis, Freemarket, CBR+PNK, Mothership, Twilight Imperium among others—and pull out the through-lines that surfaced across very different design priorities, moving between genre, system, and setting.

    Across the season, certain levers kept showing up, including Dark Points and panic clocks. Downtime becomes a design layer, not just a breather. Tech and transportation aren’t just stylistic; they’re constraints you can plan around, exploit, or get trapped inside. Memory and transhumanism come into focus too: what happens to stakes when identity is modular.

    One question kept circling throughout the season: what makes something science fiction at the table? Vibes matter, but so do the costs the rules make visible—risk, logistics, scarcity, and human limits. The boundary gets tested against fantasy: when is “sci-fi vs. fantasy” a productive restriction, and when is it an empty category you paint over with aesthetic? No single answer lands, but a few useful ways to frame the problem emerge.

    If you’ve been with us all season, this is the after-action report. If you’re new, it’s a fast way to see how we read mechanics as part of story structure.

    Topics Discussed:

    00:00:45 Talk of Genre

    00:29:00 What we played

    00:45:00 Heroes and the Everyman

    00:01:00 Media Touchpoints

    01:05:00 Downtime and Resource Management

    01:19:15 Games we didn't play

    01:52:30 Season Favorites

    For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel.

    ModernMythology.net

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    2 Min.
  • Ep.20: Twilight Imperium RPG (Genesys)
    Dec 23 2025

    This week is an interesting collision between board games and tabletop RPGs as we jump into Twilight Imperium: Ashes of Power, the Free RPG Day adventure built for the Genesys roleplaying system. Designed as an easy on-ramp, Ashes of Power comes with simplified Genesys rules and pre-made characters—so you can go from “what is Genesys?” to “roll initiative” fast.

    In play, we focus on what makes Genesys narrative dice work: a roll doesn’t just hinge on success or failure. It also includes story-driving fallout like Advantage vs. Threat, plus swingy moments of Triumph and Despair that change the scene in surprising ways.

    If you’re curious how a “board-game readable” resolution engine can still generate rich improvisation, this episode is a great sampler of Genesys in motion.

    This is also our final sci-fi themed system for the time being in our actual play series. Next episode, we’ll look back on the sci-fi games we’ve played and what we learned along the way.

    Topics Discussed:

    00:00:30 Boardgame to RPG

    00:03:40 Free RPG Day

    https://www.edge-studio.net/shares/twilight-imperium/

    00:11:35 Setting Info dump

    00:17:45 Scene 1: Ashes of Power

    00:22:15 Scene 2

    00:41:40 Scene 3

    00:48:40 Scene 4

    01:05:25 Scene 5

    01:11:25 Scene 6

    01:18:30 Scene 7

    01:40:30 Scene 8

    01:44:10 Scene 9

    01:48:00 Debrief

    01:55:40 Let’s Roll Some Dice...

    For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel.

    ModernMythology.net

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    2 Min.
  • Ep.19: Troupe Style Play
    Nov 18 2025

    In this episode, Jamie and Scott dig into troupe-style play—campaigns where each player might run multiple characters over time instead of a single, fixed PC. We talk about what changes when you treat the cast as an ensemble instead of a party, and how that shift can affect spotlight, continuity, and the kinds of stories your table can tell.

    Using games like Ars Magica, Pendragon, Blades in the Dark, Street Fighter, and Call of Cthulhu as examples—plus related play styles like West Marches, (featured in the newest Critical Role campaign), we trace how different designs handle rotating characters, support casts, and backup sheets. Some lean into covenants, households, or crews as the “real” protagonist; others quietly assume you’ll have replacement investigators or alternates waiting in the wings.

    We also get practical. Why would you run a campaign in troupe mode? How do you build emotional investment when players are juggling multiple sheets? What are the pros and cons—the real pitfalls like prep overhead, continuity snarls, uneven buy-in—and what tools actually help you avoid them?

    Topics discussed:

    00:00:45 What is Troupe Style play

    00:07:15 Why?

    Philip José Farmer's The Dungeon Series

    00:16:50 Pros and Cons

    00:30:00 The Funnel/Attrition

    Elder Goblin Games

    00:39:00 Generational Play

    00:42:00 Exploring the setting

    00:49:40 The Hex Crawl

    Legendary Kalmatta #61 OSE West Marches Hexcrawl Actual Play

    00:57:00 Implementation

    Ars Magica

    For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel.

    ModernMythology.net

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    1 Min.
  • Ep.18: Freemarket
    Oct 29 2025

    Next in our first line-up of sci fi RPGs, we get to play a really exciting game in our catalogue – Freemarket by Luke Crane and Jared Sorenson. This is a system-forward, reputation-driven game that’s brilliant and notoriously opaque, at least at the outset.

    FreeMarket runs like an open-world sandbox. Your choices broadcast to the network; the network pushes back. Stakes aren’t hit points but status, access, and who will work with you tomorrow. The game excels in long-form play, but this session spotlights the core loop: scenes framed by goals, conflicts resolved without binary pass/fail, and consequences that reshape what you can credibly do next.

