discussing story, system, and what makes RPGs tick…

As game masters and writers, we want to expose how narratives and mechanics influence each other, shaping the outcomes of our games. Sometimes we will include one shot Actual-Plays to demonstrate different systems or methods of play, and have various guests join in the discussion.  

Ep 12: Launching Our Sci-Fi Arc
James Curcio James Curcio

Ep 12: Launching Our Sci-Fi Arc

Episode 12 marks our shift into sci-fi as lifelong D&D DM Sean joins James, Scott, and Mark, widening the show’s range. After a brisk round-table on Sean’s background and each host’s approach to house-rules, we contrast favorite mechanics with the D&D baseline before launching an actual-play primer of Free League’s Coriolis, showcasing its dice pool, position-based modifiers, and tension-driven Darkness Points.

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Episode 11: Horror RPG Wrap-Up
James Curcio James Curcio

Episode 11: Horror RPG Wrap-Up

We wrap up our horror TTRPG spotlight, for now. Jamie, Mark, and Scott explore game mechanics that can help pace scenes and quietly ramp up tension, touching on ritual framing, partial successes, player-facing rolls, and objective-driven rewards.

We also look at two horror games we haven’t covered before—Unknown Armies and Kult—before diving into a brisk (~30-minute) actual play of Don’t Rest Your Head.

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Episode 9: Rōnin Interview & Actual Play
James Curcio James Curcio

Episode 9: Rōnin Interview & Actual Play

We sat down with Sacha Lightfoot of Slightly Reckless Games to talk all things Ronin—a brutal, beautiful RPG about masterless samurai and the weight of honor. We dig into where the game came from and what makes it sing.

Sacha shares what’s next from SRG, and we get into how Ronin adapts and builds on Mörk Borg’s core concepts. There’s death, duty, and just enough darkness to feel real. As always, we talk theme, tone, and what we’re really chasing in an RPG.

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Episode 5: structure, & whispering vault
James Curcio James Curcio

Episode 5: structure, & whispering vault

The gang has a discussion on structure in TTRPGs. How does structure make a good horror game? How does setting inform players what they can and can’t do? Some examples of story structure in World of Darkness, Invisible Sun, and Dogs in the Vineyard. Then the crew plays a short session of Whispering Vault, Mike Nystul’s 1993 story game inspired by the likes of Hellraiser and Nightbreed.

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Episode 3: chronicles of darkness basics
James Curcio James Curcio

Episode 3: chronicles of darkness basics

In Episode 3 of Modern Mythology, we continue our exploration of horror RPG systems with Chronicles of Darkness, the successor to White Wolf’s World of Darkness and the “new” World of Darkness. While the editions’ lineage may be complex, the system’s core mechanics remain intuitive and accessible.

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