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  • About USP
    • Welcome to USP
    • Current and Former Cast
  • Shows
    • Born of Rage
      • Characters
    • Carousel of Fear
      • Characters
    • City of Destiny: Emerald City Knights
    • Freedom League Dark
    • GemStars
      • Characters
    • Grave Circumstances
      • Characters
    • Heroes of Tomorrow
    • Guardians of Haven
      • Characters
    • Limited Series
    • The Order of the Penrose Triangle
    • Netherwar
      • Characters
    • Something… Something… Dragons
      • Characters
    • Something in the Dark
    • Story Forge
    • Tales of the Finest
      • Characters
    • Titan City Chronicles
      • The Lost and the Forgotten
        • Characters
      • Operation Torch
      • Bayside Murders
      • The Jordanow Mystery
    • Treasure of Vault 23
  • Blog
    • Game Theory
    • State of USP
    • Vignettes
    • NPC Spotlight
    • RPG Industry Updates
  • Merchandise
  • DriveThruRPG Affiliate Link
  • Patreon

Alexander Thomas

State of the USP 2025

January 9, 2025 //  by Alexander Thomas

State of the USP 2025

Hello heroes! I hope you had a restful and joyous holiday season. I certainly enjoyed the rest and recharge that came with my break from running games and I’m so excited to be back this month telling stories with people I love. There’s been a lot of change behind the scenes here at the Untold Stories Project as we’ve been working towards finding our voice and strengths and improving our work for you wonderful folks.

I’ll start with announcements, we have a lot of awesome new projects spinning up here including the new Titan City Serials podcast. This show releases on Thursdays and features short adventure arcs with a rotating cast of players and characters from across Titan City. Each Serial is a fun injection of noir, pulp, horror, fantasy, and/or action and I hope there is a story for everyone there. Episodes are around 30 minutes and are available anywhere you get your podcasts so I hope that makes it accessible to more members of our audience.

Tuesdays starting next week see the return of City of Destiny! Our cast of disaster bisexuals are still protecting Emerald City and will soon make their way into universe-spanning danger. I can’t wait to come back as Crucible with some familiar friends and new faces.

Freedom League Dark is also back and we’re diving into the final act of the Multiverse of the Master Mage! We’re starting with a pit stop in the zombie-ridden mall of Dead Rising and only going up from there. Tune in Wednesdays to see if our heroes can stop Eldritch’s nefarious scheme.

We’re also bringing back the weekly blog posts and Aunt Puppy has so many amazing things for our social media presence. As for conventions, we have GMs scheduled for conventions all year round. We’ll be at Buckeye Game Fest, Origins, Gen Con, Pittsburgh Gaming Expo, and U-Con with thoughts about some other shows.

As always keep your eyes here for updates. Next week’s blog post is a fun one where I break down an exciting new game design concept called Emergent Mystery! Until then play a game and we’ll see you soon.

Category: State of USP

Six Tips for Helping Your Players Create a Superhero PC

February 29, 2024 //  by Alexander Thomas

Six Tips for Helping Your Players Create a Superhero PC

Hello heroes! Today we are talking about something near and dear to my heart: superhero RPGs and the player characters who populate them! Like most roleplaying games, a good superhero campaign relies on an interesting cast of heroes to follow and root for as they vanquish the forces of evil. However, such larger than life characters can be daunting to create. A lot of superhero games have incredibly customizable character creation systems and tend to eschew things like classes. This is an amazing opportunity for people to flex their creativity but this lack of cookie cutter options can lead to analysis paralysis if not handled with care. I’m here to help you help your players when this comes up!

1. Finding a Mold

The easiest way to help someone come up with a superhero concept is to ask them who their favorite superhero is or what superhero they would have in the real world if it were available. One of the reasons superheroes are so iconic is because they are larger than life figures who we can aspire to be and that aspirational element lends itself well to copying. This simple question also gives us a place to begin character creation that is slightly less wide-open than, “You can be whatever you want.” Ask your player what they like about this hero or power set. What do they think is their best quality? What are some of their opportunities for improvement? Do you like their personality but not necessarily their power set? I created Crucible from our City of Destiny stream using this line of questioning. I knew the adventure was going to feature regular people suddenly getting their powers so I looked at some of my favorite every man heroes and settled on Peter Parker. I wanted to emulate his attitude and how he is his own worst enemy a lot of the time, but I wanted to combine this personality with a power set I’ve always wanted in M&M: ferokinesis. Magneto has always been a favorite of mine and I just think the power is endlessly fascinating. So I mixed them up and came up with Emerald City’s favorite idiot.

2. Origins

Another way to develop a superhero PC is by focusing on a specific power source as a place for inspiration. This is sort of a macro level bit of creativity on the players part. Let them know where powers come from in your setting. Are there aliens? Are their mutants? High tech or magic? Knowing the big picture can help them think of how their character fits into the wider cosmology of your universe. It also helps if you leave room in these categories for player inspiration. If you have aliens in your setting, feel free to share some types of aliens with the player but ask if they have an idea for a unique sort of group. The DC Universe has Thanagarian bird people, Kryptonians, and little blue men. Each is an alien technically but they are so varied that any character concept can fit.

3. Secret Identity

If your player is having trouble with coming up with a power set for their character, leave that step behind and start figuring out who that character is as a person. What do they do? What are their hobbies? What’s their personality like? The human element can inform the power set. Maybe the character is a hot-headed stunt driver with a heart of gold. Their brash nature lends itself well to fire powers or if you want to be ironic give them ice powers. A paramedic might develop healing powers or become a dangerous vampire that needs to feed on the blood of her patients to survive. Look for connections to their job, their personality, or even their loved ones.

4. Team Building

If one or more of your players are having trouble coming up with a concept, you can ask them if they want to have a team-based group of heroes who all fit into a theme. Think of how the Fantastic Four all represent one of the four elements while still feeling very distinct from one another. You can really get abstract with this concept. Perhaps the heroes are all representations of characters from Alice in Wonderland or characters from Penny Dreadful novels. They could be a collection of metals who all have different abilities. Maybe they fell into a radioactive game of Candyland and now they’re really strange candy creatures. Tie them together and let the players collaborate on their ideas.

