Cowboy Bebop — Transcription

Jords
0s
Hi, welcome to Playtonics.
2s
I'm Jords.
Rocky
3s
I'm Rocky, and this is the podcast where we turn bits of fiction into sessions for your role-playing game table.
8s
We've got a really exciting one lined up this month.
12s
It's been quite a lot of homework for yours, truly, but the kind of homework you actually enjoy doing.
Jords
19s
I'm so proud.
Rocky
21s
A genre unto itself, Jords, I think we're about ready to blow this scene.
Jords
28s
Get everybody and the stuff together.
Rocky
30s
Three, two, one.
Jords
30s
Let's jam.
33s
Da-da-da-da-da-da-da-da-da-da-da-da. out of sync, out of tune, I think we are nailing this.
Rocky
37s
Do, do, do, do, do, do, do, do, do, do.
42s
This is so out of sync.
Jords
51s
That's jazz, baby.
52s
Also, for those of you who haven't seen the incredible work that we're referring to, it's cowboy bebop.
1m
Um, specifically the anime is what we're going by.
1m 3s
released in 1998, made by sunrise, just an incredible mashup of space western, jazz, ultimate sadness, bittersweet symphonies all round.
Rocky
1m 20s
It's um, yeah, it was a lot to digest.
1m 24s
It was a lot to think about, and I think my, like, glib one line summary is that it's a show about sad people chasing other sad people, like, screw ups, chasing other screw ups around the galaxy for money.
1m 37s
And it does not shy away from the fact that it is, it's like unapologetically quite like melancholic and bittersweet and existential in a way that never quite, like never quite falls over the line into melodrama, but boy, does it play jump rope with it?
1m 52s
I tell you what, I feel, Jordan.
1m 55s
I feel like I understand you as a young person better for having watched this show.
Jords
2m
You know how Facebook pops up with the old, um, hey, remember when you posted this status and uh, at one point at the tender age of 17.
2m 14s
I did say I am the king of melancholy.
Rocky
2m 19s
Yeah, I bet you.
Jords
2m 23s
I did see Cowboy Bebop, I think, for the 1st time when I was 14, maybe 15.
2m 28s
So I'd been out for a couple of years.
2m 30s
I had a friend who was already into anime in my tiny country town and he had to go away to the big city and just left a huge crate of DVDs with me.
2m 42s
And Cowboy Bebop was in it.
2m 46s
That was my seminal introduction to many of the themes that it.
Rocky
2m 52s
Yeah, and I think that is the ideal age to watch it because you can, and maybe like the ideal time to watch it because this would have been, what, like the early 2000s, right?
2m 59s
Um, I don't think we were quite as a society over the like angst and uh, dark and edgy is cool and like nihilism is cool.
3m 8s
Yeah, I feel like if you were to make this show today, you would end up accidentally making a parody.
3m 13s
Like, it would be really hard to make a show that clearly has as many feelings as this show has that no one else will understand and, like, take that job seriously.
3m 24s
I don't think the media landscape today has room for this kind of angst.
Jords
3m 29s
Absolutely agree.
3m 30s
There is too much saturation in today's media to provide the colour palette that makes this show.
Rocky
3m 38s
Yeah, and I mean, look, I can't blame us because if I want angst, I will turn on the news.
3m 43s
Yeah, it's an objective, it's time.
3m 45s
It's a product of its time.
3m 46s
It's such a particular tone and flavour.
3m 50s
And also such a like mishmash of genres.
3m 52s
Like, obviously, there's elements of the Western, there's elements of like noir.
3m 57s
The strong recurring subcurrent of like heist sort of shows like Ocean's 11 and that kind of stuff.
4m 3s
Um, and then you've got the alien, like, Wayland Utani cinematic universe, like used future aesthetic.
4m 11s
You've got, especially once Edward joins the crew.
4m 15s
You've got like a fair whack of cyberpunk in there too.
Jords
4m 18s
Yeah, real low, random cyberpunk.
