Transcript
Speaker: Welcome to the Good GM's Podcast,
Speaker: I'm Ian Morris, and today's episode is Node Trip. And now, here's Chuck and James.
Speaker: Hello, everybody. How's it going? we are We are here today really excited because it is a day that ends in y And whenever there's a day that ends in what do we do here at Good GMs? Chuck, what's what's what's the thing we do every every time?
Speaker: We become better GMs. That's true. That's true. So I'm James Curry, uh, and I'm joined by, as I mentioned. Chalk AT. Hey everyone. Glad you're here. Yeah. Very glad you're here. Um, so today, um, what are we talking about? Well, was going to say, is there any business, any, any, any things? Uh, what have you been playing lately there? Uh,
Speaker: Oh, ah well, I've been i've been watching the the good GMs have a little shing ding on Friday. So there's Monster Hunter Club. So I've been tuning into that as much as possible. I'm enjoying that.
Speaker: Yeah, you've been doing some. Yeah, you've been tipping. You've been you've been pitching in. That's been wonderful. Hey, hey when I can. Don't be expecting that all the time, buddy. Calm yourself down. Nobody else is buying the GM a Benny. Come on. Hey, Yeah, right? so some love, man. Come on. But ah after that, um yeah, for our Patreons, right? For our Patreons. Well, yeah, it's goingnna be it's going to be eventually on Patreon, but it's on Twitch for anybody who wants to watch it. But by the time this airs, it'll be over. Yeah, Fallout two d twenty ah Yeah. Jay Gordon Ross. James Gordon Ross. Been running it for us. Fun.
Speaker: I enjoyed it. It was like, okay, okay. A nice continuation of our our episodes 11 and 12, I think it was. Yes. Where we had the fallout. And yeah, we got Rainy, who is our our guest. ah She's playing Bobby's Scratches. You kidding me. We got Everett back. and we got Ashley's joined us ah as ah as the...
Speaker: as the whole kit kitchen kit. Kleptomaniac. Yes. Yeah. That's a lot of fun. That's a lot of fun. I guess that's going to be, that's going to be, uh, going to be, i think once we get it edited in and out there, it's going to be available for Patreon. What did you just say?
Speaker: Ed did Ted. Oh my God. Well, cleaned up for sound, and you know, maybe some of that. You can't do that to me, James. so yeah Don't do that. The void ledger will be so jealous. Yeah, I know. What's the void ledger? Everybody wants to know. um So yeah, we played that. That was a lot of fun. I think I'm not sure I'm going to see who's out there, but I know Anthony Langley might, who's become one of our Patreon supporters ah through the Neen Valley Role Playing Association. Uh, he might, he might run the next one, uh, with one of his games. So, oh vice yeah, it'll be a lot of fun. So that'll be, uh, probably sometime in, let's see, it's October, November, December, January, sometime in January. Very cool.
Speaker: Very cool. And he, and he, you, uh, you mentioned he pulled you into one of his stories recently as a guest. Yeah, I got to play ah a radio announcer on a Texas University game. I was Austin James of TX Radio. Welcome to the end zone. um I was interviewing this this ah this ah this British ah kicker for the ETU Ravens. I'm wondering why she she decided to go to the real sport instead of that european European football they have over there. no, James, going to get canceled. You're going to get us canceled. I'm not sure who I'm offending more, Americans or non-Americans. It's quite funny, nonetheless.
Speaker: and was let me let me Let me Canadian this this up. What you got? Sorry. Sorry. Sorry. That's right. So today, i mean, we've had a long intro here and we probably have a long episode because this is a big topic. yeah last Last time we met, we talked about the five-room dungeon. Yes.
Speaker: Actually, funny enough, um that aired that aired ah today. it hit It hit, you know, the day that we're recording this, that that hit. um My my ah DM, Johnny Awesome, who we talked about, who did my hair as well.
Speaker: Right. um Last night i was I was playing his old school essentials game and he ran us through a his first his first dungeon in that story. Like we've done some wilderness travel and stuff, but we did a nice did a five room dungeon. It was nice. nice Yeah. He set it up. He's like, I can't believe you did that. I just gave you a five-room dungeon. and then We have our fingers on the pulse. yeah I'm like, hey, Johnny, you know what this means. There go. There we go. Wink, wink, baby. Wink, wink. So yeah today we're going to take it a step further. So we were talking about the five-room dungeon, which is an easy, quick way to come up with a story. Yes.