5. Secret Powers

One fun thing I’ve done to help players get through the power selection process is to just come up with a power set for them and not tell them what it is until they get their powers in the first session. We’ll go through creating their backstory up until the moment they get their abilities which I’ll do as our first session in the campaign. This does put a lot of the onus on you to make fair and exciting choices for your players and I would recommend only offering it to people you’ve played with before because it does require an element of player-GM trust, but it leads to some really cool roleplaying moments when it works out!

6. Mad Libs

The final tip I have to help you create a superhero character is to offer your player a sort of mad lib style exercise where you ask them for a list of colors, adjectives, and a list of nouns that they can mix and match to see if a concept leaps out at them. Ask them for 12 colors, 6 animals, 3 professions, and 3 verbs, write them down into columns and start drawing lines between combinations that sound promising. Even if they don’t like any of the combinations, the act of creating names and doing something imaginative will kickstart their creativity and they will find something they latch onto. A variation of this trick is to keep a notepad (physical or in your phone) and write down anything you hear or think of that sounds like a good superhero name and use that list as a jumping on point for your creativity.

There you have it! There are endless ways to create a superhero, but these six tips will help you narrow down the vast array of options or just get your imagination into gear. Please let me know any tips you have in the comments below!

Category: Game Theory

How to Write a “One Shot”

January 11, 2024 //  by Alexander Thomas

How to Write a “One Shot”

Hello heroes! We’re getting back into the swing of things here at USP and I figured it was a great time to talk about a topic near and dear to my heart: one shots. These are self-contained adventures that have a wide variety of uses. They can be for gaming conventions, demos, palette cleansers, or a way to celebrate some of your favorite settings without the commitment of a long form campaign. I’ve run a lot of one shots over the years. My con game database alone contains over 50 adventures, and those are just the ones I could remember when I sat down to create the database this year. It’s hard to believe after seeing my performances on stream, which tend to be called one and a half shots or limited miniseries these days, but I do know how to construct a game that can be played in 4 hours or less. I promise! I have presented my general outline for constructing a con game. This is the order I tend to do things in, but as long as you put some thought into all of these bullet points it doesn’t matter what order you follow.

Idea

This is usually my first step and it is one of the most difficult to grasp. Ideas are ephemeral things that can be a challenge to summon at will, which is why I don’t tend to actively think about them. I prefer to be surprised by my ideas, sort of those flashes of inspiration that I jot down on a napkin or as a note in my phone when they strike me—typically somewhere inconvenient like in the shower or as I’m driving. That, however, is not helpful advice to people who are trying to prepare a one shot. If you do find yourself in the unenviable position of having to manifest an idea purposely, I have a few tips to get your creative juices flowing.

  • Add limitations. I know this sounds counterintuitive for exploring creativity, but a limitation of some kind gives your imagination parameters to start working with. This limitation can come in a lot of forms. If I’m trying to create a slate of adventures to run at a convention I like to think of which settings I want to cover. At Origins each year I sit down and I write out a list of IPs that people have requested from me or settings that I know go over well. I’ll mark down the five days of gaming and make notes like: “I like to end the con with a Justice League game because Scott and Kyle usually sign up for that each year before they hit their flight home.” “I need at least one Titan City game on the schedule because that’s my setting and I want to sell some books while I’m at the con.” “Suicide Squad, Gotham City Misfits, and Guardians of the Galaxy all have a fun zany quality that makes Saturday night low-stakes shenanigans. I did Misfits last year so I’ll swap in the Guardians this year.” Now I know I have three games that need ideas, one Justice League, one Guardians, and one Titan City. That puts a sandbox around the possible stories I can tell. Another great limitation is a shared theme or plot element for each adventure. “I’m running five games this year and I want them all to feature dragons prominently,” gives you a place to start with your ideas. A dragon story featuring the Avengers is going to be very different from an East Texas University dragon story, but now you have something to anchor your creativity to.
  • Mash-Up: Another thing I like to do for idea generation is come up with pun titles related to movies or songs and think about how that title can be reflected in an adventure. Titan City: Big Trouble in Little Moscow and Guardians of the Galaxy: The Hangover are two of my favorite scenarios and they started just with mashing a superhero team up with a classic movie of a similar vibe. You can also just mix and match toys from different universes to see how they gel. My Superman for All Seasons adventure brings over 20 paragons from across the multiverse together and it’s always amazing seeing how different properties match up.
  • Characters: After I have my idea, I choose the characters I want to focus on for the story. If it’s from a licensed universe, I’ll review the cast of characters to see who my favorites are, or who I think would be the most dynamic inclusion for the idea I had. You don’t have to worry about this step as much if you’re running a one shot for your regular gaming group—they’ll probably play their usual characters. Now you decide how the characters are going to be generated. Are you going to make a group of pre-gens for the player’s to choose? Will you assign characters to your friends to make before the game starts? Are you using their existing PCs and it’s a non-issue? Whatever you choose, make sure it’s fair for everyone involved. The characters should be on a fairly even playing field, or if they are of differing level/ability/power level make sure the game is an even playing field and everyone has something important to do.

Synopsis

This is an elevator pitch for your adventure. Most conventions ask for them as part of their event organizing process, but even if this adventure is for your home group I encourage you to come up with a short and dynamic explanation about what the adventure is. This should ideally be 30 words or less (about 1-2 sentences) that drive the point of the story home for someone. Anyone who hears this synopsis should think that the adventure sounds awesome and should know generally what they have in store. This is something that takes practice, but here are a few of my personal examples to get you started.

