Hidden Secrets and Sidebars

Secrets, lies, hidden agendas – call it what you want, everyone likes to have a little something something about their character that is revealed over time. It’s fun to have a little secret about a past action, a connection or about an aspect of their identity. It can add a little tension to the play, and intrigue about a character that others will want to discover. 

It can be really fun.

It can deepen relationships and bonds as closeted information is shared with trusted allies. It can cause an interesting interaction between characters as the truth comes into the harsh light of day. 

Secrets can be really good tools. And you should totally have something that you would like to keep to yourself as long as you want, or able, depending on the PM. It can be like a game within a game.

…. at the start.

Yeah I said it. It’s unpopular with some but I’ve said it. Hold on to your secrets, love them, play them – but don’t be overly precious with them. I’m not saying force the issue, or play out of character – just don’t worry if they come out. It’s cool as a spectator to see but don’t let your secrets fester and get annoyed because they come out…

… and I have three solid reasons for it.

Firstly – NO ONE WILL KNOW HOW COOL YOUR CHARACTER IS IF YOU DON’T SHARE!!! How will I ever know the Lesken the Gnome Bard actually left his home town after killing his wife who was in bed with another gnome? How will I know that your host scammed old men out of their hard earned cash before you took possession of them? This stuff is cool!!! Those hidden details when discovered can explain so much, and as your friend I care about your creations. Let us share and bask in the full cool of your character (or run in fear, or fall in love with or decide we hate).

Secondly – You’re cheating yourself. You have done the hard work: let it flourish! These secrets often inform a lot about the actions of your character, but if other people find out, it can take your roleplay in a  whole new direction keeping it fresh and constantly evolving. I have seen people hold onto secrets like actual secrets and refuse to share. Afterwards we thought of cool things we could have explored IF only we knew – things could have been more interesting. By being too precious in guarding their secrets, we missed what would have been really cool.

Thirdly – (This is the one that is the one I’m most opinionated about and isn’t as pithily explained as the others). Headsets off and private sidebars. Oh boy.
As a player, it’s awesome to have a little one on one time with the PM, and cool to maintain that degree of secrecy, have a little bit of unique knowledge. It can keep that moment of an amazing reveal for the absolute right moment – and those moments can be the high point of a campaign. Those one on ones are sometimes down without headsets (online) or in a different room (home games).

But boy oh boy does it get boring for the other players at the table. SO BORING! and often it’s just not needed! We’re able to separate meta from non meta knowledge. it’s hard yes, but we can do it. And if you, as a PM are going from character to character doing separate things, fuck me twenty minutes with the headset off is boring as hell! Keep it short and to the point. It’s a group game and turning large sessions into solo play where the other players are being literally excluded can be awful. More so when it comes to online gaming.


Ah reet, well, lets tone it down a little.

Let’s provide my own counter points. Secrets are fun as hell. Holding onto them throughout a game can be an interesting twist. One on one sessions with DM is cool as hell. Revealing secrets in character rather than through meta can be one of those amazing ‘oh holy fuck’ moments that can be a real highlight of a campaign, a real… yeah oh holy fuck moment. A touching show of affection or a major plot twist. I LOVE discovering character’s secrets, lies and hidden agendas about them IN character. Someones, one on ones are the only way to maintain that.

And there is an alternative when you’re one of those players who are sitting out while another player is getting their moment to shine with their character. Sidebars! Online sidebars are conversations done in a separate chat channel that don’t impact the main thing going down.

Sidebars are a great alternative for those sitting at home too. Have a quiet chat between other characters – not necessarily in the ‘actual’ time but have a little moment between characters that might not normally be able to be played out – Thirsty and I once did this for nearly three hours! It was truly a highlight of that campaign as our brother and sister characters really spoke to one another.

Finally, one on ones can be really effectively when used sparingly – a devil’s bargain that affect’s the game given to a single player… boy from experience, that was the perfect demonstration of when to use a one on one / headsets off sidebar moment.


So what’s my generalized idea? (Yeah I wrote a long ass article and I’m about to boil it down into a few lines – bite me).

Secrets at the start of a campaign are actually really cool to have – keep them when it’s still interesting or pertinent too. You can play upon them, develop your own character based off of it and you can learn about each other. Reveals are cool to add drama and gasps. One on Ones as players can lead to some really interesting turns of events – just use those sparingly, make sure you’re willing to share those secrets and don’t worry if it gets revealed – it’s just part and parcel of living in a world – real or fictional.

