The Glass Cannon Podcast - Cannon Fodder 9/11/24
Episode Date: September 11, 2024Joe welcomes the Creator of Foundry VTT, Andrew Clayton, onto the show to discuss the genesis of Foundry VTT and the evolution of Ember, Foundry VTT's new original online tabletop campaign. Andrew goe...s into detail on facing the challenge of "railroading" players with a digital game, whether Ember will have PF2E support, and the preparation that goes into launching a Kickstarter. If you are interested in checking out Ember, you can find more info here: https://bit.ly/EmberGCN Submit your questions for Listener Mail at https://forms.gle/v5huj25dkVSmkbLEA Watch the video here: https://youtu.be/t9Mt_cNjTow For more podcasts and livestreams, visit glasscannonnetwork.com and for hundreds of hours of exclusive shows and benefits, make your membership official and join Glass Cannon Nation today by becoming a subscriber at jointhenaish.com. Learn more about your ad choices. Visit megaphone.fm/adchoices
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You are listening to the Glass Cannon Network,
the premier source for role-playing game entertainment.
Welcome to Cannon Fodder.
A behind-the-scenes look at the Glass Cannon Network. What is going on everybody?
Welcome back to Cannon Fodder.
It is Wednesday, September 11th, 2024 and I'm your old pal Joey O'Brien.
It looks like, it appears as if I'm here solo today.
Unfortunately, I'm without my worst half, Mr. Troy LaValley, who is unavailable this week.
But man oh man, do I have a fantastic guest to join me on the FOD today.
I am so excited to spend this FOD digging into a new project, something that has blown
our minds that we are in the midst of playing right now every single Wednesday
night on YouTube.
We are releasing an episode of our playthrough of Foundry VTT's Ember.
And so joining me today on the FOD to dig into this project and talk all about the nitty
gritty of it that we really couldn't get into too much in the actual play itself is the
creator of Foundry VTT, Mr. Andrew Clayton.
Andrew's with us today.
Hey, buddy.
Welcome.
Hello.
Hello.
Awesome.
Thank you.
Thank you so much for coming on, man.
I really appreciate it.
You are in the midst of madness right now as you are mid Kickstarter.
Any creator mid Kickstarter, I can only imagine, is in an absolute whirlwind at all times.
And I will, of course, be asking you about the details of that as we get into this.
But I appreciate you taking time out of your day to come and talk to me for a little bit.
Absolutely.
Yeah, I was happy to get your email and I was really hoping we'd get a chance to do
something like this.
So I'm psyched.
I'm psyched to get a chance to talk a little bit more behind the screen or about about how Ember is getting created and what we're up to.
Obviously like what folks are seeing on the on the live play is like from the player perspective
and it's definitely sort of like the view of the play at the table, but there's a whole
lot more going on, you know, behind the scenes in terms of what goes into that.
So yeah, that's cool.
And that is what the fodder is for.
You have explained very well the heart and soul of this show.
It's all about digging into the behind the scenes stuff,
not only from the player's perspective
and what they were thinking when they did certain things,
but also from the GM perspective.
For any game, it's about learning by others' mistakes,
right?
Like what worked well, what didn't work well, how
can our games get better, how can we be better? All of that, you know, is what
builds and makes the FOD what it is. And so I appreciate you setting it up like
that. That's perfect. I do want to disclaim that unfortunately for this
particular FOD with Troy, it's a complete coincidence that he happens to be out
again. He wasn't supposed to be, but something came up very, very last minute. And so we have
not talked about the GCP in a couple weeks. We are going to get back to it,
fear not, but today we are going to dedicate a little time to learning
about a very exciting new product. But that makes it sound, I don't know, not as
sexy as I wanted to. It's not a product. It's an experience, right?
It is an experience in the gaming world that I'm very, very excited about that I want to talk about
that I want to bring to the table. And so please let me disclaim upfront to anybody that's, you
know, sort of wondering like, is this episode of fodder sponsored by Foundry VTT? It's like,
no, it is not. This is not an ad for Ember.
Even though it's going to seem like that at times, this is truly, Troy couldn't make it
and I really wanted to bring Andrew on because playing Ember, which we have already recorded
the episodes that are about to air over the next few weeks, has been a fascinating experience
for me as a gamer and I would love to dig into some of the background of how this idea came to be and what exactly it is.
And of course, if you listener or viewer are interested in checking it out, the project
is being kickstarted right now, you can get in on the ground floor.
But again, this is not meant to be an ad.
This is really meant to open up a discussion about the deeper behind the scenes things
that that made Ember come to light.
So let me start off just by getting everybody familiar.
We'll leave Ember for a second, get everybody familiar with who you are.
Andrew as a gamer, as an entrepreneur who created the Foundry virtual tabletop, which
we use on the GCP.
I'd like to first get a sense of, you know, it's funny.
You said behind the scenes, off camera, that you were nervous about hosting the show, the
Ember show.
Because you're looking around, you're in the studio.
Yeah, the lights are on, the lights are hot.
You know, it's action.
And you were like, I'm a little nervous about this.
But you also made it clear at that time that you love game mastering
You're like I have no problem game mastering. I love that but it's just the showmanship aspect is new to me
So I'm a little you know ease take it easy on me. I'm a rookie Mike. My question is
how and when
Did you discover that that love of game mastering?
Where does this come from?
That's a good question.
I mean, I think it probably came to me a little bit later
compared to some folks that like grew up
playing pen and paper with their like friend group
as a kid.
I didn't have that.
I grew up on CRPGs. I grew up on, you know, Baldur's Gate and Morrowind
and, you know, all these amazing sort of old school, like computer game experiences, and,
you know, books, like so many books. And of course, all of that kind of like primed me to be
totally into role playing. But I just like didn't really have that until college actually.