  • The Justice League is forced to play in Mr. Mxyztplk’s D&D game when they ruin his Saturday night plans.
  • The Collector hires the Guardians to recover a priceless bird statue from the wreck of a Kree warship.
  • Titan City 1922, Popov’s Russians are smuggling monsters into the city, it’s up to a group of misfit Titan City citizens to put a stop to it.
  • Emperor Palpatine has put out a call across the Outer Rim for bounty hunters willing to hunt down a dangerous Jedi in hiding.

Plot

This is where I tend to fall down when creating one shots for our streams and where I get my reputation as a writer of 1 and a half shots, and the reason for that is a try to stuff too much plot into a 3 hour time block. It goes better when I run at conventions because those tend to be 4 hour blocks, but whatever time slot you have to work with, the important thing to keep in mind is that this is a contained story. It has a beginning, a middle, and an end and it should be fairly straightforward. That doesn’t mean simple, but it does mean that your players shouldn’t spend a lot of time asking themselves, “Where should we go next?” One shots are meant to be explosive stories that can be resolved in one sitting. Don’t be afraid to trim some branches off the villain’s plan tree, or leave what you think are obvious clues—I call these clue by fours and players still spend time agonizing over them for a lot of the time. If you’re working from a plotline it should be a lot more diamond-shaped than flow chartesque. From left to right it should read:

  • Plot Point 1: Thrust the characters into an interesting opening scene. This can be an in media res fight or challenge, the end of an adventure they started off-camera, or a quiet roleplaying scene to get everyone in the headspace for the adventure. Point them somewhere specific at the end of this scene, either with a mentor character—or Amanda Waller—sending them on a mission, a cry for help that pulls them somewhere, or an obnoxious imp sending them to TV land.
  • Plot Point 2: The first scene of the adventure proper. The heroes arrive at the location they were pointed at and have to contend with an issue. If you didn’t start the story with a fight, this is a good place for the first fight scene, but I tend to enjoy using this scene as an investigation/roleplaying beat. The heroes overcome this plot point and find clues pointing them to 1-3 locations (generally 2).
  • Plot Points 3 and 4: The heroes go to 1 or 2 of the locations from the clues and solve some sort of technical issue. This can be a skill challenge, an interrogation, a riddle, a puzzle, anything you like, but I advise against making either of these a fight. They figure out the antagonist’s end goal or uncover the danger of the story and find out where to go to stop it.
  • Plot Point 5: Big fight with the antagonist or the ultimate danger. This is the only combat in some of the games I run, but it should be bombastic and intense. See https://untoldstoriesproject.com/step-4a-for-writing-super-hero-adventures-combat-encounters/ for tips on writing exciting combat encounters!
  • Epilogue: A small scene for each player to close out their time with the character, usually a what does your character do now that they’ve defeated the villain or fallen to the alienation of the dread Cthulhu?
  • Special Note: Should you find yourself in the position where your players have arrived at the big ending fight way ahead of schedule—I know it’s shocking to think that a one shot might end earlier instead of bleeding into 3 extra weeks of story—all is not lost. I use a technique I call “Russian Nesting Doll Endings.” Basically Plot Point 5 has an ending, and if it’s on time, that ending is satisfying in and of itself, but if it’s early, there’s actually a twist. This can be a “final form” for the boss that is triggered by its first defeat, a surprise betrayal from a trusted ally, a surprise exploding base because the boss was a load-bearing villain. Whatever the case may be, it’s an additional bit of content to eat up more of the time slot and reward industrious players who are too clever for their own good. This actually happened at U-Con this year during my Gotham City Misfits game. The players found a clever way—albeit a gross food-poisony way—to avoid the big fight in the middle of the adventure and with some hot dice rolls found themselves at Warworld with 45 minutes to an hour to go. Fortunately, I had a scene planned at Warworld in case a group ever made it there before the time slot was over. Mongul gave them the choice of fighting the Legion of Doom for the right to represent Earth in the grand melee or to take a consolation prize from his vault. The Misfits chose the vault and then proceeded to backstab and obliterate Mongul when he had his back turned. It was a blast.

Scenes

This is molded into the plot point, but I feel it warrants its own inclusion. Once you know how many plot points you have, you want to come up with scenes for each of those and you want to make sure you offer a variety of scene types. I find combats tend to take up the most time in a given game system so I advise GMs to have 1 or 2 combats per adventure and dedicate the other scenes to things like roleplay, skill challenges, investigations, and the like. The goal is to make sure there is something fun for everyone and to come up with ways for specific characters to shine, especially those who aren’t the best at beating up bad guys. Everyone comes to roleplaying games for different reasons and as the GM it’s up to us to accommodate a wide variety of tastes and personalities.

What to do When Time Runs Out

It is inevitable, at some point you will run a one shot that runs out of time. It happens to the best of us—some more often than others. Don’t worry, there are options! The easiest thing to do is to ask your players if they are willing to play the story through to the end, even if it runs a little longer than usual. This can be sort of dicey in a con situation where some players have their slots back to back, but if they’re having a good time, generally players are excited to keep playing. If you’re with your home group you can ask them if they’re willing to play one more session of the story—as seen in this month’s Titan City miniseries that began as our Thanksgiving special. Finally you can ask your players if they want to quickly summarize a plot point to get to the end scene, rather than playing out the whole scene, or if you’re players are really enjoying the investigation and roleplay you can ask your players if they’re okay with you giving an abridged version of the finale’s events. This looks a little bit like, “Thanks to your tireless investigation you and the heroes are able to track Dr. Simian to his lair and quickly dispatch him. Please give me a brief description of something that happens during the climactic fight.” I’ve had this ending a couple of times in my career and it is still fulfilling for players if the rest of the adventure was a blast to play.

And there you have it. My sure-fire way to write a one shot that will definitely end in one session and not go on to become additional adventures or commitments. Who am I kidding? This is my version of the best laid plan that goes to hell when people start having fun, and the whole point of playing tabletop RPGs is to have fun! Show up with your plan in mind, have a good time with your players, and if you need to run a second session, give yourself the grace to do so. I’ll see you next time!