Well, I’ll shut the fuck up now.

Drink up, time at the bar bitches.
– Blood, I can sometimes do non RP related chat…

Red Threads

And so it comes to pass that I talk about Red Threads.

Firstly, what the fuck is it?

A Red Thread is a common theme that a player will imbue into their characters. it’s not always a bad thing, it’s sometimes just the way it happens. I like some of my red threads even though I try to actively break many of them to push myself as a player. Sometimes it’s fun, sometimes it’s not enjoyable – it’s a learning experience every time either way.

I’ve sen many red threads in my time from being an overly moral person, to being a barely speaking dick all the way to major daddy issues. Not going to be pointing fingers at anyone – so let’s rip me apart.

I will often play characters that are over protective, even obsessively so, of other player characters. It started off when I played Caessa who was solely for the team and that was her mission. A few characters later Nazir’s obession in life was to protect a man she had once tried to kill.

Personality wise, they’re often loud mouthed, balls to the walls first in last out. This isn’t ALWAYS the case, but generally so. They don’t always think through what they say to people either.

And finally, when playing regularly with friends, I have similar relationships with their PC’s game to game. One example being we’re at odds or winding one another up. Ok, I admit it, it’s mostly me provoking them into a reaction. I am not sorry about this but it’s a thread none the less.

So, why am I chatting Red Thread? Am I just chatting theory for laughs? 

Well, Yes and No. It’s an interesting idea that definitely speaks to the personalities of a player – be it something we’re trying to repress (being a full on toolbag), an extension of an existing personality trait (giving freely) or a trait or idea we wish we could have (person of honor). It can be subtle, or it can be obvious, like playing a snowflake, hacker or elf every time. It’s an interesting reflection once you really start to think about, and real intriguing once you start identify your own threads (or have them pointed out to you).

Once you’ve identified these threads, you can begin to break them. See if you are capable of breaking your own stereotype and attempt to stretch those roleplaying improvisation skills. It’s an experiment for sure – some I’ve broken (big mouth EVERY time), some I’ve kept or amended (less obsessively protective) and some I’ve gained (provoking a certain player in FNS).

However, it’s not always a bad thing if you don’t want to change. After all, if you and the group are having fun – KEEP HAVING FUN! Some of these Red Threads will help you get inside the head of a character, make it easier to connect on whatever level you wanna delve into the roleplaying. Some are just realllllly fun.

Also – Loud drunken Dwarf Bard with a dodgy accent, or calculating sociopathic sniper. They’re my favourite jams.

Time at the bar bitches.
– Blood. I will cause chaos from afar and watch you run.

R.E.S.P.E.C.T.

It’s been on my mind for a little while, and I really have Killer Kitten of our Friday Night SPICED game for the idea.

The idea of respect.

Firstly – I want to extend my apologies to Killer Kitten, Dev, Tech and Thirsty.
We were the worst group to run one shots for. We were rude, we found a way to disrupt the flow of the story, we found holes and exploited them and partially ignored the entire point of the game, and of course, we spent a long time talking over one another.

Yes. We were those dicks. myself included. Now a part of that comes down to a few different things:

  • One shots allow us to blow off steam – the ‘it doesn’t matter because it’s a one shot’ mentality, especially after intensive campaign. This is actually needed on occasion I feel, a ‘stress relief’.
  • We’ve known each other for a very long time and we enjoy provoking one another. this is genuinely how we show affection to one another.
  • We wouldn’t do it if the PM couldn’t take it, and we can.

In our normal group, we’re those dicks and we move on. That, however does not excuse the complete and utter lack of respect we show, especially considering the following things:

  • Not everyone has PM’d before.
  • Everyone has different levels of being able to deal with the crazy stuff we pull on each other.
  • The amount of time the PM will put into a project. As everyone has had a go at PM-ing now (Kerone, I’m looking at you though) we know what it takes to craft a good story.
  • WE KNOW BETTER!

In essence, what I think we should all learn from those horrifying displays of being the worst one shot group is that we should show at least a minuscule of respect. 

Scrap that, A LOT of respect. The PM does work behind the scenes to prepare for a game. The PM will also know a majority of the rules and make decisions for the game based on that. They set the pace, tone and have to be constantly improvising.