Speaker: yeah I want to talk about node theory. Yeah. So node theory isn't just how you say nose with a stuffed-up nose. ha, and No, don't do that.
Speaker: I got a code. lift up No, it's actually way to organize. So let's take it a step back. Most written modules, most written scenarios follow pretty straightforward. leads to B leads to C. Yes.
Speaker: So I imagine that, like if I was to to describe that, it's you walk into ah ah a room in a dungeon. On the opposite side, there's a door. Yes. Um, and whatever happens in that room. And then the only way out of here is to go back or to go to the next door. And then you you open that door and you're in another room. And on the opposite side of that room, there's one door.
Speaker: right So you basically only have one. you you You can't get to room C without going through room D. yes Kind of like a train car on a railroad in a way, um if you think about it. right yes So the advantage to a story set up like that is it's easy to run. You always know where to go next. You always got your way to do it.
Speaker: The disadvantage to it, of course, is from player's perspective mostly, is it it does feel forced. it does feel Yeah, there's no real choice. Not a of choice. Not really, no. And if you do what you're supposed to do is ah is ah you know to lead you know the story forward, you do the the three clue sort of system.
Speaker: If each room only has three clues for the same next room... Yeah. Yeah. You know, it's like this, it's, it feels forced. So that's what, what node theory does, and and I like the way it's put. So, so just to give you an idea, node theory was created back in 2010 by Justin alex Alexander, who runs the website, the Alexandrian. So we're talking out the Alexandrian.net, which is the website. And he came up with this and basically said, don't prep plots, prep situations.
Speaker: So, you know, you mentioned you're roughly familiar with node theory, but it's not. little bit, yeah. Yeah. So what that means is, is so you create, so what is a node? Let's start with that. So a node is a point of interest. So instead of being like an, you know, ah like it's not just a, a scene it's it, the scene could be a location. It could like a node could be a location, a person, an organization, an event or an activity. Okay. I know that event and activity are so synonyms in some cases, but in this case, an event is something that happens.
Speaker: at a specific place at a specific time or as an activity is something the PCs are supposed to do. So an event could be like ah ah going to the opera You're not really supposed to do anything at the opera but watch it, whereas an activity could be stop the ah the the the diva from getting murdered or or or do do a ritual to to prevent the collapse. The opera is just a location. in Right. The opera is a location. the the opera Actually, it's funny because the opera is a location the opera is also the event. yeah So it's it's a thing. and
Speaker: But that said, it it basically is, these are five kinds of events. So what does that mean? So let's say you are preparing your your story, your campaign, instead of saying, okay, so the players are going to go here, then they're going to go here, and then they're going to go here. you You prepare, like, let's say you you're you're using like cu cue cards or something, right?
Speaker: Like ah index cards. You could write down an event and what's going to happen at that specific time. right You could write down a person. So that person could be somebody that the the investigators need to find or who will find them.
Speaker: It could be, it could be a like said, a location. It could be like a library or a place. like like An example example that i've I've kind of set up is is ah using, um again, I like to use Call of Cthulhu as an example for some of these, but you can use Dungeons & Dragons, you can use okay sci-fi, whatever. But let's say I'll, I'll, I'll um i'll take the D and d Okay. Yeah. D and D for 400. No. So, so the example that I, Oh, you have. Okay. So yeah. Give me, give me your, give me your idea of how you'd organize your nodes for a D and d Yeah. Cause I'm, cause I've done it. um
Speaker: I, I, again, like the, the terminology i never, I never referred to as nodes. And this is the funny thing about this theory. These theories is these are stuff that maybe you're already doing.
Speaker: Right. Yeah. i know But now, now it's I think it's helpful, though, because now in the toolbox, that tool now has name. e And it's like, okay, this is what i this is what I need right now to do this.
Speaker: Yeah. So I think that's good. Okay. So I love how it has a missing antiquitarian. Phenomenal. Right. okay Yeah. So the the story starts and again. Stop me if you heard this one. Sure.
Speaker: Because it's a classic. So the players, D&D. Yeah. Players get into the pirate town. Wink. If you know, you know.
Speaker: Get into the pirate town. Starts off. They have a fight. Great. Everyone gets to show off a little. yeah Yeah, yeah. This is what we do. um A cleric comes up and he's from the Temple of Knowledge.