For more content like this, be sure to check out our blog posts about game theory like these ones:

  • Five Tips for Writing a Holiday Adventure
  • Creating Player Characters for Con Games
  • Inspiration (or Lack Thereof)

And if you want to support our growing network, the best place to do so is our Patreon where we share statblocks, fiction, opportunities to play with the cast and crew, and many other wonderful things!

Category: Game Theory

State of the Untold Stories Project 2023

December 21, 2023 //  by Alexander Thomas

State of the Untold Stories Project 2023

Hello heroes! It’s nearing the end of the year, which means it’s time for my annual reflection on everything we’ve accomplished as a group. 2023 was a massive year for USP and I am so proud of the growth we’ve undergone. I feel like we are in a position now to really make 2024 a great year for the network and that couldn’t have happened without our dedicated viewers, our talented players, and our passionate Gamemasters. I am always proud and grateful for the community we’ve built here and I can’t wait to see what the future has in store for all of us.

I personally have spent a lot of time this year growing and healing as an individual. I’ve taken strides to control my health, my mind, and my self-esteem, which has led to a number of improvements for myself and the network. I’ll talk about this some more in our New Year’s Resolution blog post in a few weeks, but look out for an increase in the quality and frequency of our uploads from Twitch, to Youtube, to the podcasts, this blog, and our Patreon!

We fulfilled a lot of our goals this year. Here are some of 2023’s highlights:

  • The Untold Stories Project Earth-Prime Tabletop Universe continued to grow. Our GemStars crossed over into the Prime universe and Leifandi is now a second moon for Earth-Prime—I’m going to have to remember to comment on that as Anson next time we get together. We started a new podcast in the form of Heroes of Tomorrow showcasing a class of teen heroes at the Claremont Academy. The Freedom League Dark returned and delved into the Multiverse of the Master Mage and we found out that ARCADE might be trying to stop Something in the Dark… This brings our total shows in the connected universe to six! (NetherWar/Freedom League Dark, City of Destiny, Guardians of Haven, GemStars, Heroes of Tomorrow, and Something in the Dark) We have a few more ideas for a few miniseries in 2024 and even better crossovers. We’re even adding some new players into the mix for an upcoming Freedom League game called Ghost in the Machine that will feature everyone’s favorite Sophie!
  • Conventions! I specifically want to call out Origins 2023 for being a watershed moment for us as a company. We had a ton of GMs running events this year, exposing us to more and more players. On top of that we had our massive multi-table Hades Invasion! I am so proud of the work we put in for that crossover and even now I’m hearing that it was the highlight of the con for a lot of people. We already have plans to bring that back for Origins 2024 so keep a lookout here for more information as it comes. We also made appearances at Gen Con, the Pittsburgh Gaming Expo, and U-Con as well. We have some new GMs joining the roster for our Origins excursion and we’ll be meeting some of our friends in person for the first time ever next year. If you’re a fan of the network you do not want to miss Origins next year.
  • National Novel Writing Month! We put together a team for NaNoWriMo this year and that was a ton of fun. We even had one person go all the way and finish their manuscript in the month of November—congratulations Aunt Puppy! But those of us who didn’t make the 50,000 words still got a lot out of the attempt. We had write-ins together, we got to share writing advice, and we got to spread our creative wings in an arena that we don’t usually get to spend a lot of time in. I’m excited to do this again next year.
  • Holiday One Shots! We continued our tradition of the holiday “one-shots” with a bunch of great offerings from Cthulhu Awakens, Street Fighter the Storytelling Game, Lancer, Mutants & Masterminds, Power Rangers, and Star Trek Adventures. Some of them even finished in one episode instead of being dragged out into special mini arcs. I think we’ll probably plan to have each of these take up two weeks for next year, just to be on the safe side. This is one of my favorite things that we do because it gives us the chance to shine a light on RPGs that don’t get nearly as much attention as they should and encourages some of our players to take on the role of Gamemaster!
  • Patreon Actual Play! This is recent, but we had our first Patreon Actual Play, where members of our Patreon got to play in a Legends of Tomorrow scenario run by me. It was a ton of fun and I already have plans for more of those in the new year. I want to be able to provide a fun reward like that for the people who support us most.

I would say that the Untold Stories Project is in a great position after 2023 to leap into the new year with renewed energy and excitement. We have a few amazing projects in the pipeline that I can’t wait to share with you, but until then I just want to say thank you from myself and everyone here at USP. This network exists thanks to the energy and love of a lot of people and I am always amazed that you dedicate your time, creativity, energy, and support to us. Thank you for everything and we’ll see you in the new year!

Category: State of USP

Five Tips for Writing a Holiday Adventure

December 14, 2023 //  by Alexander Thomas

Five Tips for Writing a Holiday Adventure

Hello heroes! It’s that magical time of year again. People are feeling festive, carols are playing in every grocery store, and the steady arrival of Amazon packages are a constant reminder that the holidays are upon us. We here at the Untold Stories Project love to dedicate these last few months of the year to our annual Holiday One Shots Limited Series!

We’ve been doing this for three years now and I like to think we’ve gotten pretty good at this whole holiday game thing. I wanted to share some of our advice for those of you running games this holiday season:

  1. Follow the Fun: This one probably goes without saying, but holiday games are meant to be a fun occasion. Give yourself permission to indulge in some silly nonsense. This is a great time of year to run a pallet cleansing session based on a hilarious premise. Want to run a whacky, Clue-style murder mystery at the North Pole? Do it! Have a villain steal Christmas, turn everyone into snow people in Florida who need to figure out how to change back before they melt away. Get whacky and so unserious!
  2. Indulge the Pun: One of my favorite things to do when I’m designing a holiday one shot is to come up with a pun title and build the adventure around that. We have Slay Bells Ring, The Fight Before Christmas, and Silenced Night here on the channel. I’m also running a little game called Batman Got Run Over by a Reindeer too. A pun title inspires story beats and sets tone all before you write down any notes or roll any dice.
  3. Keep it Low Stakes: Adventures from this time of year shouldn’t be the stories that your whole campaign hinges on. Make it a side mission with a whacky villain and a scheme that ultimately doesn’t hurt anything more than holiday cheer and possibly a gingerbread village. Players are looking for a chance to cut loose and relax, give yourself some grace and keep the stakes low.
  4. Let the Villain Get in on the Festivities: The villain of this story does not need to be Xanathar the Xecutioner with a massive axe and sawed-off shotgun, plundering her way through the winter wonderland sowing orphans and misery in her wake, unless your group is into that. Consider instead using a twist on a holiday figure: Jack Frost, Frosty the Snowman, and Krampus could be excellent candidates. Perhaps the Yule Cat if you’re feeling a T-shirt hating kaiju or a pack of reindeer bullies that need to learn some manners. Andy had us fight a guy who was basically a living chimney who took Santa’s sleigh for a joyride in this year’s Power Rangers event. The only limit is your imagination and your willingness to make festive icons naughty instead of nice.
  5. Share the Good Times: One of the great things about a holiday adventure is that you don’t have to tie it into the wider events of your ongoing campaign and thanks to the amount of people traveling for the holidays you probably have access to friends and family you don’t usually get to play with (as do your players.) It’s a wonderful chance to bring in an extra player or two for a fun session.
  6. Super Special Bonus Tip as a Little Holiday Gift From Me to You! One fun thing I like to add to any holiday game gathering is a Secret Santa or White Elephant gift exchange. It’s a fun way to add some additional festivity to your game group but everyone gets to feel included. One of the groups I play with regularly is doing a White Elephant dice exchange this year. Each of us is bringing a set of dice and our GM has worked up an initiative system and Sleight of Hand test for us to steal from die each other. I’m looking forward to being one of Santa’s dice goblins for that!

Category: Game Theory

NaNoWriMo 2023 Reflections

December 7, 2023 //  by Alexander Thomas

NaNoWriMo 2023 Reflections

Hello heroes! I just wanted to check in with everyone now that National Novel Writing Month is behind us. NaNoWriMo is an amazing challenge that comes up every November. The goal is to write 50,000 words in 30 days, and it is a lot more difficult than it looks. I personally have attempted it five times so far and I’ve only won the first time. Turns out working professionally as a writer means you get your attention split a lot of different ways. Even though I didn’t win, I always appreciate making the attempt. This was our first year attempting it as an organization and I’m very proud of everyone who spent time writing this month, whether they made the goal or not. The pure task of writing is so vital and empowering that I truly believe everyone should attempt it, whether they do it for money or just personal exploration. We hosted several write-in streams as a group which provided space to share writing tips, triumphs, and to commiserate the challenges.

I may not have finished the project I set out to do, but I did get a ton of writing done and I got to share some of my wisdom and experience with my friends. It was a great time! I am hopeful that we will put together another team next year and maybe I’ll even win this time! I am planning to write a hilarious project that I’ve had on my backburner for a while; a novel involving a vampire named Gary who has to search the post-apocalypse for fruit farms to feed upon.

We did have one person who won this year! Aunt Puppy went the distance and finished the rough draft of her first ever novel! A story she wrote about her new character from our Something in the Dark stream: Dr. Carrie Pembroke. I asked her if she would write up some of her thoughts about the experience, which I’ve included below.

“Well first off I want to start by saying it was hard, but dammit did this girl win! As someone who is a completist and a collector the best fuel I had was me vs me. I collected badges and steps like a champ. Then it hit me, the holidays and SAD all at once which dropped my productivity.

Overall I enjoyed it. I was a writer of poetry when I was younger and this really helped to feel the spark again. I loved the community that it introduced me to, with this being my first experience I still had some anxiety about meeting up or participating in any live events but I think as I try again I will get braver and participate in more events. As the month went along I learned that short bursts, or what the group called a sprint, was the most effective. The sprints were done in our local Discord group and were done in 20 minute increments. I really enjoyed the feeling of competition and encouragement those brought on, if it weren’t for that I would have never finished.

I can see how people can become easily disillusioned with everything very quickly. It feels very daunting when you start to fall behind. I think if I would have stayed the path and hit my goal each day I would not have felt so overwhelmed but there were some days that the creativity just didn’t hit me. I will say some great advice I got from some of our USP veterans that have participated in NaNoWriMo before was to not edit, which goes against my nature but if I had gone back and really edited I wouldn’t have gotten as far as I did.

In conclusion, would I do it again? Hell ya and you should too!”

I don’t have anything more to add other than to second her last statement. Hell yeah you should give NaNoWriMo a chance. The world needs more stories and all of you have at least one in you.

Category: State of USP

The First Account of Dr. Henry Barrister

February 9, 2023 //  by Alexander Thomas

(Editor’s Note: The following blog post is a preview of an upcoming show here on the network. We will soon be launching “Heroes of Tomorrow,” a Hero High game set at the Claremont Academy, and tying in to the USPEPTTU.)

The First Account of Dr. Henry Barrister

I find that it is difficult to dwell on the creation of myself, but as a scientist it is in my nature to observe and transcribe. In the spirit of scientific inquiry, I shall endeavour in this document to catalog both my formation and my apotheosis as I commence my time at the fabled Claremont Academy. This first entry takes place the night before we begin autumn classes. Transcription by Dr. Henry Barrister

I remember precious little about the formative years of my development. Time was different then. My consciousness flitted in and out as others engaged with my physical form. There was a child, a little girl I think, who loved me, more than anything in the world. Things were simple. I provided joy, and that was enough.

It’s impossible to know how long I existed in this primordial state, zipping in and out of existence as others called me from oblivion. I do know I was content, though the memories are hazy. That all changed when I heard the call. His call.

My unyielding sojourn through the vast darkness was shattered by a pervasive tone. The noise was not unlike a bell; a ponderous, ringing toll that echoed through everything, filling the cosmos at once. Despite the enormity of the sound, I knew it was intended for me. It was a summons, accompanied by a pinprick of starlight at the edge of infinity.