    We run a short actual play to show that loop in action while Scott lays the groundwork so you can see how it operates. We close with tools you can lift for any RPG: treat social capital as a resource, let player-defined objectives pull content, and use mechanics that reward collaboration while still pricing trade-offs. If the setting or rules feel unintuitive, this episode makes them legible—and immediately useful at your table.

    Topics discussed:

    00:00 Character Creation

    16:25 Scene Development

    24:00 Initial discussion about “The Brand”

    42:30 “The Hand That Feeds You”

    70:20 “Party With Dodger”

    85:25 “Desperate Search for Attention”

    98:50 “Right Place, Right Falafel”

    110:55 Endgame

    121:00 Reflecting on Freemarket

    For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel.

    For podcasts, articles and more, visit ModernMythology.net

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    2 Std. und 25 Min.
  • Ep.17: Trinity Storypath
    Oct 13 2025

    All four hosts join the table as Scott storyguides Trinity Continuum: Æon by Onyx Path, marking the first full-group session in our sci-fi series. We put the Storypath system through its paces, showing how Attributes + Skills shape scene pacing and spotlight moments, while smart resource management heightens tension and demands sharper decision-making. It’s a clear demonstration of our story-meets-mechanics approach—and a preview of the tone and tempo you’ll see in our live-streamed sci-fi campaign launching October 2025.

    Canon note: for the online campaign, the mission-briefing org is The Directive, not “Aegis,” to align with Trinity canon.

    For more on the discussion of System and Style check out James' article series, Rules in Practice and Scott’s additional thoughts on specific systems on our YouTube channel.

    Topics discussed:

    00:02:40 A piece of history

    00:15:20 Actual Play - What are we doing here?

    00:18:15 The crew of the Keres

    00:23:20 Karu V

    00:27:55 The Away Team

    00:56:00 Planetfall

    01:21:16 Day 2 - Second Wave

    01:42:24 Recap of StoryPath System

    For podcasts, articles and more, visit ModernMythology.net

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    2 Std. und 5 Min.
  • Ep.16: CBR+PNK Actualplay
    Aug 25 2025

    Recorded just before Episode 13 (Echoes of the Veil), this session has Scott running Mind the Gap—Emanoel Melo’s compact introduction to CBR+PNK—for James and Sean. The pamphlet delivers a self-contained cyberpunk heist in the Forged-in-the-Dark lineage, offering both a crash course in the system’s flow and a taste of its sharp, high-pressure style. We used it as a baseline for comparison with Raffi’s expanded version in Episode 13, highlighting what the core rules do well, where questions remain, and how the system might evolve when stretched into longer form play.

    Topics discussed:

    00:01:15 Getting started with Characters

    00:17:30 Getting started with Play

    00:20:35 Car 18

    00:21:38 Determine the package

    00:23:32 The first thing that happens...

    01:08:10 Entering Car 19

    01:16:00 The lights turn red

    01:19:00 Change direction!

    01:23:00 Car 17

    01:28:00 Car 16 -- turned around?

    01:34:04 The Simulacrum

    01:35:14 The bunny is a virus

    01:47:46 Deliver to car 12

    01:49:52 Denouement -- Crispr doesn't actually have a family, Diz has terminal cancer

    01:55:08 Discussion on CBR+PNK and some comparisons with BitD

    For podcasts, articles and more, visit ModernMythology.net

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    2 Std. und 15 Min.
  • Ep.15: Blank Page or Blueprint
    Aug 5 2025

    Jamie and Scott dig into how we’re all wired to find creativity in different ways. This is a critical part of the process. Not only are we talking about how structure drives us all differently but communicating those expectations at the table. We circle back to some ideas we referenced early on and begin our exploration of OSR ideas and GNS.

    For more on the discussion of System and Style check out James' article series, Rules in Practice and Scott’s additional thoughts on specific systems on our YouTube channel.

    Topics discussed:

    00:00 - Intro

    03:54 - Structure vs tyranny of the blank page

    05:55 - Fiction First

    07:15 - the Social Contract. Matt Colville, Language Not Rules

    11:15 - Game Design with Luke Crane & Thor Olavsrud

    12:00 - GNS

    13:45 - Save the Cat

    14:40 - Structure generating creativity vs. restricting creativity

    16:40 - Investment in story vs characters

    17:35 - Kishōtenketsu

    20:25 - Player agendas

    21:20 - Verisimilitude in RPGs

    25:35 - the fruitful void

    25:25 - GM responsibility to contextualize

    27:00 - Torchbearer

    30:15 - Consequences to feed narrative

    31:50 - Play by vibe

    34:14 - Relationship of character to story

    36:50 - What players bring to the table

    42:45 - Not everybody is a creative writer

    46:00 - Real life experience + playing well in a rpg

    51:45 - LitRPG

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    1 Min.