Speaker: Help me, help me. My friend has gone missing. Help me, help me. Players are, okay, cool. Sit down. listen to the Listen to the guy. Guy gives the sob story. My best friend went crazy. Disappeared for about five years.
Speaker: Came back. but He came back with a whole slew of things. Temple let him back in He was there for a little while. Then he went crazy again. and And when I went to check on him, he was gone. Please help me. Please help me. Okay, cool.
Speaker: So in that conversation. Okay, so so your first node is that conversation. First, it starts there. So the cleric is your first node. Okay. Yeah. Okay. Got it.
Speaker: First node, that conversation from that conversation, you have been given a minimum of three things to look at. So we call those. So, so the things that lead between nodes, the nodes of the person, the place of the thing, then there's clues.
Speaker: Yes. So in, in a linear event, it would be three clues that lead you to one place. Mm hmm. So he might mention like he was in the library the last time we saw him. His, you know, the, the, the library is his favorite place to go. And he mentioned going to the library before he went missing. You know what I mean? That's pretty obvious. Whereas you could library, right. Whereas you could say in this situation, it's like, you know, he, he was, he went missing from, i went we we went to check on him in in his chambers he was missing yes ah the, the, the janitor.
Speaker: of the, of the, of the place mentioned that he saw him headed to the library. Okay. There's three clues and they all lead to three different places or people. Yes. Yes. In this, in this particular story, it's the temple of knowledge. Mm hmm.
Speaker: The guy's house. So the temple of knowledge is a large, it's, it's, it's a node within a node. I'm thinking, right? Like it's, it's an organization. It's people. It's, it's, ah it's locations. It's all. So those are, those are what we call the node within a node. So one node that has multiple things to do.
Speaker: And in the temple of knowledge is the head of the temple because node one is The friend mentions that usually when someone's excommunicated, they don't come back. They're not allowed back. So why was he allowed back? Yeah. So he and he never un says, OK, so there you go. b Bing, bing, bing.
Speaker: Three spots right now. OK, so now the players have that choice and you've kept structure. is because you can say, okay, you have you can just throw it right on. Okay, you got three spots you can go to. Where do you want to go? Or, again, nodes to me ah can also lend very easily into sandboxing, yeah which is fine. and If you got the time and you got the energy, awesome. So later later in the discussion, one of the points that I have is the different kinds of node structures. Ah, yes. So you have you have the linear node, which we've talked about already, which is...
Speaker: Railroad. Then you have... with with With this one, I would say we're maybe looking at a... Like a... Sort of a pyramid or a funnel kind of thing where where we have a bunch of things right off the bat. But eventually they're all going to lead down to one node. Location, person, event, something like that. Yeah. Oh, it's a railroad. Yeah. Well, sure. No, but it's a railroad with multiple tracks that you can go on. Yeah. It gives them... You know, it's not...
Speaker: It gives them the illusion that it's not door, room, door, room, door, room, door. room No, it's like, okay, well, where do you guys want to go?
Speaker: it's like, well, he mentioned his house. He mentioned this temple. Yeah. Okay. So what was going on? You know, what but blah, blah, blah. Okay, cool. So now they have places they can go. And then from there, wherever they go and they can decide divide and conquer.
Speaker: They can decide to all go to one spot. Yeah. And then once they get to that next node,
Speaker: From there, there's a couple more spots. Exactly. And those spots could also point back to the temple, could point to two new places, or couple of other little places.
Speaker: Right. And so, and so strategically, like what you do in designing this, right. Is you'd have your nodes for each of those places or people or events.
Speaker: Right. And then you'd kind of lay them out. You could draw a little map on a piece of paper. You could draw a square that says, that says, ah you know, ah chamber, another one that says, um you know, that says ah head, headmaster, another one that says, library or whatever, and then draw your lines. So you know that from the library, we have ah going to have at least three clue clues that come out. One might lead back to an area we've already seen. Two might lead to the same area, but it's always going to lead.
Speaker: We're always going to see those things. So Why the three clues? Let's just be, let's just be blunt here. um one clue they might miss one clue. that They might misunderstand.
Speaker: Could. Right. And a third clue, they're probably going to be able to put the three together because you, even, even, even if you said, even if you had a billboard in this room that said, go to the library, there's a fair chance that your players are going to be like, huh, we need to go find out who made this billboard.