What’s the playing being asked to do? Give them enough respect to allow the game to flow, allow descriptions to go through and buy into the game. It’s not a lot, but sometimes we forget. Even in one shots, even with close friends, we should be showing the PM some respect and not attempt to purposely derail. I mean don’t get me wrong, sometimes it’s needed, but maybe not make it your goal?

I’ll try not to let myself be that dick – sorry Kitten, Thirsty, Tech and Dev. Next time, I promise, but maybe call it karma for making me invent the Snoots?

Drink up, time at the bar bitches!
– We are Blood, We have many names, for We are Legion. 

New Campaigns

It’s that time of the year – I’ve had my month off for being sick and being social, and I’m right back at it! Apart from Puppet Gameplay, and Podgate-PG1, both of our existing RPG shows are getting a reboot! Well I say reboot, it’s the same group of players, but new campaigns.

With the “Friday Night SPICED” gang, we’re staying in SPACED! but with a whole new array of characters for this underworld dodgy dealing we’ll be millionaires one day attitude on a planet in political turmoil. I’ve never written this kind of campaign before, and I’m seriously regretting whatever it was that made me ad lib Snoots on the fly. They’re now the largest entry for Pests in the Lore Document. “Only Fools and Snoots” – should be enough in that title to tell you what to expect really.

The previous slot named “World of Kaelstos” has now been re termed “A Thousand Arches” as a group, and a new homebrew campaign in D&D 5e is going to be GM’d by Casey! “Reck and Rionne” is a world where monsters have been banished, wars are being fought over an insult 100 years previous and magic is treated as the province of religion. This is gonna be a corker and we haven’t even started yet!

Wait… You thought this was just going to be all about reboots? Hehe.

A new slot for the new year is Monday evenings, in a new setting – NUKED! A post nuclear-apocalyptic world in which our little band of miscreants will attempt to do the greatest challenge anyone has to undertake – survive the setting! We welcome back Roastie, Spanners and Skaggeth from out previous one shots to join the insanity 7.30pm-10.30pm every Monday!

… and keep your eyes open, there may well be another game being added and discussed for the second half of next year.

Slowly my minions, slowly!
Drink up, time at the Bar Bitches.
 – Blood, I enjoy causing subtle chaos from afar.

Ending A Campaign

News – Is there news? Well, there might be.

As of next week, Podgate PG1 will be release on iTunes and a bunch of other platforms, and on a Wednesday night, we’re adding Podgate PG1: Live and Uncut to our Twitch channel!

The Friday Night SPICED crew are going to have Roastie and Spanners as guests this week on Thirsty’s one shot “We’re Getting Too Old For This Shit”. An action hero movie type deal. Rad as hell!


Talking about One Shots, we finished Bringing Home the Bacon a fortnight ago.

Yup, twenty-four sessions of a campaign that had a definite ending – nearly a hundred hours of a campaign did we play. Coincidentally, I also had the season finale of The Void on Videostorecowboy’s channel last week and finale of The Void (different game) on our friend Skaggeth’s channel this week.

What I really wanted to talk about today, was ending a campaign, and ending it on a good note. Now ending a campaign doesn’t always happen – people drift away and the game dissolves, or you’re playing game without an intended finish – however, sometimes, you know it has to end. I’m talking about that moment.

So what constitutes a good note?

Resolution of an individual character’s story

Each character, when developed over a campaign, will have an individual story. Something they are striving for, an open plot hook or a pathway that is clearly signed. Something that when completed, absolutely screams that this is the end of their ultimate story. When your character has that moment, it’s a great feeling. Yay, they resolved, good or bad.

Pushing a character beyond this point can sometimes feel like you’re dragging your heels roleplaying wise – their story is done. Not so bad when it’s right towards the end, but at a point, you know when their story is done. As much as we love them, we should let them go.

Resolution of the main story arc

This one might be obvious. If you’re running a main story arc, or have concluded a sandbox style thing where the story they’ve created comes to it’s end, this is a perfect point in which to end the campaign. Make sure you’ve wound up as much information as possible to ensure that the players know as much as possible in game. It’s a tough order, but worth taking the time to explain in game. People like to know what;s going on – how they got here, how their actions may have affected the decisions and answer some questions.

Doing this and respecting the narrative can be hard, but give it a shot. Learning something after the game has finished can feel a little cheap – it hasn’t been learnt by the right person – the character!