And so like I started, you know, playing in college and I don't always been like familiar
with D&D, but familiar with D&D from the perspective of like, oh, that's like the
video games that I play or like, oh, that's like the cartoon I saw. I'd not I wasn't familiar with
like the actual pen and paper game. But then
in college, I, you know, joined like a gaming club, and I like started playing with folks and, you
know, really sort of started enjoying it. And, you know, I, I guess discovered that I kind of had an
enthusiasm for the storytelling aspect of it, both as a player, but also in terms of like the
creative process of, you know, envisioning
a world envisioning the characters envisioning the plot lines envisioning the adversaries,
the nemesis, you know, envisioning all of that, and then trying to kind of like draw
people into it. And so that was something that is the job of a game master. Yeah, Right. And so, I kind of came to being a GM later in my life, I guess.
I mean, not so much later.
I was still young.
You're still young now, Andrew.
Stop.
I know.
But importantly, after college, there was this sort of diaspora, right?
Everyone scattered, friends from gaming,, you know, friends from gaming,
friends from school, friends from life, just all over, not connected. I was out in Seattle
then for grad school and, you know, none of my friend group was there with me. So, you know,
I kind of kept in touch and kept playing with people online because we were playing, you know,
MMOs or we were playing Path of Exile or we were playing whatever else video game together online.
And then we were also saying like, well, you know, let's let's let's play D&D. So let's
figure out how to do that. Let's let's look into map tool or fantasy grounds or roll 20.
And you know, all of these options that existed to help facilitate that. And so we started diving into that.
And it was like, oh, this is so great.
We can have a scene.
And let me interrupt you there.
So when you started doing this remote gaming
with your friends and you were out in grad school,
were you the GM?
Some mixed, but mostly, yeah.
Mostly, I was sort of the ringleader, I guess,
of trying to get it to happen. So yeah,
and were you your first forays into GMing? Were they pre written
DND modules?
Yeah, but I just did you start out home brewing?
No, I would I would usually start with a module and then
just kind of when I got tired of it, go off the rails.
You know, sort of like just use it as sort of the seed to get things going and then kind of take it
in whatever direction it ended up feeling like was right for the game. So yeah, you know, playing a
lot of, you know, playing a lot of pre-written modules, not just D&D, but also Pathfinder oney at the time.
You know, we had a really like great sort of Curse of Crimson Throne game going for
a while.
Great AP.
Rune Lords, another great AP.
Yeah.
And so, you know, just like
And so you would do this using virtual tabletops of some kind or another.
And hold on, let me back up one more second.
Where were you growing
up? Where did you go to college?
I went to Clemson. Go Tigers.
Clemson. Nice. You went to Clemson. Are your friends still in that area? Are they still
in the southeast?
Some. Honestly, it spread out a lot. There's a few folks still in that area, but for the
most part, it's kind of all over.
And what did you study?
Economics.
Really?
So that was my professional career for a while
before going full time into the family of football.
I assumed you were a software designer, a programmer
from day one.
Well, I was doing applied microeconomics,
which is really actually quite focused on software
in that we're building statistical models to predict customer behavior.
So we won't go too far into that unless I like cause everyone to just close their browser
window immediately.
But I guess suffice it to say that there is a fair bit of like software development involved
in that. And that's where I picked up a lot of the skills that ended up, you know, serving
me well in making Foundry VTT totally different concept.
Yeah. So when does Foundry VTT come into the picture? When do you decide something's missing
with my current options and I need something different?
Well I was probably feeling that way for a while, just not taking any action on it.
And then I kind of always had a sort of hobby or hobbies that I sort of like poured
free time into, whether it's gaming or, you know, painting Warhammer minis and going around to 40k tournaments, or making a fan
site website for playing the Elder Scrolls online.
All these random projects that I've done in the past and modding for games always had
something going.
I sort of found myself without or in between hobbies and so I had the
itch like I need a I need a project I need something to do. And this was back in 2018
and we were playing you know a weekly game on Roll20 at the time and I just was like you know
I'm feeling a little bit constrained here.
I'm feeling like I'm boxed in a little bit with like what the software is doing for us.
And so I was like, you know, what if, what if it was, what if there was something different?
What if like there was a software that was a little bit more immersive or a little bit
more focused on like the visual storytelling, or it was a little bit more maybe snappy,
you know, a little bit more performant.
Just various things.
And I guess that's something that I'm sure people have thought, but I guess the difference
is that I had the hubris to feel like I could actually do something about that.
And folly or not, it turned out to be not, but I just sort of started hacking
around.
And it was a time when, like, web technologies had kind of evolved to a point where there
was sort of a new generation of tools that were available to do, to make something like
Foundry that maybe weren't available, you know, when a prior generation of solutions were made.
So it seemed like a cool opportunity. Let's take a lot of the ideas that I've liked from
those other tools that I've used and let's try and do it in a slightly different way
that has a really focus on autonomy and control over your space. I feel like as game masters, we all want to be like,
absolute sort of masters of our own environment. And so because
of that, I never really loved the like, you know, software as a
service approach to DMing that that felt like sort of wrong to
me, because it's it's like, it's my stories, it's my data, it's my characters,
it's my music that I've chosen to be part of the game,
it's my images that I've, you know, hacked together
or sketched myself or whatever.
Like, I didn't really love like having all of that body
of work on, you know, someone else's service
that could go down or could become unavailable or, youailable or could go in a direction that I didn't like.
And I was like, why can't just all of this be on my computer? Why can't I be the host? Why can't I be in control of my own environment?
And so a lot of the genesis for Foundry was like, let's make something self-hosted. Let's make something web-based.
Let's make something that doesn't force people to pay a subscription fee every month. I was like feeling very cynical about
subscriptions at the time. So like, let's let's make something where you just buy the
software and then you have it. And I don't have to host your game for you. You host your
own game. People will just connect to you and play. And you as the game master have
all of the files,
all of your data, it's all on your hard drive, it's all on your computer. You know, it's up to you,
you just do whatever you want with it. And it's it's a tool to empower GMing. And so, you know,
that yeah, that was kind of the vision. And that that's how foundry came together. And I was working,
you know, sort of nights and weekends to develop it for a couple years,
about a year and a half and then put it out on Patreon.