Speaker: yeah Right? Like, there's a good chance that there's, there's a in in addition to that, let's be honest, it's not just, yeah I don't want to say players are are are dumb, because they're not. Like, they're they're they're you know, a lot of the best players are GMs as well, but but they might take that kind of clue as, oh, I see what he's trying to get us to do.
Speaker: You know what? Let's go a different direction. to Yeah, that's that's that's a schmo player. That's a schmo player. but it is it is, but it's also, hey, if you're going to treat us like we're kids, then we're going act like kids. you know what I mean? Good.
Speaker: But, uh, well, cause the other thing to remember is a lot of the times when designing a story or something like this, I've heard it so many times is don't be clever. e Don't be clever because what you let me clever let them you are trying to figure out you're jotting it down, you already know the answer. Yeah. The person you're putting in front of is going look at that and could easily go.
Speaker: um Okay. oh are we done here? yeah Is there more? A good example. Good example. First, first chapter of our masks and I left the type game.
Speaker: Pretty easy. yeah You guys met at the bar. you were yeah you you had some free reign to go buy stuff. But then all of a sudden you got in the trucks. You you you drove down to Pugno. From Pugno, you got on your donkeys. You you rode to the temple. You you you've you know fought the bad guy in the temple.
Speaker: Easy. Pretty linear. Yeah, very linear. Chapter two. You show up in New York City. Jackson Elias is dead. and here's 15 clues.
Speaker: So that is follow. Right. And then you end up with a little bit analysis paralysis, perhaps. So as the GM, you start doing things like a proactive clue. So a proactive clue is a clue is is a thing that they find or they discover that leads them to the next node.
Speaker: A proactive clue can be a clue that comes to them. Right. So the lieutenant coming to you and saying, you know, you know, ah you guys, you know, you guys were definitely at the scene of the crime and I'm going to arrest you unless you can give me some proof of this or that. And then when the when the lieutenant that you befriended gets kidnapped or whatever, that's another proactive clue, because now you all of a sudden as the as the GM, my job is to make sure you don't just sit there looking at your clues going.
Speaker: what What? Which one do we follow next? Yeah. Yeah. and And as far as structure goes, like we were talking structure. Another another thing is that it there's there's there's the linear structure. There's the funnel, which ah which again can also be an hourglass. and And to explain that, it's a funnel that leads to one point that's a good midpoint of the story. And multiple endings. And then that opens up again.
Speaker: Right? And remember, this isn't just for story. This is for campaign as well. Oh yeah. You have, you have one called the layer cake, which is yeah great for, it's great for like, let's say you are trying to infiltrate an organization or a syndicate or or conspiracy. You're not going to get to see the boss until you've proven yourself as on the street level.
Speaker: Right. You're not, you're not going to get to see the boss until you've, you've made it into the, the upper, upper echelon of the cult. Exactly. Exactly. And so by running a a story like that, you really keep the the story grounded. It evolves in a natural, organic way. The players still feel like they're advancing and they're still following clues, but you're still controlling necessarily.
Speaker: Like the worst thing in the world is, okay, so we've got my i've got my I've got my nodes set up I've got, i want to get get them from a to, to, to, to L. So a has clues for BCD, you know, but the last thing I need is for them to go a D, you know, G L and not have stopped or seen anything along the way.
Speaker: Could. It could if the way that your clues are laid out. but right But by creating those layers, you've said you cannot go to layer two until you've gone through node you know yes R or whatever. yeah And then the one that is the probably the hardest to run and most sandboxy is probably, I would describe as what what i'm running how I'm running Mascunary Lithotep is the cloud.
Speaker: okay So you have all of those nodes set up with clues leading to each other. And so basically the way that Masanara Lethotep is set up is you have your cloud that's New York, you have your cloud that's London. So when you finish at a conclusion that you feel is good for the events of of New York, now all of a sudden the players go, well, now we have to follow the clue trail, next stop London, next stop Egypt. And every time you go to a new place, it's here is all the clues in a...
Speaker: like not obviously everything all at once, but like, here's, here's five clues. And from those five clues, you might find two more clues. And from there you might find six more clues. And so all of a sudden you've got a bulletin board with, with rope and with, with right your exactly.