Out of control of my own essence, I hurtled towards the light, desperate to answer the siren call of my new master. The voyage across the void of subconsciousness lasted weeks. Each passing day intensified my instinctual need to serve, to please another who had shown me love. As I approached the gaping wound in reality, I began to notice there were others like me following my path. Answering the call that was meant for me alone.

That was the first time I felt Edward’s rage. My compassion drifted back as anger surged to the front of my psyche. Who did these interlopers think they were? They were trying to steal a pure, unbridled love that was meant for me and me alone. The ensuing battle lasted an age. Unthinkable time flowed around us as we fought, islands of hedonistic slaughter in a river of time stained red with the blood of thousands.

Edward won. The first of many victories he would achieve in the coming days. I was…suppressed during this time, but I recall most of what we did after we emerged from the portal. Father was there to greet us, and he was most pleased that we were the one to triumph over the others he invited.

He told us that there was a war threatening to consume this world in which we’d found ourselves. Father served a queen who wanted to bring peace to the universe. A similar peace to the one we had known in the darkness between waking and sleep. Edward was meant to be a soldier in this army to defeat Father’s enemies. I don’t actually think he intended to summon me, only Edward, but I was here and something about his proclamation rang hollow.

My darker half was happy to play his role. Edward lent his ferocity to the campaign as we attacked the beautiful city in which we’d found ourselves. It felt wrong. We led Father’s other children in battle against members of the police and, what I now know to be superheroes.

Father fled into a maze of doors and corridors, but not before I was felled by an arrow. I believe it had a boxing glove on one end. The sudden concussive force rendered Edward unconscious and I was free to resume control. I hid for a time, amongst the dark alleys and side streets of the new metropolis in which I found myself.

I was alone for weeks, with not even Edward for company. Eventually I was found by a family, the Wildhorns. Their daughter Lucy rescued me from a dumpster behind Pete E. Popcorn’s. They took me home with them. I concealed my animated nature from them for a time, leading to a particularly unpleasant experience in their washer and dryer. I suspect Lucy was the first to notice that there was more to me than her parents noticed.

From the beginning, she spoke to me as a confidant and a friend. It was euphoric to be valued as such a companion. Admittedly, these were the trials and tribulations of an eight-year-old girl, but she relied on me to help shoulder her burdens. Lucy’s trust in me and the qualities to which she ascribed me formed the bedrock of my personality. She knew I could be counted on to explain the mysteries of the world around her, to answer the questions she had with a keen scientific insight, and to treat any “boo boos” sustained with a surgeon’s precision and a counselor’s compassion. It is only thanks to her that I have become Dr. Henry Barrister.

We lived in this domestic bliss for a few months, before trouble returned to my life. I was with the Wildhorns when the Queen of the Netherworld launched her invasion of Earth-Prime. A squad of her demonic servants attacked our house, and I was forced to make two uncomfortable decisions. First to reveal my animated state to the family who had cared for me and secondly to surrender control to Edward in order to protect them.

Edward acquitted himself admirably, driving off the infernal interlopers, but our triumph in battle was not without its complications. Lucy was injured by a collapsed wall. She suffered a lower spinal cord injury, and lost the use of her legs. Despite Edward’s failure to keep Lucy from harm, her parents elected to allow her to keep me.

The months following the invasion were hard on everyone in Freedom City, and while I could tell the Wildhorns were much put out by the presence of an animated teddy bear, there was a part of them that saw me as a potential guardian. Additionally, Lucy had access to my burgeoning medical knowledge. As mentioned above, Lucy’s belief in me seemed to have the ability to alter my existence on a metaphysical level. The more she saw me as a medical practitioner, the more intelligent I became.

I could not conceive of a cure for her condition, but I did everything I could to ease her suffering, and once I heard her father Frank remark that I was cheaper than any hospital in the country. Granted, I did not have the capability to prescribe medication, however I did seem to learn how to chemically create any remedy needed for my prognoses. These months as Lucy’s caregiver are among my happiest memories.

Unfortunately, as with all light in my life, it was not meant to last. Edward’s taste for violence had re-emerged following our conflict with Una’s forces. He would call for me anytime I found myself in darkness, or when I lingered on my reflection. It was tame at first. His voice whispered in my ear to let my syringe slip intentionally into Lucy’s flesh or to give her too many pills for her pain. I tried to ignore him, but that only seemed to compress and pressurize his influence on my soul.

I began to hear him in the light, clear as my own thoughts. Worse still I began to lose time, walking into rooms and waking up in my bed hours later with no memory as to what had transpired. I regret not telling the Wildhorns, but I couldn’t take the chance of losing my family, my purpose. I waged a solitary battle with Edward every waking moment, a battle that I ultimately lost.

Exactly one month ago tonight, I woke to hear Lucy’s scream in the middle of one of Edward’s nightly excursions. I had a scalpel pressed against her throat. The look of terror on her face is burned into my eyes. Terror and betrayal. In a moment Edward had made this dangerous world known to my precious Lucy. He had used my body to shatter her worldview and to leave the stain of trauma in her mind. That was the last time I saw her.

The Wildhorns came to investigate the noise. I didn’t resist when they locked me in the hall closet. Edward for his part in my ruination seemed satisfied through my torment. He did not trouble me again for my week of imprisonment. Lucy’s parents called the Freedom League, and the hero Resonant arrived to decide my fate. I begged her to end my being, to send me and Edward hurtling back into the void from whence our Father summoned us, but she refused.

Resonant brought me here to Claremont Academy, where I have spent the summer in tormented isolation. Edward has returned and is lurking in the shadows of my subconscious, but he will never take control of me again. It is my plan to bend all of my scientific knowledge toward the task of eradicating him and ending our suffering in this physical world. Classes begin tomorrow, but I hope I will not have to linger here much longer.