Were you playing your games?
Yeah, I subjected.
Like a jacked up pre-op version of it.
I subjected the party to some horribly subpar experiences during the early days of Foundry VTT, but they were all very, you know, supportive of
like, of the effort. And honestly, like, it didn't take so long and to achieve at least
sort of a basic level of functionality that didn't feel like it was like too much of a
step backwards. I think, you know, I sort of hustled to get to a point where it felt
like, okay, you know, we have more or less a similar experience that we had before, but now we can continue to make it better
from here.
That's great. So I'm going to keep it moving forward here because there's so much I want
to talk about with Ember. And so I mean, we could spend an entire show talking about the
evolution of Foundry to make it, you know, where it is today and why it became
the focus of our network as our VTT, why we approached you about sponsoring a new show in
Campaign 2 and how we could become, you know, start working together. A large part of the reason
behind that is the sheer just brilliance of the software and how wonderful it is to play on and how wonderful it looks to
an audience. And so that's what really eventually, obviously it evolved into a fantastic product.
And we would not have come to you most likely if we didn't have such a huge army of Foundry fans
among our listeners who were just coming to us and being like, why are you not using Foundry?
Your experience would be so much better with Foundry blah, blah, blah.
And you hear once or twice that from people and you're like, yeah, I'm not interested
in your fringe software that you use.
But then when you start hearing dozens and dozens and dozens of these comments and people,
well, maybe we should look into this.
And it really was an incredible step up for us.
And so we're excited to be partnering with you.
I guess that's another tidbit of news, which is really exciting,
that as we very quickly approach episode 52 of the Glass Can of Podcasts
here, which will be the quote unquote one year anniversary,
we can also announce that we've re-upped with Foundry VTT
for another year of sponsorship of GCP Campaign 2.
So thank you, Andrew.
That is huge.
And we're so excited about that.
But what I want to get back to now is when-
Joe, just one second.
Yeah.
I need to say something related to what you mentioned,
which is that the work that I did and the work that the team
that now exists around Foundry has done is, of course,
wonderful.
But it is also really important to shout out the incredible community of Pathfinder 2 users on Foundry in particular. Not just gamers playing, but specifically the team that's building
that game system for Foundry. Because what you mentioned in terms of like it becoming such an amazing experience and you know beautiful and easy to use and like very popular and everyone's recommending it
that would have only happened and that did only happen because of the many many people who have volunteered their time to making the Pathfinder system on Foundry as excellent as it is. And so, you know, I think
like whenever we're shouting out, especially in this context, especially in terms of like,
how did like Gatewalkers end up using Foundry? Like that wouldn't have happened without the
community that we have. And so you didn't personally do that. I didn't personally do it.
Yeah. And so, you know, I think what, what our focus has been is to create the landscape,
the ecosystem that has allowed that amazing outcome to happen. And then of course, Paizo, you know, taking up the torch
as well and joining up with us and making that official partnership and like figuring out the
right ways to work together. Like it's been amazing on all fronts. And so I think like it's
obviously been like a big team effort. And, you know, I just wanted to make sure to
acknowledge that. Yeah, that's great and very important. And something that I, obviously been like a big team effort and I just wanted to make sure to acknowledge
that.
Yeah, that's great and very important.
And something that definitely passes me by as I've never been involved in this kind of
thing.
I remember playing Skyrim on PC years later after playing it on PlayStation and being
absolutely blown away by the mods, right? Like this was like an entirely, so the idea of a community that builds and adds on to
a platform that someone else has built is not something I've ever been a part of in
terms of a community.
I've never built that kind of stuff and I tend to forget how community based that is
and what a beautiful thing that is.
It's really awesome that people are passionate about making Pathfinder 2e part of this software that they can use. And so they put in the time to do
it and then we obviously benefit from that. But it is, and all of us users that use 2e on Foundry
benefit from that. So yeah, thank you for shouting them out. That's awesome.
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But I want to talk about Ember.
As you, as the founder of ETT grows in success, we talked about this around the time of our
initial partnership. You correct me if I'm wrong, had never spent money or resources on traditional
marketing for Foundry VTT. It really sort of grew out of word of mouth. I'm right. I
mean, isn't that fair to say traditional marketing being more like paid advertising, we just
historically don't really do that. I think what we've always
leaned into is trying to focus on sort of authentic sort of grassroots messaging and then like work
with our community of users to, you know, focus on engaging with them and then rely on our community
to help sort of spread the word. You know, ultimately, someone who gives a personal recommendation
of like, I think you should use Foundry VTT, that's so much more powerful than, you know,
a paid ad that shows up on your social feed.
Yeah.
And so, you know, we're really focused on like trying to, you know, listen to and build
for and be receptive to what our community wants us to do. And of course, it's really hard to live up to that sometimes, because there's so many amazing things we could be doing, or like so many things that we don't have the time for. But like, I think we've been very community focused in the way that we've developed Foundry. And what that's done is it turns all of our users into advocates for the software. And I think that like community based advocacy, it just feels better to me than talking about return on ad
spend or converting click-through rate.
Or yeah, it just sort of makes me grimace a little bit.
I mean, I understand how valuable that can be.
And it does play a role.
And we actually are doing a little bit of paid ad spend
for Ember
because there's like a way to do that through Kickstarter that has made it kind of easier for
us to help get the word out. But you know, we, we really like, like you said with Gatewalkers,
you know, like when you've got folks in your audience who are saying, I'd love it if you
used Foundry VTT, like how valuable has that been for us? You know, so, you know, I think,
and we're kind of hoping, I guess, with Ember that it will be a little bit of the same
sort of experience that like if we focus on building this incredible product that hasn't
really existed before, not in this format, like it's not the kind of thing that has been created by
anyone, that, you know, it does make it a little bit hard
to get people in at first, because there's this uncertainty.
Like, you know, what exactly is this?
