Good day to you, readers! Today, we have Scott Malthouse, writer, creator of RPGs and all round top Geek. He's been very busy in the last 12 months, so let's see what he's been up to.
Your gaming system UnbelievablySimple Roleplaying (USR) now has an updated edition and several expansions for
space opera, Lovecraftian horror, cyberpunk.
In
your end of 2015 post, you mentioned a new setting and sandbox adventure for
USR. Is there any more you can tell us about them?
There are
going to be various sandbox adventures released that tie into settings like
Somnium Void, Beyond Fear and USR Cyberpunk, but these are very much in the
sketching out stage at the moment. They will essentially provide the tools for
a GM to run their own adventures, but not necessarily set out like a
traditional adventure. In terms of the new setting, I'm not completely decided.
I would love to do a science fantasy setting based around African folklore, but
we'll see.
I seem to
think there was a Google+ USR group. How did that go?
There
still is - you can find it here - it's generally
where I post my public announcements first. Lots of lovely folk on there, so
you should check it out if you can.
You have
created Quill - a solo game that involves writing a letter. How did you come up
for the idea of Quill?
Quill was born out of a weird
train of thought. I was scribbling down some ideas about 'social combat', which
is structuring social roleplaying like you would a fight mechanic-wise. This
got me thinking about certain types of words having more weight than others in
a conversation which led me onto coming up with this game about letter writing.
Writing letters is generally a solitary activity, which is why Quill is a solo
game. So, yeah - social combat is responsible for Quill.
How did
you come up with the stats and criteria for success for Quill? Did you write
hundreds of letters to make ensure game balance?
The stats
are a bit tongue-in-cheek really. I still wanted to keep the structure of
traditional RPG stats but turn them on their head. Obviously someone writing a
letter doesn't need strength or magic powers, but they do need good penmanship,
a passionate writing style and a good handle on language, which translates in
the game to Penmanship, Heart and Language. I knew, that there had to be an
endgame - a way to figure out if the letter you just wrote was a stunning piece
of poetry or a steaming pile of garbage, which is where the point system came
in. It was then just a case of working out how to distribute those points
throughout the letter, how it should be structured (I settled on five paragraphs)
and what the outcome of those points were. I didn't necessarily write a tonne
of letters, because the core of the game depends on how the points are scored,
rather than the entire content of each letter, but it meant I spent a lot of
time figuring out how to make it just the right difficulty, as well as giving
the player agency over how they go about scoring points.
You now
have an expansion - Quill: Love Letters. Do you have any more expansions for
Quill? Letters from the front line? Letters to the editor? Letters to Points of
View?
There are going to be loads of
expansions, from scenarios to campaigns. I'll be bringing out a more
military-focused set of scenarios, but there's a campaign coming up that's
going to be pure weird fiction set in the 1920s. I'm really excited about that
one. Derek A. Kamal at Shoreless Skies has just released the awesome Coal &
Parchment for Quill, which is set in the underground dwarvern world of the
Homes. This is the setting for his new game The Dig, which looks all kinds of
awesome. I'm in conversation with a bunch of creators who are coming up with
their own scenarios and campaigns, so there won't be a shortage of Quill
material.
You are a fan of Tunnels and
Trolls. How did you find the new Deluxe edition? Is there anything that you
particularly enjoy?
I really
love DT&T, it really does feel like the ultimate edition of the game. I
think the thing I enjoy most is that we finally have an official setting in one
book. Previously we've had to kind of piece it all together
from disparate adventures and supplements, but here we have a host of
great background material that's indispensable for the T&T
player. The team have really done an outstanding job on the book, so hats off
to them.
You are
working on the Kremmsellion. Do you want to tell us more about this product
with a fascinating title? Sounds like a cross between Kremm from Tunnels and
Trolls and the Simallirion. Am I close?
Haha,
sort of close. The Kremmsellion is my biggest T&T project to date. It is
very much inspired by Tolkien in that I'm taking the players back in time to
discover the origins of magic, or Kremm. The players are dropped in the elven
heartlands in a city that's so chock full of magic that absolutely nothing is
as it seems. There's a library that contains so much knowledge that it's
created a singularity that hovers over the roof. It's very much a love letter
to T&T and an exploration of everything I adore about it.
Apocalypsein your hometown looks great. When will that be out?
Thanks -
it's actually out right now and you can get it here. It's a cracking
project with a handful of really great writers imagining different apocalyptic
scenarios set in their hometowns. Mine is set in Leeds, England and the
apocalypse involved creatures of folklore returning to the UK and plunging it
into a medieval society. Oh, and there are lots of witches.
Your blog
covers a lot of material from reviews to random generators. What should we
expect from Trollish Delver in the future?
I'm
really enjoying doing the systemless posts and random generators and these are
by far my most popular and well-received posts, so I'm going to be doing more
of that. All of these systemless posts have led me to start writing a line of
systemless books under the line 'Imaginatum'.
You alsohave a blog about folklore. Does the folklore feed into the gaming? Which came
first?
I do,
although I don't really have time to update it anymore. Yeah, absolutely. My
Apocalypse in Your Hometown adventure is a celebration of British folklore and
I've been juggling an idea around about a full setting about British folklore,
but that's somewhere down the road.
You have a patreon page. Do you have any tips for someone who wants to set up a Patreon account (apart from backing you)
I suppose
the biggest tip is to provide good material and offer a variety of payment
levels. Honestly, I'm not a pro at it, but I find it useful to look at some of
the more popular creators and take a leaf out of their collective books.
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