Why end it there? Well, we’ve all watched series that have run out of content and should have finished on a high. Throwing that food for thought – I hope you catch my meaning.

Any goodbyes

Saying good bye. Oh yeah. This can be a real doozey. That ‘before we do battle’ speech, the ability to leave each other notes in case the worst happens, and genuinely saying goodbye when characters go about their separate paths.

It’s all about closure – for you the PM, you the player and you the character.

However, Flipside.

Now, on the subject of resolving main story arcs, on Skaggeth’s “The Void”, we do not know everything, no where near everything, nor the effects of what our ultimate acts were. One way or another, they did get to say their goodbyes though. A lot of personal stuff was wrapped up too – a lot but not all.

Although very few of the points I mentioned actually were hit in that finale – it was a great satisfying ending. I loved it. Even the worst moments.

Even in our finale on Bringing Home the Bacon I made mistakes. I didn’t manage to get all the background plot points out. I just couldn’t have the right people in the right place. Mainly because many were in jail – and I totally forgot to wrap some of the smaller threads. Dumbass.

The individual wrap ups did mostly work to be honest – our players got the chance to decide how they wanted their character’s stories to play out, even though I often threw a little twist at them from time to time. Even the one out of the blue – major props Dev puppet, major props. My only regret was not having the nerve to sing the kid’s song live – admittedly, it would have slain. An note for improvement there – don’t be scared!

And goodbyes – well, we didn’t really do that. Especially with Helena, our cardboard NPC of the game. Everyone was in jail or on the run, or, in the case of Quinn, dead. 

Finally…

All good things come to an end and they’re given more importance when you know that there is an end. Imagine saying goodbye if you know you’ll be seeing them again. It doesn’t have the same emotional tie to it. 

When you reach that end, my advice? Don’t cheat yourself out of it. Finish, get closure and don’t let the game or characters drag on because you still want to play the game. Let them go.

There’s no sure fire way to end a campaign, but the few basics here might be something you want to consider.

 

Although counter point – you might hate the game and can’t wait to see the back end of it. What do I know?

Time at the bar, drink up bitches.
– Blood, I am emotionally distraught, thanks ending of campaigns.

Travel

Hello Miscreants!

100% remembered I was going to write something this week. I’m super prepped this week! I’ve been super busy completing a bunch of small stuff and it got me onto the idea of the side quests as we travel.


Travel

As PM’s, we like to create what would feel like a world. and in these worlds we like to give the idea that travelling is not instantaneous. But actually getting them to travel, and making it feel like an epic journey is actually really tough.

There are a few different methods of dealing with this:

Time Efficient PM approach – Short Trips

Ask our players to decide what challenges they want to face. It allows the players to feel like they are informing the world AND they get to face the types of challenge’s they’re looking for.

Choose two players and get them to enact a small scene between them. This can sometimes feel really forced (because it is) but can come up with some really interesting results.

Rather than forcing a situation, you can also ask them if they want to treat this a little like down time – time to interact, time to plan, time to pray – that sort of stuff. if you give them the chance, I’m sure they’ll come up with a wide range of ideas.

Now this is great, perfect in fact for short trips between places. It gives our players time to interact with one another, create the world a little and gives us the PM’s a chance to improvise and relax on preparation. They build it themselves.

But say you want it to take weeks – and not just travel, but under take an actual journey.

PrePare – the Longer Journeys

Prepare like it is a whole session. If nothing happens on their trip, then there’s nothing to do. No game will take place. No time will feel like it has passed. So what’s a PM to do?

Describe the world It’s not often you get to describe the world outside of cities, homes or dungeons. Take your time to talk about the world, the people they see, the vehicles they’re travelling in – little inns they might come across. Some people thrive for these little details.

Encounters! Either random, which will just fill time, or make it have a point – something in their backstory, an NPC they wronged (or righted) or a related side quest.

  • Travel random encounters that mean nothing and add very little:  We tend to really dislike side quest after side quest and random encounters like this. Not that EVERYTHING we do has to have a point, and they do have their place in building the world. I personally just don’t like them – mainly because they’re over used.
  • Make something out of a potential nothing: “Hey remember that guy we saved from trolls on the road… well he owns a leather working shop and I kind of need new gear”. Adds to the world and doesn’t make it feel like a play for time.

