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Author: NaturalJosh

Episode 1: GM Styles

Episode 1: GM Styles
(Explicit Warning)

Show Notes
(0:32) Coy refuses to sit down and talk like a human.
(3:51) Coy makes a weird joke.
(4:20) Josh misremembers a story from "Of Dice and Men" by David M. Ewalt as an episode of another podcast.
(6:30) D&D might have flaws.
(11:00) We turn off the explicit filter.
(13:50) Josh's thoughts on The Monkeys Paw trope.
(17:20) Josh arbitrarily decides that there are only 3 types of Gamemastering.
(23:40) White Room Writing
(28:30) Josh played in a Star Wars game run by (bleep) that went sideways after two years.
(31:52) Josh bought his players special dice for Monte Cook's Cypher System which nobody liked.
(34:00) Give the players what they work for.
(36:00) We hate on pre-written adventure modules for a while.
(39:00) Fear the Boot (my favorite gaming podcast) and their Box Canyon concept.
(42:39) Adventure Hooks

@NaturalZeroes
@CriticalCoy 

Music: 
"Burning School" by Free Piece of Tape
"Goodwill Cowboys Ride Again" by Michael Chapman & The Woodpiles
"Adventure, Darling" by Gillicuddy

The Mystery of the Missing Buy-In

Uninvested players is the surest and swiftest way to find your game dead-on-arrival. Every campaign requires a certain amount of buy-in: the amount of time, effort, or mental energy the players are willing to devote to your game. For a lot of games, the buy-in can be little-to-none; one-shots, MicroRPGs, and games taking place in familiar universes all have an extremely low buy-in because the players don’t have to put in a lot of effort to enjoy them.

Thus is the problem I run into time and time again: I want a higher buy-in. I want my friends and players to want to get invested in the story, to offer advice and criticism into the way the story is going. I desperately wish that the groups I play with would write backstories for their characters, or detail aspects of the world around them. I want to create a world full of blank spaces, and have the Players fill in those spaces with their own themes and characters, as to enrich the game as a whole.

But, alas, I’m afraid that this is something that I may never find. Online games are too much work for anyone, including myself, to maintain a lot of effort over an extended time, and here in meat-space I find my options for players are always thin on the ground. I want a group of artists: writers, illustrators, and world-builders who want to create a living, breathing world that we can all enjoy together. I don’t want my players to be simple consumers, I want them to pour themselves into the fantasy and make it their own.

Artifacts in The Devil’s Debtors

One of the primary reasons I picked the Cypher System for The Devil’s Debtors was because of how it handles unusual effects and objects in the form of cyphers and artifacts. In an early post, I explained my vision of cyphers as divine and demonic enchantments that twist the souls of whomever they influence. Just like cyphers, artifacts in this campaign setting take on a similar religious guise, this time as Hellspawned artifacts (generally just called artifacts) and relics.

Artifacts in this world are mostly of mundane items which have fallen into hell and become enchanted with infernal energies. Items can be drawn into hell for a few reasons, but most commonly by being tainted with stigmatic cyphers. Given enough time (or enough stigmas), an item with tainted essence will simply tumble into the abyss and be lost from the material plane. Because the generation of artifacts is intrinsically tied to cyphers, most items that eventually become cyphers were used in criminal or unsavory acts which infected the items with sinful energy. Once these items enter hell, their cyphers are released into the infernal realm in a burst of spiritual power and the item takes on more permanent abilities.

Artifacts eventually find themselves in the hands of Collectors by way of Hellspawn, the depraved creatures that scour the depths of hell for these mystical tools. Once they’ve found an artifact among the brimstone and fire, Hellspawn hurry to a Red Market to sell their newfound wares in return for their precious hardened hearts.

Cyphers in The Devil’s Debtors

In preparation for attempting to adapt my original setting, The Devil’s Debtors: The Collectors, for the Cypher System, I’ve formulated my own method for handling cyphers in the world.

The Devil’s Debtors is a world of pseudo-religious mythology, where demons do battle against angels and both sides use humanity as their pawns. For a setting that so prominently features divine and blasphemous powers, the cyphers as represented in Numenera and The Strange didn’t sit quite right. I loved the idea of characters being able to acquire single-use powers over the course of play, but cobbled-together technological doodads didn’t fit the bill. Which brings us to: Cyphers in The Devil’s Debtors.

In The Devil’s Debtors, cyphers aren’t physical things. They’re little bits of ethereal flotsam, random twists of reality which are normally divorced from the material world. That is, until they become attached to the essence (read: soul stuff) of people, places, and objects. Once a thing has cyphers “stuck” to it, they begin exhibiting signs of divine (or demonic) inspiration. For mundane individuals, the most a cypher will ever do is give them a so-called “religious experience” the feeling of something special reaching out and grabbing at their soul. For others, a cypher might actually take effect, generating strange effects such as speaking in tongues or healing hands. Even when a user isn’t activating a cypher, the simple effect of “holding” a cypher within their essence generates a minor supernatural effect.

Such beneficial effects are the purview of only one side of the cypher-coin. Blessings, as they’re called in The Devil’s Debtors, are cyphers that generate subtle and generally beneficial effects. On the other side is Stigmas — embodying the crude and fiendish aspects of creation. Stigmas twist reality in extreme and grotesque ways, and the similarly pollute the bodies and auras of those who have become attached to them.

In this setting, a cypher doesn’t automatically cause these strange effects in individuals. In Numenera and The Strange, a cypher user must identify a cypher before using it (if they want to know its effect before they activate) it. Similarly, a cypher in The Devil’s Debtors must be manifested to learn its effects. Manifesting a cypher is a simple Intellect task (difficulty 1-2) as it is in those other games, but manifesting comes with an additional effect: the user takes on a characteristic related to the cypher their holding.

To randomly generate a stigmatic manifestation on the fly, look no further than the mutation charts found in the Numenera (pg. 123-128) and The Strange (pg. 240-242) core rulebooks. I would generally lean towards cosmetic mutations for cyphers, but circumstances may call for other kinds. When pre-generating cyphers, I’ve tried to link the manifestation with effect of the cypher to make custom deformities to hint at the cyphers’ powers.
For additional mutations see the Numenera Character Options (pg. 44-50)