Like, is this gonna be for me?
You know, should I jump all on board with this?
It's kind of a new thing.
Is it gonna work?
Is it gonna be good?
It's a little bit expensive.
Like, should, you know, should we split that with the group?
Like, do we wanna do that? we split that with the group? Like, do we
want to do that? There's all these questions that people have. But then I think like, once people
get a chance to see and I think the live play that we've done is an amazing way to show that,
but then also experience themselves, like once some people start playing Ember, I'm hoping that
there will be a sort of similar phenomenon where people who've
experienced it themselves will become believers and then will share that excitement with their
friends and with other folks that are adjacent to them in the community. So we'll see. But it's
sort of a risk, just like Foundry VTT was a risk. And it grew steadily over time via positive word of mouth. I'm thinking
and hoping that Ember will be much the same. Yeah, it is very interesting and what it leads
me to think about is the, well, what I'm kind of skipping over is all of that development that got
Foundry to where it is now, it's such a strong software and so strong in the space and I can see how that developed over time.
At what point during that evolution does the seed of Ember get planted?
At what point are you like, oh, I need to make an original campaign that uses the software.
When did this happen?
Was it like almost immediately?
Or did it take a couple years before that idea happened? When did that occur?
I think that, you know, dreams around what the Foundry ecosystem could someday be have kind of
existed for a while. But in terms of what when did it become kind of a clear plan or a clear
direction that we wanted to move in?
It took a little bit of time. I think the focus for the first couple of years was so much on like,
can Foundry VTT approach something that feels relatively feature complete? And we're not even there yet. There's still features that we feel like belong in Foundry that aren't there yet. So,
you know, we've still got a lot of development to do on the core software. But, you know, once Foundry grew to a point where it has so many people using
it, then the question is, especially given our business model of like the one time purchase,
what is the future for our company? You know, like, what is it that we do if we've already
made Foundry and we've already sold you Foundry? Like, what do we do next? And there's a multi-prong strategy to that. We have amazing
publishers, partnerships where we can work with publishers to bring their content onto the
platform. And that's a good way to do it. But we're also very inspired and creative people. So,
like, it's fun to convert someone else's content to Foundry, but it's much more fun
to make our own content.
And so I think like we're trying to do a little bit of both of those things,
you know, to sort of balance things out. And we've got many irons in the fire. But
Ember actually isn't the first first party adventure that we've made. We did two relatively
smaller forays into the space, both of which I think are actually excellent. One of them is called The Demon Queen Awakens, which is a two- to three-shot adventure for
mid-level players, supports both D&D and Pathfinder.
It's really flavorful.
It's a boss fight gauntlet-type dungeon experience.
Then we've got a product called House Divided, which is a longer, maybe 12 to 15 session, adventure
arc, gothic horror, extra planar, metaphysical fantasy, really great medium form campaign
that people are playing through it.
We love seeing the feedback in Discord when someone gets through it and it's like, we
just finished. It was amazing. Lo through it. And we love seeing the feedback in Discord when someone like gets through it. It's like, we just finished, you know, it's amazing, loved it. And so those kind of were like,
warm up exercises for us in terms of getting to the point of then committing to a project like
Ember, where, you know, each one of those steps has been sort of proportionally like 10x in size
of the thing we did before. And so kind of ramping up in terms of the level of ambition
to this sort of insane point where we are now with Ember and the scope of it.
Also, in terms of the genesis of Ember, a lot of it came out of my friendship and discussions with
Kaora, a wonderful, talented creator in the Patreon community, map maker, token maker.
Kaora and I, we just were talking for a long time about like, do we want to try and make a setting?
Do we want to try and make something more like an all-inclusive game experience? It kind of
was just a back and forth brainstorm for a while. And then we eventually sort of committed to doing it.
And we had all these initial design conversations.
And the genesis of Ember was born out of those.
And so yeah, sort of a history.
But in terms of the strategy, we've got this amazing platform.
Ember can be this incredible setting.
And then we're also investing into the game system Crucible,
which, you know, we haven't talked as much about,
but hopefully, you know, maybe a later show,
we could do like a one-shot or something and dig into it
if that ends up being an option.
But, you know, having the three pillars of that triangle,
the platform, the system, the setting, as well as all
of the publisher partnership content that we have. That's the recipe that I envision in terms of how
we build our little mini VTT empire. I do want to get to – I had a little bit on Crucible I wanted
to touch on. I think you're right. I don't think we're gonna have a lot of time for it.
That is for something down the line.
I say too much, I'm sorry.
No, no, it's okay.
It's an interesting concept and it's jumping ahead a little bit.
I want to back up for a second because Ember, as it develops in your mind, is a completely
original world.
And our experience with it, although brief, was really eye-opening and extremely fun and
very, you know, as a fan of fantasy, I read a lot of books and I play a lot of video games
and I play a lot of role-playing games.
And so you end up getting a lot of different worlds kind of thrown at you.
And some stick and some don't so much. And this one really jumped out to me as complex,
yet easily digestible and something that,
from a very early stage in the game,
I was eager to learn a little bit more about the world,
just because of the way you parsed it out.
It was very, it was like little breadcrumbs, right?
To kind of follow this trail.
So the way it's designed in terms of its introduction is well done.
But the overall world building, we barely scraped the surface.
Can I ask, just as an overarching question, where, what is the, are there some particular
inspirations for the world building?
Where did it begin?
And are there certain
ideas that got you into the space to make Ember what it is from a fictional world standpoint?
Yeah, absolutely. You know, we always wanted to make something that was a little bit what,
I guess, we internally use the term imaginative fantasy. And of course, all fantasy is imaginative
to a degree. but a lot of
fantasy is grounded in a certain archetype, whether it's medieval Europe-based with augmented by
magic, whether it's Tolkien-esque, whether it's something that's a little bit more weird and
wild spelljammer style or sort of grim dark.
There's all these different genres.
