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.14: mothership
James Curcio James Curcio

Ep.14: mothership

Modern Mythology dives into the sci‑fi horror of Mothership RPG with guest Johnathan Lee. Build a (potentially) doomed crew in minutes, ride through a five‑scene crawl, then dissect how the stress‑and‑panic engine steers narrative beats. Actualplay, sharp design talk, and practical pacing insights—perfect for tabletop RPG fans, actual‑play listeners, and game designers hunting fresh sci fi and space horror tools.

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Ep.11: Horror RPG Wrap-Up
James Curcio James Curcio

Ep.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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Ep.5: structure, and whispering vault
James Curcio James Curcio

Ep.5: structure, and 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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Ep.3: Chronicles of Darkness, working with the basics
James Curcio James Curcio

Ep.3: Chronicles of Darkness, working with the 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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