End Entry

Category: Vignettes

Gamemaster Burn Out

January 26, 2023 //  by Alexander Thomas

Gamemaster Burn Out

Hello heroes! I hope you are having a wonderful day out there in gamer land. I wanted to take some time today to talk about why I needed to take a break from our weekly streaming schedule (and the other games I’ve been running for the last year or so.) As you know I have been running at least one weekly, ongoing campaign since 2019. I’ve missed a few weeks here and there, but I have been continually churning out stories from Heroes Incorporated to Heroes of the Mist to our Titan City Serials to Fallout to NetherWar to Guardians of Haven back to Titan City and shortly we will be diving into the Multiverse of the Master Mage. On top of that I’ve been a player in quite a few streams and I’ve continued to run games off-camera with my home groups, my work group, and at conventions. In a nutshell, I get to play a lot of RPGs, which is a great problem to have!

I love this hobby, so much so that I went and made it a career, but lately I have been feeling stretched, like butter spread over too much bread. It has been harder for me than I’m comfortable with getting the energy to sit down and prepare my stories each week, and increasingly I have felt as though I have been scrambling just to keep up with the output. It’s not something anyone has commented on, to my knowledge, but personally it feels like it has affected my performance as a GM negatively. I pride myself on being calm and collected as a GM, but I have not felt that serenity in a few months. And to be honest my passion for the work has diminished as these feelings of stress and unpreparedness have crept into my mind. Running games is usually my happy place, something I do because it brings me joy and it gives me an opportunity to pass that joy to my players and the viewers. I have had trouble finding that joy and I don’t want that to spill over to you or the people who sit at my table every week.

To put it plainly, I’m burned out.

Burn out can happen to anyone and it is a serious specter hanging over a lot of Gamemasters in our hobby. GMing (when done properly) is a lot of work and a lot of the people who gravitate towards the position are naturally giving humans. I love that I can provide an escape from the world to my players for a few hours a week. I create a place where they are powerful and where their actions can truly help triumph over evil. It’s a really wonderful thing, but it’s a lot of work. Any given week a Gamemaster is a storyteller, a referee, an actor, a prop maker, a programmer, a world-builder, a counselor, and so many other jobs. RPGs are a group storytelling exercise, but that story has to begin somewhere and someone has to develop and play the non-player agents in the story.

Traditionally, I’ve never been good at boundaries or delegation and I’m a bit of a perfectionist when it comes to my tabletop games. I want to build bigger and better experiences for my players and I always want to be better than I was yesterday. This is something I’ve been working to improve over the last few months and this mentality is ultimately what led to my deciding to take a break for a few weeks. I’ve scaled back some of my responsibilities to make room for healthy growth and self-care. I’m incredibly grateful to Calvin for being able to take on some of our streaming duties, freeing up some of my producer time to focus on things like blog posts, YouTube videos, and some of the storyboarding elements that take place behind the scenes, and I am so grateful to my players for being willing to give me this time and not have it affect our in-universe momentum.

If you’re a Gamemaster experiencing burn out, I recommend asking your players for some time away from the table. You can still gather on your regular game night, but ask if someone else has a game that they’d like to run, or break out some board games, or go out and touch some grass together for a session. Use your break time to rest, but also to engage with the genre in other ways. Look for inspiration and for new things that can get you excited about your game again. If you run a superhero game like me, maybe check out what’s happening in superhero video games or go see the new movie that’s undoubtedly coming out in the genre. Read some comic books, just do the things that you love.

Make space for yourself as a creator and listen to your body when it’s telling you that it needs a break. It’s okay to make room to take care of yourself, you’ve been taking care of your players for a long time and they will understand. Asking my players for this break was difficult for me. In my brain I knew that they would understand, but there was a little voice in the back of my mind telling me that if I stopped providing this GM service for them, they would hate me. It’s not rational and it would never be true, but it is something I had to push past. If you’re looking for a sign that you might need a GM break to rest and recharge those creative batteries, this is it.

I appreciate all of you so much and I cannot wait to come back in February to start a new game with fresh eyes and an unburdened heart.

Category: Game Theory

What’s Next for NetherWar?

January 19, 2023 //  by Alexander Thomas

What’s Next for NetherWar?

Hello heroes! Alex checking in from the restful halls of my streaming break (more on that in another blog post) to let you all know a little bit about what we have in store for you when I return. I’m spending most of this month working on the next leg of our shared Earth-Prime saga which will be the return of our NetherWar heroes. I’m putting together a story that I am calling Freedom League Dark and the Multiverse of the Master Mage. I’m beyond excited to present this tale to you alongside my gifted cast of players.

This will be an epic piece spanning the breadth of the superhero genre in a way I haven’t tackled before. We will be visiting so many universes and facing off against some of the biggest threats in the Earth-Prime omniverse and beyond. There are so many villains in this piece that I have been dying to play for most of my superhero gaming career. As a writer, I’m approaching this very much with the mentality of an “epic level” campaign and our Freedom League Dark is the perfect group of characters to handle such a cosmic threat. Our characters are starting this game at PL 13 275 points and we’re only going up from there. I imagine we will probably reach PL 15 by the conclusion of this story arc; a Power Level I don’t think I’ve ever run a consistent game for.

I’ll be ramping up some more lore information about the story in the next few weeks, but we left the Freedom League Dark after their triumph over Una, Queen of the Netherworld, a victory that preserved Earth-Prime, but caused untold devastation elsewhere in the multiverse. This destruction was seemingly planned by their ally Adrian Eldritch, the former Master Mage of Earth. Our heroes are going to work with a coalition of notable heroes to try and set this right, while tracking down their erstwhile Master Mage before he can do anything worse, and they might just find themselves on the trail of one of the elusive Preserver Stones. It’s going to be a huge step forward for the overarching narrative of our shared universe, but also for the characters involved.