And we wanted to make something that felt like you were stepping
into a totally different world with its own ecosystem,
its own peoples, its own cultures, its own expectations
that you couldn't necessarily take
what you know from another setting
or take what you know from another setting or take what you know from
Earth history and project it in a way that lets you really understand Ember or feel like you
understand Ember. And that would leave you with this sense of like the desire to discover because
you don't necessarily feel like you already have it mapped out. You know, you're like, you're curious.
We're in, we're trying to inspire that curiosity. And so, you know, you're like, you're curious, we're in, we're trying to inspire that curiosity.
And so, you know, part of the design of the early game experience, but also the design of the setting itself is intended to be kind of, you know, just different from the types of fantasy settings that
are typically played, but also very focused on like the mechanical requirements for those settings,
like, there's certain things that from a gamification perspective, you want to have certain structure, like you want to have a way to talk about elemental forces,
you want to have a way to talk about good and evil, you want to have a way to talk about,
you know, what is the, what is your spiritual journey in terms of your soul or your essence
or what what creates life or what happens after you die. You want to have a framework for all of those things that can then turn into game experiences.
And so with Ember trying to think about like, what are the sort of essential foundational
components of a fantasy setting, not just any fantasy setting, but a fantasy setting
that's specifically well thought out for the perspective of role
playing games where it has that structure and it has those fundamental pillars, but it leaves a
lot of open scope to take those elements and tell really compelling stories with them.
Inspirations that we have, of course, games we've played, book series we've read,
movies we've watched. There's a little bit we've sampled from, games we've played, book series we've read, movies we've watched.
There's sort of a little bit we've sampled
from a lot of different places.
But ultimately, it's kind of about thinking like,
taking the kind of vision for what type of feel
of the setting would be, and mapping that
onto the architectural framework of like,
what's needed for game design.
But how do you come up with this infrastructure or these elements that you just rattled off
like it was nothing that are key components to understanding a character's place in a fictional
world? You rattled them off like they were bullet points.
Are these things that you've just kind of learned over your experiences of, you know,
just kind of bringing together the experiences of video games and TTRPGs and books you've read over the years?
Or, I mean, are you getting this out of like a world building guide?
Because it just, it sounded so detailed of like the major pillars that you need to have in place to build a
fictional world.
There are some very good world building references and resources out there and some of which
I have engaged with over the years.
You know, I've read a lot of like articles on sites like World Anvil, a great community
of world building enthusiasts over there.
That's cool. I know that site.
I've never really dug into that,
like the community aspect where you could probably
hear a lot from people about ideas and stuff.
Yeah, but I think to a certain extent,
it's also about, I guess maybe my left-brained
sort of structural approach, the same approach
that tends to work well for software development in terms of thinking about like, what are the fundamental concepts, the fundamental building blocks that you need in place to then create something powerful or something extensible.
about creative process in terms of what are those cornerstones of a game setting that you need to then have
these powerful components that can motivate conflict
or introduce tension or build suspense or give characters
something to anchor to that lets them
feel grounded in the world. And are you sure you studied economics
in college? You didn't study literature? Like, your your grasp on the detail of storytelling,
it seems it's academic, almost.
You're too kind. I think I think probably you're over overselling my ability. And,
and, you know, I, Ember would not be here without Kaora's creativity on these points as well.
I think we tend to be a very good partnership because I bring that kind of structured framework,
and Kaora brings the most creative ideas that have then sort of populated and fit into that as well. So that's cool.
The game itself is really fun to play.
Obviously, the world is an interesting thing already.
But then you described this in the actual play in the introduction as being a mesh between
TTRPGs that you would play remotely with your friends, and like a digital multiplayer video
game, it kind of marries the two together. When you attempt to do something like that.
First of all, I think that it's a very bold move. I don't know of too many options in
this space for that, which is why I'm very honestly and genuinely eager for people to
check this out
because I've never seen anything like it personally.
It's also, I think that there's a danger there
of getting a little bit too railroad-y
for lack of a better term, right?
Like you have to, if you have to build
these beautiful video elements to go along with something,
then the players have to do
that thing. That's right. And that in and of itself feels kind of railroaded. How do
you address that challenge in this project? Yeah, that's a great, a great call out. And
I think, you know, when we're trying to build that hybrid, there is sort of this, I don't
know, it's not an uncanny valley in the sense of like the way that people look when you
illustrate them. But there is this sort of valley where if we get too close
to the video game experience, it would become bad.
It's like Ember would become unrecognizable
as a tabletop role playing game.
And it would feel more like a poorly executed video game
than a really elegant and fun
collaborative storytelling experience.
So the first thing we need to keep in mind always than a really elegant and fun collaborative storytelling experience. So right. The first
thing we need to keep in mind always when we're doing this is how do we stay a little bit more
on the TTRPG side of that hybrid model, because we don't want to go too far, you know, we're never
going to be able to compete with what people think of as the state of the art on the computer
gaming side. When you think about,
oh, I'm going to log into Baldur's Gate three with my friends. Like, we can't make that.
So, you know, you're laughing, but I mean, obviously, it's true. It's a funny way to put
it. It's like, we can't do that. Yeah, we cannot do that. And so, you know, we have to think about where can we position ourselves, which is very much like, let's make a TTRPG, but let's augment it with these video game like elements. Let's design it in a way that still
requires and relies on a human game master sitting at the table to lead the experience and to connect all of the different narrative threads that the party's
pulling on. And we rely on that person heavily. So we're not trying to script away the role of
the game master, we're trying to empower that game master to have an easier time telling really rich
and deep stories. Now, the first part of the Ember game experience is a little bit railroad II. And that
is by design because we need to tutorialize the way that Ember works as a setting the way that
Ember works as a game and we need to kind of ease people into it. And so giving too much choice too
early on, we would would not be successful. But like, as I remember it, so you and I had a very
brief conversation off in the studio
about Morrowind where we talked about like my initial experience in Morrowind when they
just like let me off the boat out in that town, say to Neen, I'll never forget the name
of the town.