Now random encounters are definitely world building, have their place and can be freaking hilarious – and just like salt and pepper – too much and you ruin the meal. Use them sparingly.

The biggest take away from this, if you want travel from a to b feel like a journey, and not a fast travel point – plan and prepare like it’s a session, with sprinklings of downtime, description and random, but relevant, encounters. Otherwise, let our player’s have at it!

Time at the bar, drink up bitches.
– Blood, I will most likely laugh when you hurt yourself.

Yup It’s Late – Sorry

Hello Miscreants!

Yup, a little late this week, and the vlog. Nobody say anything.

The future of Bloodthirsty Puppets and where we’re doing stuff RIGHT NOW! Just it’s a babble because typing all this out makes it weirdly real. Enjoy!

Time at the bar bitches
– Blood. I can rock your world with just my words.

Origin Stories and Backstories

Hello Miscreants!

What, no news? Nope, don’t think so. Still waiting on SOMEONE (cough Tech puppet) to deal with a certain podcast, but nope, nothing major to announce this week.

Holy crap, shortest news post ever!


Rolling off the back of Thirsty’s post last week, I guess I want to talk about Origin Stories and Backstories.

What is an Origin story? What is a Backstory? 

Now these two terms are subtly different, and not always exclusive. an origin story tends to be where the major event that turned your character into an adventurer (talking in generalities here) and backstories are the little flavor stories that inform a character, gives them a heritage, a story, a reason for their little drives and dreams. Little scenes in their lives.

Do you need them when you start?

In most cases, a vague gist is good enough. At the very beginning, there are lots of factors that might impact the size of the backstory/origin – the world you’re playing in might not be fully fleshed out yet, you might not enjoy the game you’re playing yet, the character’s past may not affect the story in anyway shape or form or they might not have a high life expectancy.

As the campaign continues, your character will grow, as will their backstory. There is no need to have it all figured out when you start – or even at all as the game rolls on.

Let’s break this down a little more – let’s do the pros and cons.

Short backstories / origins

  • Sometimes, a single line (ok paragraph) is all you need. After all, the story you’re playing with your friends is about the current lives of your characters, not their pasts.
  • Your character might also be a simple one – not that they are cardboard characters, but just a simple one.
  • The life expectancy of a character might be short – long prose might be a hard pressed thing to do if they’re only going to live for a single session.
  • The context of the game might not warrant a huge rolling backstory with twists and turns.
  • At the start, at least, you may not have that much investment in your character – after all you haven’t had a chance to bond with them yet.
  • The tone of the game maybe just that of a less involved nature.
  • Simply put, there isn’t always time to create a huge backstory.

Longer backstories / origins

  • Some PM’s love character backstories to bring it into the main story. Helps the characters to be rooted/invested into the plot.
  • As a player, you can feel more invested in a character, and begin to have reasons for doing things the way the character does them.
  • A richer backstory can add a new dimension to a character and avoid them feeling like a flat caricature of an idea. After all, you’re playing a role – your battleaxe might actually have a deep emotional attachment and losing it might spark your somewhat idiotic barbarian into formulating a smart plan to retrieve it. 
  • The past can affect the future of a game, an old flame that can be used as a contact, a family you might have wrong etc. Great plot points that can be utilized for/against your character.
  • Having a secret, or hidden in depth past from other characters is sometimes a really interesting dynamic to play with.
  • You could just love writing, and enjoy the creation as much as the playing.

These longer stories will take time to develop – you don’t have to document everything from birth, family trees to the start of the game, many of these things will occur to you as you play the game. If your PM is cool with you generating content for their world, then go for it! And frankly, what PM doesn’t like people genning parts of the world that matter to a particular player – after all if they’re invested enough to want to write about it, let them – PMs can always edit and embellish.

The gist of what I’m saying is – a gist of a character is a great place to start. Actually building a more complex story does tend to rely upon a lot of the factors as described above – longevity, world building, storylines, campaign feel and time – and can be done over time. not everything has to be deep and complex from the start.

If you have a PM who asks for a little more, it tends to be along the lines of “the more you give, the more you get” and I personally love those games. If you can give more, and want to, then do it! Go nuts.

Note: Just check in with your PM before you go actually nuts on this, mainly because they might have ideas on the world, and obviously plot.

Time at the bar, drink up bitches.
– Blood, I will most likely laugh when you hurt yourself.