Speaker: But then because you get, cause you should only have fragments. If you're going that large, um and which Max How long is that campaign? Like, yeah it could run over a year. It could run over three or five. easier to yeah Easy. how How do you run it? And it's how you run it. and And I think that that's where something like the proactive clues come important. important Things like events. You can't decide when midnight at the at the old lighthouse happens. It happens at midnight, and it happens at the old lighthouse. Yeah.
Speaker: what you What you do to get there, what you do when you get there is entirely up to you as players. Yes. Those events are, so those those nodes are are like hard, hard fast. They're going to happen.
Speaker: They're going to happen whether you know They're going happen, yes. They're absolutely going to happen. um ah Going back to ah the the the missing cleric. Sure, yeah. You know, um and you know because that that's why um i like that story, is because it's like, yeah, okay, so they go to the temple.
Speaker: They find out that, okay, so he got he he he went crazy. He was acting very strange, very, very strange. they Supposedly, he was looking at material he wasn't allowed to look at, and they booted him out.
Speaker: Okay. He comes back, and he comes back with a bunch of text, a bunch of stuff. And so the temple says, oh, okay, yeah. So they meet with the guy, and there's just something off of the guy.
Speaker: They don't know what, but it's like, there's something off with a guy. Okay. So boom, there's something, there we go. We got something there. Well, can we see what he was looking at? No, no, because before he was excommunicated, um he came back and he was trying to steal it again.
Speaker: And we understood that he was looking that he, he was, um, but we caught him because he's not good at stealing stuff. And that, uh, he He had hired some orc mercenaries.
Speaker: Luckily, we stopped him beforehand. Okay. So was like, oh, okay. Orc mercenaries. He was like, okay. So there's boom. Now there's another one. Well, you still have the house. So you can still, boom, boom, boom. So you're looking around.
Speaker: so it So how you said how it's like, here are events. So there are things that going to happen. You know, it's like, well, you find out that the orcs are for for Captain Scarbelly, and Scarbelly's getting ready to leave.
Speaker: e So now it's like, well, if you want to find out what his connection is to this, you you got to make a choice. Yeah, you got to go now. You got go get him yeah yeah before he leaves. So this is going to happen.
Speaker: And if you don't get there in time, then that node goes away. Right. Yeah. But it doesn't mean, and again, let's go back to being good GMs. Right, right. We want them to believe that missing that event means that they're not going to get the clues that will lead them to the next node.
Speaker: But right we also know that the clues that are at that event, the three clues that you have there can also be found at locations, you know, three, four, and five. Right, exactly. So having that map in in in drawn out in the way that you you want the, like the way that you, you like imagine it is, is useful. Cause you might draw the map and go, Oh crap.
Speaker: I have too many clues leading to this spot and no clues leading to this. Exactly. This, this node. Yes. Now I can, okay, maybe I need to move the, the matchbook that they find in the library. i need to make them find that at the, at the, at the, ah at the, the major's house, you know, like i need to, you know, um,
Speaker: So, yeah, no, and that's and that's that's a valuable tool, right? At the end of the day, this is just another way to organize your stuff and and not just tell the same boring story over and over and over again. Exactly.
Speaker: Because it could be a mage missing, in ah in in ah in ah in a like or ah a cleric missing at a temple, but it could also be you know an antiquarian missing from Miskatonic University, or it could be the the chief engineer missing from the the derelict ship. or you know but it's it's you're telling the same story, but if you can make it so that it it it feels like the players have a way to to explore it,
Speaker: without it being like, yeah, dungeon room one leads to dungeon. Yeah. Because man, you know even, even, even when you're doing the dungeon crawl, if there are multiple ways to get to the final confrontation, right.
Speaker: Or even better, maybe they go through, you know, they they they got the first door and then it fans out to five other doors. And it's like, oh, my God.
Speaker: And so now, just depending on what where they're going, and here the the final confrontation can move around. doors Doors is an easy thing to say. But now all of a sudden you've got a room with five doors. One of them is broken down, but there's blood coming out of it. Yep. One of them is sealed shut with nails.
Speaker: Yep. what One of them's a stone door with the painting of a tree on it. Yep. you know And it's like, wait a second. Now I have, now I have choices that aren't just like, do we go to this door, this door, this door, to this door? Ooh, do we go in the door where the the danger obviously was? Do we go to the door where the danger is probably, do we go to this magical door with, you know, like, wait, if we know that the, the, the goblins ran out here And we're badly beaten and they were looking for the same thing we're looking for. They probably came out of this door with all the blood. So maybe that's where they've checked already, or maybe that's where they found the thing.