Like, and I walk out and say to Neen and I got nothing.
Like I've got no clear objective.
I'm not sure what to do.
And so I just started looking in stumps for magic rings and stuff.
I just started stealing silverware and plates and selling it for like a dagger.
I mean, it was realistic in its own way, but it was a little bit, uh, it felt a little,
I felt a little lost.
And so yeah, that, I think that opening tutorial is a real commitment, I think that type of game experience is a real commitment to the art of absolute
sort of open world design.
And before it was really thought of that way.
But like, I think, you know, the early Bethesda games, Morrowind in particular, I think was
a sort of really defining accomplishment for a whole genre of games that now we kind of
think of as fairly commonplace.
But they don't usually commit to
the bit the same way that Morrowind did. And I think that's a certain aspect in gaming that
has been lost over the years. Anyway, I'm sorry, I cut you off.
No, no, it's okay. But yeah, you know, you're going back to your question around like, how do we design
this content so that it doesn't become too railroad to you? It's a tough challenge. I think like what we have in Ember, those we
have really nice sort of nonlinear quest designs, like these flow charts of events that define
the quest. And we always give our events sort of multiple jumping off points. Like there's
never just one event that can start a quest. There's always like, it could be breadcrumb A over here. It could be breadcrumb B over here. It could be something
else that happens later in the game that incentivizes you to backtrack and go back to
an area you were before in case you missed something. Then we try and have these tributaries
that lead to the river that we want you to be on. And so, you know,
railroading is sort of what it what the term you use when it feels forced, like when you feel like
I have to do this thing. You know, we're trying to pursue a type of design that, you know,
incentivizes you with the urge to explore a topic that we put in front of you as an appetizer, because when the players
want to latch onto the hook that you've given, then it's much easier as the GM to follow
that track without it feeling like you have to force them into it.
Right.
So in increasing the motivation of the players is really the key.
You got to find a way to make them want to do it.
And yeah, I guess we try and provide that out of the box.
But again, this is a place where we rely on having a, you know, an engaged and capable
game master at the table who can, if for whatever reason the players like didn't really like
this NPC that they made.
And so therefore they're feeling reluctant to like follow up on the lead that they just
got, you know, we, we rely on the game master in that case to think about like, do I want to try and frame this a different way? Or do I want to try and give a different on ramp to the players to get onto this quest? Because I think I know what this quest is, and I think they'll really enjoy it once I can get them kind of going with it. And so there is there is absolutely a role to happen there. And that's true, I think, in any kind of adventure path
or published campaign that you'll play.
There is always the expectation that the GM is going
to help to channel the gameplay towards the writing
in the book.
I think we can do that a little bit.
I think that's the heart of my question.
But you've answered the question very well.
My next question goes right along those lines.
It's like, how would you describe how more or less.
Railroady this experience might be versus just a pre-written adventure is,
does it have to be a little bit more, um, set or is it just as customizable in a way as any pre written published adventure?
I think there's I think there's trade offs on both sides, because I think with some pre written
text book adventures, there is more latitude around like, how do you get a certain gameplay
experience across?
Say in the book, you've got an assassin
that's tracking you down and they're supposed to jump you
at some point and you have to fight them off.
If that's the only information that's given in the book,
then the GM has a lot of latitude,
like where does that encounter take place?
What's it look like?
What's the assassin look like?
When does it occur? Like the GM can kind of make all of those decisions themselves. like where does that encounter take place? What's it look like? What's the assassin look like?
When does it occur? Like the GM can kind of make all of those decisions themselves.
In a game experience like ours, we're probably making some of those decisions for you. Like we're saying, oh, the assassin is going to get you when you're at the crossroads, or it's much
more likely to happen when you camp for the night. Or, you know, so like, we put our finger on the you know, on the lever and we affect the probabilities of things happening,
or in some cases, we just define when they happen. And so those are some ways where
because you have these added video elements that accompany the visual storytelling assets. Yeah,
we need that encounter to play out a certain way so that you get the value that we've created out of it. But that's on one side.
On the other side, I think we actually can do a lot more to create meaningful choice and consequence and branching narrative paths than any print product can do.
Because in a print book, you have to put all of your content in a linearized format, page one, page two, page three,
and you have to present it in a certain way.
And everyone's familiar with choose your own adventure books.
It's like a fun little thing, like, oh, like flip to page 93
and then flip back to page 22.
But there's a reason that like full TTRPG campaigns
aren't that.
There's a reason why when you're playing,
you know, Gatewalkers, it doesn't tell you to go get the other book and flip to page
73, and then go get book three and flip back to page 13. Like that's just too chaotic and
experience for the GM in the heat of the moment. But in our software, everything can be completely
nonlinear, we just link you to where you need to go. And so, you know,
when you have this meaningful branching choice, like, you know, you've reached this pivotal
decision point for your party, are you going to follow path A or path B or path C? We can
support all three of those paths to a degree of fidelity that a print product simply can't.
And so, you know, those are the types of ways that we can add levels of non-linearity or openness
or meaningful choice and consequence
that can only happen in a software product like this one.
I'm gonna throw this out there just
because I think that the audience would wanna know.
And I don't wanna put you on the spot too much here
in the middle of a Kickstarter.
But I think that the choice to launch this game or launch this Kickstarter,
I should say, as 5e compatible is without question, the way to launch a product like this. I mean,
you essentially are giving a framework to the kind of largest known fantasy,
high fantasy gameplay framework that's out there.
You also envision a future for Crucible
as being a part of this game, which I love
and want to talk about in another cannon fodder
down the line.