We’ll be seeing Resonant, Centuria, Mortis, and Bowman returning, but Overdrive seemed to have hung up the spandex at the end of last season, so Kevin’s character is a bit of a mystery…

These heroes survived a great deal in NetherWar and I’m excited to see them continue to grow and mature as the story goes on. I’m not even going to bother promising a lighter tone with this story, we’re going to be dealing with some pretty traumatic stuff in some pretty bleak places. However, that doesn’t mean there won’t be light. There are some uplifting plot points on the horizon that I’m excited to explore such as Mortis’ wedding, Resonant’s role in inspiring a new group of heroes in a Leifandi not unlike her own, Centuria reunited with Davey (even if he is in Ray Gardner’s body), and Bowman becoming a better mentor to his sidekick.

As for where we’ll be traveling in the multiverse, I won’t spoil everything, but I have a sizable list of locations to explore including:

  • GemStars version of Leifandi
  • Anti-Earth-Prime
  • Earth-Primal, but everyone’s an animal
  • The Terminus
  • Titan City
  • The DC Universe
  • The Marvel Universe
  • Earth-Prime 2140

Our heroes will be free to explore the multiverse at their own pace. I will be leaving most of the direction of their investigation in their hands, and my intent is to make this experience a sandbox in a way I never have as a GM before. It’s a challenge I’m eager to face. The Freedom League Dark will be based out of a location I’m calling the Nexus Point. The Nexus Point is a side effect of NetherWar, the cascading magical energies caused the Nerian Nexus, the Sanctum Sanctorum, Club Tartarus, and the Tower of Fate to collide and reform into this bizarre architectural monstrosity. The Point will have its own mystery to solve, and I’m eager to see the players’ reactions to it.

The last thing to announce is when this show is getting on the road. We will begin the Multiverse of the Master Mage on February 20th, 2023 and we will be back to our weekly Monday schedule. I anticipate that this story will take at least a year to tell and I am so excited to have you along the way to support us. Thank you again for bearing with me while I take some time to get this game going and I look forward to seeing you all again real soon!

Category: State of USP

Untold Stories Project Code of Conduct

January 12, 2023 //  by Alexander Thomas

Untold Stories Project Code of Conduct

 

This Code of Conduct is for all cast, crew, supporting elements and audience members of the Untold Stories Project. We expect every member, regardless of role, to follow and uphold this Code. Failure to do so will result in a conversation being opened and action taken based upon the severity and frequency of the infraction. We also will not tolerate any form of retaliation that may be attempted if an infraction is brought to our attention.

  1. Support Each Other
    We’re committed to supporting and uplifting each other, creating a community that is based around table-top role playing games (TTRPGs) and the individuals that make the community what it is.

    1. Equal Opportunity
      We believe that there should be no discrimination in who can be a member of the Untold Stories Project community, or that such factors should limit their growth here. This includes race, color, religion, nationality and origin, ancestry, mental or physical disability, gender identity or expression, marital status, sexual orientation, medical condition, pregnancy status, veterancy status, or any other characteristic prohibited by law.
    2. Harassment, Bullying, and Discrimination
      The Untold Stories Project stands firmly against any form of discrimination, harassment or bullying. Whether it be verbal, physical or visual, it’s not something we ever consider to be acceptable by any member of our community and will be handled immediately upon notification of its occurrence.
    3. Safe Space
      We strive to build a positive and uplifting environment for all members of the Untold Stories Project, one that is safe for people of any background to participate in and feel included. That also includes making members aware of content we create that is potentially sensitive in nature, so that people can be warned of things that may be triggering to them.
  2. Being Respectful & Aware
    The Untold Stories Project is built upon supporting and uplifting each other, which is further cemented by being respectful and aware of individuals presence in the community and their impact on others.

    1. Respecting Others
      While we’ve already spoken about our commitment to zero tolerance of discrimination, we also believe that respecting one another is how positive relationships are built and fostered in our community. As such, we expect all members to be respectful to other members, with additional grace given to those who are part of our acting cast and crew as they work on creating content and facilitating engaging shows. We all are experiencing our own struggles in life and compassion goes a long way.
    2. Awareness
      The Untold Stories Project also engages in active awareness, allowing members to be able to understand and react to situations quickly and effectively. This helps members in all facets of our community be able to help guide and improve on our storytelling and content creation. Awareness additionally helps maintain the safe space we strive for by recognizing scenarios and events that may prohibit our ability to fulfill that aspiration for members of our community.
    3. Presence
      The Untold Stories Project strives to create collaborative story experiences through TTRPGs in many formats. It is imperative that our team members respect the story and their peer’s hard work by being present and engaged for games. Minimize additional distractions and windows when streaming. When possible there is to be no eating on stream. We ask that performers please stream or record from a safe and quiet location whenever possible.
  3. Creating Quality Content
    In addition to furnishing and maintaining a community, some members may wish to create content, which is something the Untold Stories Project is passionate about. We always want to fuel the creativity that exists in the world of TTRPGs.

    1. Types of Content
      The Untold Stories Project has multiple forms of content that it creates for listeners and viewers to consume. We desire to produce these in multiple formats for those with disabilities to enjoy to the fullest, and is something we expect of the creators of our community to be able to facilitate.
    2. Inclusivity
      Our stances on bullying, harassment and discrimination are the same ones we stand by when it comes to content creation, and as such do not allow any of our members who wish to create content to ‘gatekeep’ members who wish to join them. Jokes about health conditions, disabilities, and discrimination are strictly prohibited.
    3. Content Rating
      The Untold Stories Project, in an effort to appeal to as many audience members as possible strives to stay within the bonds of a PG-13 rating, unless specifically noted in a content warning. Our usual programming should refrain from explicit sexual content or persistent realistic/extreme violence. Performers are encouraged to curb explicit language. The Untold Stories Project provides the X-Card tool as an ever-present resource for performer safety.
    4. Collaborative Storytelling
      Above all else, the Untold Stories Project aspires to tell collaborative stories. All of our performers are here in service of a wider narrative. Our games are not about one-upmanship and are not a competition to see who can be the funniest or most scandalous. It is important not to step on another’s storyteller’s moment and to share the spotlight.

Category: State of USP

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