Can I Be “The Man”?

Hello Miscreants.

ALL THE THINGS! So many things right now. So many BIG things. Just gonna do the news this week.

No stream this weekend, neither Bringing Home the Bacon nor World of Kaelstos  since Thirsty, Tech and I are at a weekend long convention! Out to Furnace to offer two SPICED games and the traditional D&D game. My game room, is an ACTUAL DUNGEON!

The White Vault, a horror audio drama, in which I voice the Documentarian, came out Tuesday and hit 28 on the chart on release day! It’s probably the best script I have ever worked on, I’m kind of more humbled than anything that I get to be a part of it – it’s such great writing.

The Lucky Die Podcast, with Arch, Casey, Neil and myself became official on Tuesday with ‘Before the Beginning Stories’ being release and will release the first two episodes this coming Monday! Ah hype!


But the biggest thing this week – WE’VE GONE LIMITED!!! – Nearly three years of writing, playing and procrastinating, Bloodthirsty Puppets is an entity all of it’s own. We took the plunge Monday and became the proud (and terrified) owners of Bloodthirsty Puppets LLP.

Holy Hannah, we’re now The Man, I don’t think I can be The Man! But there’s an official document saying we’re The Man. We even have polo shirts and business cards coming.

Keep an eye out for a special Vlog instead of a blog next week as we babble and thank our way through a short video of the weekend at the Furnace Convention – we’re gonna babble about all the exciting things we’re involved in, and what’s next now that BTP has a life of it’s own!

I feel like we’ve finally birthed the child we’ve been gestating for 30+ months.

Thank you to everyone who has supported, play tested and encouraged us to get this far: players, friends and random conventions who say ‘sure, come play your new system!’

Finally, we have got to thank Andy and Rose, for putting up with our endless shit.

Time at the bar, drink up bitches.
– Blood, I will make your eyes bleed and your heart cry.

Don’t Be Afraid To Ask – Why?

Hello Miscreants!

We’re coming to the end of the month and things are going to be a little nuts for a few weeks. We’re coming to the last leg of Bringing Home the Bacon campaign, we’ve started on the long task of putting our system in a nifty book AND we’re about to launch a couple of podcasts, hopefully within the week!

It’s all go, and we’re prepping for our upcoming conventions too – it’s nonstop here in the Puppet Playhouse. Oh, and also we have more than one picture where Thirsty and I are faces to the camera. Thanks Kerone!

This week, I’m actually going to focus on something I’ve learnt from playing Blades in the Dark – Why?


Don’t be afraid to ask Why?

A little context to this. I’ve joined the Six and Twenty crew, who play as three separate groups all living in the same world. The system used, is Blades in the Dark. I am not about to review Blades in the Dark, but one of their many mechanics involve awarding XP based on character beliefs, motivations etc and the amazing GM I’m playing with, Videostorecowboy (Twitter / Twitch), is fantastic at challenging us with questions about our motivations for what we do. The system, and the way that the game is run, is very transparent. 

I decide to propose we over pay a dude to potentially foster good feelings – with the idea that we could use them to help us out in the future. VSC instantly asked me why – when all Eclipse cared about was money? Why would I want to foster good relations with my not yet crew mate? It was odd having to explain her motivations. I had a vague idea about them, but rarely do I get the chance to express and explore them more deeply.

It got me thinking: as GM’s… why don’t we challenge and question our players more? I know the idea is actually a simple one, but it’s not something I’ve heard asked all that often around the table. It’s not everyone’s cup of tea, being asked to explain out of character their motivation (or at all) but I think it would definitely improve the roleplaying. At least asking Why once or twice over a game, would get our players into the mindset of their characters just that little bit more. I know that sometimes I make a decision as a character and would love to explain their motivations – and I think I’m not the only one.

This is where I differ a little from the Blades in the Dark / Six and Twenty way – I’d rather explain this in character. If I see another player has made a decision, I tend to ask (if appropriate) what’s going on with them and give them the chance to explore and explain. It’s not always doable, but I’d happily make time in a game I’m playing for other people to expand, or when PM-ing to let players riff off one another about the ins and outs of their character. It’s character development yo.

I know it’s improving my roleplaying, and it’s something I’m going to be trying out in the next few games I run. Be warned Puppets – Why?

Drink up, time at the bar bitches.
– Blood, No longer Mickey Mouse’s voice coach.