Do you envision a future where Pathfinder 2E,
or whatever version may be around at the time, Remaster,
will be compatible with Ember? Yeah, I don't know. I love the idea of it. And to be honest,
ever since we started working on this, we've had a lot of difficult internal conversations about like, what is the dice resolution mechanic that we're using for Ember? You know, ultimately, because of the way that Ember is as a game, it's such a substantial layer on top of that game system. I think a lot of times campaign is sort of a thin layer on top of the game system. And therefore, the choice of game system proportionally is like massively
impactful to the experience that you have. I think because Ember is so dense and so expansive,
in proportion, the choice of game system is a little bit less impactful, but it's still very
meaningful and very impactful to a lot of people. And so, you know, within our team, we've had some
really tough conversations about what that was going to look like. people. And so, you know, within our team, we've had some really tough conversations
about what that was gonna look like.
And bear in mind, like, we've been developing Ember now
for about two years at various stages of development.
And so during that time, there's been an OGL crisis.
During that time, there's been, you know,
major licensing discussion.
During that time, there's been new systems coming out,
like Tales of the Valiant from Kobold Press or Drawsteel from MCDM. There's all of this
that's gone into that. So much has happened in two years.
Yeah, so much has happened in two years. Ultimately, with 5E, like you said, the reason for that is
because it is the most familiar starting point for the most people.
And so like on one end of the spectrum,
that's the choice that lets us reach the largest audience
is the choice that lets people feel like
there's a very low barrier to entry into Ember
because it's the D20 system that almost everybody knows
to some degree.
Now, Crucible is on the complete other end of the spectrum
in that it is our passion project.
It's part of our little empire building strategy.
One of the pillars.
One of the pillars.
And so we weren't even committed to Crucible
until a couple months ago.
As much as I wanted it to happen,
we didn't necessarily have the clarity of vision
or the clear alignment that it was for sure going to happen until pretty shortly before the Kickstarter.
Because it is such a tough conversation. Now, Pathfinder, I love Pathfinder, and it would be a wonderful game experience to have Pathfinder 2e in Ember. It really would. But it also would be extraordinarily effort intensive to make that happen. And also,
there's some tough challenges that we've been working on in terms of the open world nature of
it. As those of you who play Pathfinder 2 very regularly know, encounter balance is pretty sensitive in 2e. Like if you are two levels higher
or two levels lower than you are like intended to be for a certain passage of play, that can be
either effortless to the point that it's not fun or you're going to die. And so, you know, the need
for something to be like really immaculately balanced becomes greater. And the
need therefore for the content that we have in Ember to scale with your party level becomes more
important because it is an open world game. And we have all of these quests that you could be
doing in different orders. And so that's another thing that from a design perspective, and there's
some variant rules that you can use. you can play Pathfinder without proficiency bonus
to your roles.
And so it keeps things a little bit more flat
in terms of progression.
But yeah, it's a difficult thing.
And so the challenge that we're facing
in terms of thinking about that is the effort required
to do that conversion, but not just to do it,
but to do it well.
Cause I think like we would want,
if we did Pathfinder 2E and Ember,
we would want it to be an excellent experience.
And I think there's just a lot of challenge in that
in terms of the scope of the project
and some of the design principles
that would make it a little bit difficult.
And so- I hear you, I hear you. I mean, it's, I'm gonna take that as saying, a little bit difficult. And so I hear you. I hear you.
I mean, it's I'm going to take that as saying there's a chance.
There's a chance.
Yeah, there is a chance.
But I think, but that, but I understand that like I didn't before.
And thank you for answering that.
Like what a lift that is.
It would be when you explain like an open world to be balanced well and to be, you
know, it's in a totally different system is a massive, massive.
I'm playing Kingmaker and enjoying it.
It's a great campaign, but it is the kind of thing like,
if you go one hex off trail in Kingmaker, you may just die.
And it's the responsibility of the GM to signpost that
and to warn you like, oh, if you go East,
instead of going West, you've gone into a totally
higher level zone where the content here will probably just kill you. And we didn't want to
have those sorts of invisible barriers in Ember to say like, don't go west. You can only go east if
you want to stay alive. And so we need the design of that becomes a little bit of a
challenge in terms of like how to make that possible. The other thing is that like, like I
said with crucible, originally, like we had this stretch to add crucible support that came shortly
before the Kickstarter. That kind of was our internal stretch that we already made. And so I think, you know, it's easy to think about,
like, oh, could Pathfinder 2 be a stretch goal? And it could be, but it would be like a second
stretch on top of the stretch that we're already committing to, to add Crucible support. So anyways,
you know, if Ember grows and if Ember continues to flourish and the community of people playing it and its reputation in the TTRPG
ecosystem matures and grows, I think
there is a possible future where we can add Pathfinder support
to it someday.
But I do think it's not an easy thing.
And I would rather that we deliver Ember
to spec at the end of next year than push our development
timeline out until 2026 or beyond.
Yeah.
I'm going to ask you a couple Kickstarter questions,
and then we'll get you out of here.
What is it like to launch a Kickstarter?
I mean, it's very stressful.
Obviously, that's the predictable answer. I think the prep that
goes into the page and like trying to figure out how to communicate what you've made, especially
when it's more fully formed than just the genesis of an idea. Sometimes a Kickstarter is about like, I have a vision. And this vision will not exist at all, unless there's enough people
willing to embark on it with me. And that's a certain type of page. But with Ember, it's
like we we've already committed to making Ember. What the Kickstarter helps us do is
to achieve additional internal targets to expand expand the scope, to do some things
that otherwise wouldn't be possible
without that source of funding, add features.
Like that's what Kickstarter empowers us to do.
And so for us, the challenge is really like,
how do we communicate what Ember is on a page,
on a Kickstarter page that's like 600 pixels in width that you just have to scroll down, like scroll, scroll, scroll. And yeah, you get a video, but then you're just scrolling through the page and you have to communicate like what are the tiers? Like what is this even about?
It felt almost like an impossible task for us to even explain like what is Ember? And so that was largely the reason
why I was so keen to work with GCN.
It's like, what better way to communicate what is Ember
than to actually show what it means to play Ember?
There's no more powerful explanatory tool to us
than that.
We talked about it a few times before the summer.
This was back in April, May. We discussed,
you said, I want to have a call with you guys. I have a big project coming up. It's called Ember.