Speaker: Let's, you know, yeah, it, it immediately makes it more interesting. Yeah. Immediately, both for the players and for the GM. Absolutely. Because and now you have that excitement.
Speaker: Being prepared makes it easier and less stressful. It does. It does. It does. And nodes, nodes help with that organization. Mm-hmm. Because even if you are taking the just juggernaut campaign of Mask of Nylethotep, if you stop, breathe, and break that down into nodes, it becomes infinitely easier And i'd I don't have it ready. Like, ah I'd have to pull it out of here and I'm not going to. But but if you look at the beginning of each chapter of Mask and I are Lithotus, there's a drawing of every one of those things.
Speaker: They don't call them nodes. And there's lines that lead between them. And they're nodes. Yeah. That's exactly what it is. Yes. So if you want to know more and you want to like, again, if you want to look into it, ah the, the Alexandrian.net set, right.
Speaker: Is that a, hold on. Let me look it up. Yes. Right in here. Yes. Alexandrian.net. The Alexandrian.net. Yes. um And that's Justin Alexander, who is an any award winning writer or And game designer, he he's got a book that I'm listening to right now, although um the more I listen to it, the more I realize it's not an audio book. You really should have it. It's a workbook and it's called how to be a how to be a game master, um which again, Johnny Awesome was ah it was funny. I was talking to him about it. My my my DM and he's like, yeah, i I'm sitting here beside it right now. I'm using it right now to design our dungeon for today. So it nice it's a good book that I would would highly recommend. And if you if this makes its its way to his ears, Justin, we'd love to have you on the show.
Speaker: Oh, yeah. That'd be awesome. and Oh, my God. Yeah. um In the meantime, you know, let us know what you think if if this is ah ah a tool that you would use, if it's a system that you might use, if it's something you're already using, but you never had a word for it. Let us know. You can find us on yeah just Discord to join our Discord. Just simply join our Patreon, even at the free level, and you can get access to our Discord. ah the The book club's starting. You can have access to join us when we play our our quarterly events. or quarters What are we doing for a book club? We're doing Mothership, right? Mothership.
Speaker: Nice. It's finally getting underway. I think there was a bit of like um analysis paralysis where people were like, well, what day do you guys want to do it? I don't know. know but you How about you? And Weird Candy, Weird Candy. i don't know if you saw this, but Weird Candy hopped in and was like, okay, this is stupid. It's going to be on Mondays because that's the day that best suits my ah my schedule. Let me know if that works for you. i'm like weird for you andy you know but you know And then somebody else came on and said, I can't do evenings because I live in Europe. And he's like, she's like, okay, Sunday afternoons.
Speaker: Done. Done. Somebody just steps in and says, no this is what's going to happen. So that was great. That was great. But it's a great community. It's got a lot of great people on there. Yeah. yeah yeah We got some good ones in there. yeah It's finally coming along, but it's good job. Good GMs. It's starting to starting to get some people. So love it. Join us on YouTube as well. Join. we we We're about to hit a a milestone of of subscribers. If you can help help us do that, we'll be a happy. couple of dudes. And and otherwise, yeah, keep watching and be good.
Speaker: Any last crazy thoughts? Oh, any any takeaways from this? What's the biggest thing you can you can use this for? How would you use no theory? Don't railroad them all the way. Mm hmm.
Speaker: I'm kidding. I'm kidding. Node it up, baby. Node it up. nope Yeah, nodes are great. Nodes are great. And and if you node, you node. nice.
Speaker: Sorry. Bye. Bye.
Speaker: Thank you for watching. If you like or dislike what you heard, let us know. If you want to suggest an idea for an episode, ask the host a question, or just tell Chuck and James what you really think of them, join our communities at patreon.com forward slash good GM's podcast, or find us on the usual social media platforms.
Speaker: For now, I'm E.E. Morris, and you're all good GMs.
Speaker: We are so grateful to all of our Patreon supporters. At the gooder level, Weird Candy. At the good level, Carl Kiesler, Preston DuBose, Francis, Grouchy Lenny, Eric the Overseer, The Neen Valley Role Playing Association, Johnny Awesome,
Speaker: And me, yes, E.E. Morris. I put my own money to back our projects because we're all good GMs.