I've been working on it for a couple of years, blah, blah, blah. After all those meetings and
discussions, I still did not really know. You were unprepared.
Yeah. What it was going to be. The second we recorded that first episode, I was like, oh, I see what this is now.
I see the vision.
So you're absolutely right that it's very hard to explain over text, even talking to
you in a meeting.
It was really kind of hard to wrap my head around what made this different or what was
going to make this experience different.
That's why I urge people to check it out. It's on our YouTube page. It's premiering every Wednesday night in
September. We did one episode last week. We're doing another one tonight, 8 o'clock Eastern,
another one next Wednesday, and then one more at the end of the month every Wednesday night.
And if you can't be there for the premiere at 8 p.m. Eastern, it'll be there on the page after.
You can watch it, check it out,
and just kind of see what that experience means.
So the Kickstarter launches,
and how did you feel after day one?
Good, relieved that it was out.
Relieved that like-
It's out in the world.
To a certain extent, the acceptance of like, okay, you know, yes, we're
going to post campaign updates. And yes, we're gonna, you know, hopefully record a FOD or whatever
like that we can continue to do to support the campaign. But like, the relief of it just not
feeling like the responsibility of of it, like, what's done is
done, the die is cast, you know, it's like, let the let the dice fall where they may, to a certain
extent, there's a relief in that I think there's just kind of a fear, a dread with a project like
this that the people won't get it. Like, because, you know, I feel like we have created something
so magical and the potential for it is enormous.
But the reason, like you never want your project to fail
because people didn't get it.
Because people couldn't see the value.
You know,
if a project fails, because ultimately the idea like,
wasn't that great or like the execution was sloppy or,
you know, maybe like you over promised
and you couldn't quite deliver on it.
Like you can look back at that and you can say,
well, there's lessons to learn there.
Like I might have regrets,
like maybe we could have done that a different way.
But I think I would truly regret if Ember didn't take off just because people didn't really understand what it was or
couldn't like wrap their head around like, is this going to be fun or is this going to be for me? So
I think that's kind of what I've been like, wrangling and struggling with a little bit is like,
are people going to see what we're making and be able to get it?
And I think that's gonna partly take time,
but we've got like 1600 backers plus
that have fully jumped on board and said like,
yes, this looks amazing, sign me up.
And I'm optimistic and hopeful that that number
is gonna continue to grow for the rest of the campaign
as we keep showing more things and whatnot.
And so, yeah, it's just like,
once it's out, it's hard not to just kind of keep hitting F5 on the keyboard and be like,
oh, you know, another $100, another $100. It's hard not to do that.
But you know, we have lots of work to do. So like, we're busy making quests and building foundry VTT features and I'm hard at work
updating crucible so we can put out a new crucible playtest and you know there's just
so much work to do and I think like it's nice to be able to just not be focused on like
the messaging of it because I just feel like that's not necessarily my personal strong suit
and there's there's people who exist it's a real challenge you know that's not necessarily my personal strong suit. And there's people who exist.
It's a real challenge.
It's their career that exists to do this sort of marketing.
And it's a real hard challenge.
Yeah.
Well, I wish you all the best of luck.
I am very excited at the performance of the Kickstarter
so far.
I hope it continues to grow.
I mean, you've got 20 plus days left, around 20 days left.
Still a lot of time left. Yeah. Yeah, still a lot of time left. If you guys continues to grow. I mean, you've got 20 plus days left or around 20 days left.
Still a lot of time left. Yeah. Yeah. Still a lot of time left. If you guys want to check this out,
you want to be a part of it, want to be a part of the initial release and get your copyright away,
there'll be a link in this description that you can go to check out the Kickstarter directly and
see if this is something for you. When I scrolled through and looked at all the details, I was blown away.
I couldn't even imagine the months of work that went into just that page.
There's so much detail on there.
We did the page in about a week and a half.
Are you serious?
It was so much graphics.
There's so much detail about all the different like taking a very well deserved break.
Now, I think I think we yeah, it was very impressive.
A little bit manic.
Very impressive. Before I let you go, I'm going to get you out of here.
Let's change subject for a second here because you told you said as part of your video game and
gaming life kind of growing up in this hobby you enjoyed reading as well,
and novels as well. What are some of your favorite fantasy novels, fantasy series?
What jumped out to you all time as some of your favorites?
Yeah, sure. Well, I really sort of grew up on, you know, Wheel of Time in the fantasy,
in the fantasy genre, you know, Shannara other series, you know,
it's tough like so many of the series we look back on from that era like beloved series,
but it's like now are they problematic in ways that we now realize? Yeah. But you know, also like
science fiction, Herbert Asimov, you know, just like, you know, all things, things like that. And
did you watch Foundation on TV? Yeah, I did. You like it?
You know, I liked it, probably because like, I, I couldn't honestly really remember some of the
details from the books. And I think that that actually worked in my favor. Yeah, I feel like
I'm if I was maybe a little bit more like, had the immediate
recall of all of the details, I might have been like, I'm not sure like, I like that creative
choice. But I was able to sort of set that aside a little bit and just kind of enjoy the spectacle
of it. Yeah, so I've watched both seasons of it so far. It's pretty good. Yeah.
Awesome. Well, thank you so much, buddy, for coming on. I really appreciate it. Like I said, we've got three more weeks of Ember actual play from Glass Cannon Studios
in New York City.
Andrew came up from Philly to join us and GM us through these games.
It was really, really fun.
And I'm very excited to share that with all of you guys.
So please check that out every Wednesday night, 8 o'clock
Eastern on our YouTube channel. Andrew, thanks for taking the time out. I know you got to
get back to Quest building and crucible testing and lots to come from Foundry VTT. And we're
just excited to be a part of it. Another year of the Glass Canna podcast on Foundry. You
heard it here. It's going to be awesome. Thanks again, Andrew. Take it easy and we'll see
you soon, buddy. See you soon.
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