Rocky
4m 21s
Yeah, and then in the cities, I think when you're not, um, you know, out pinging around the solar system, you, you have a fair whack of the, like, Blade Runner kind of neo-noir cyberpunk as well, where it's like, anytime they're on Mars, it's Blade Runner, and anytime they're on Earth, it's practically Mad Max, right?
4m 38s
Like it's maybe not bad max, maybe fallout, but it's like life on earth is post-apocalyptic, and it takes place in like the ruins of the city.
4m 46s
So I think this is a great one to do as our like last episode of the season because I feel like it does a little bit of everything else we've talked about.
Jords
4m 53s
Yeah, like we have spent 2 years building up to this. And I think it's also just an excellent contrast with our episode on Firefly. Because at a very cursory glance, you might think that they have the same elements, but I think they are starkly different.
Rocky
4m 56s
Yeah.
5m 3s
Yes.
5m 13s
And starkly different tones as well.
5m 15s
Firefly has, yes, it's sad, but Firefly is at its core optimistic, right?
5m 20s
Like, Firefly, the premise of Firefly is that if you can keep flying, and if you don't care, and if you're still free, you can't take the sky from you, right, like, uh,
5m 33s
Look, I tried to change the pronouns on, change the direction of the pronouns on that, on the fly and it didn't work.
5m 38s
But it's right there.
5m 40s
It's right there in the title theme.
5m 42s
It's like the premise of Firefly, if you like, is you can keep running from your problems.
5m 48s
And the premise of bebop is that you simply can.
Jords
5m 51s
The problems will run faster than you.
5m 53s
They will catch up.
5m 55s
And like, Firefly is very like, the crew is your found family, whereas I think Bebop is more like, the crew is more like your real family.
6m 6s
It's full of disfunction.
Rocky
6m 9s
You really don't like them very much.
Jords
6m 10s
Like, you're not even sure how you all ended up together?
Rocky
6m 14s
You would kill for them, die for them, absolutely do not enjoy spending time.
Jords
6m 19s
Yep, like it is, it is more a collection of people working together sort of towards the same end sort of independently, but there's no unity among.
Rocky
6m 29s
There is no shared purpose.
6m 31s
I think it's interesting in Bebop that there's this whole undercurrent of like, we're looking at the main characters and eventually for all of them, their past catches up with them, right?
Jords
6m 31s
Now.
Rocky
6m 40s
Like it's, that's kind of the whole arc of the show is that they're all running from something and over the course of the single season.
6m 45s
everyone's past catches up with them or they catch up with their past.
6m 49s
Like, it's this idea that you can't run from your past and it will eventually catch you.
6m 53s
And I think it's so interesting that on an individual episode level, they are the ones catching other people's pasts up with them, right?
7m 3s
So it's like on the macro scale, the bebop, like they're past the cowboys, if you will.
7m 8s
Um, their past are catching up with them.
7m 10s
They're running from their pasts.
7m 11s
But on the scale of an individual episode,
7m 13s
It's like the antagonists who are running away from their past and the protagonist's job is to be the past that catches up with them.
7m 19s
Like, that's the core of the episode, right?
7m 22s
It's like someone has screwed up somehow.
7m 24s
They ended up with a bounty on their head.
7m 25s
Sometimes it's for, like, legitimately nefarious reasons, sometimes it's for genuinely tragic reasons, like they fell in with the wrong crowd.
7m 32s
And so, like, over the course of an individual episode, you have the crew perpetrating upon others, that which they are trying to escape having perpetrated upon themselves, which I think, again, it's from an era of television where perhaps the concept of irony is overused.
7m 47s
But I think that is genuinely like dramatically ironic, right?
7m 50s
Like these people are making a living.
7m 52s
And we as the audience can see that they are making a living, doing the thing that they don't want to have done to themselves and that we know will eventually happen to them.
8m 1s
The well building is great, and I want to come back to that in a sec, because I think that will be important later on.
8m 7s
But like clearly an enormous amount of work went into the backstory and the world building and it does that perfect thing of like only showing us corners.
8m 16s
There's, there's an article by Sam Hughes, um, QNTM where he's like, he talks about world building and he, he's like, you draw a circle on a whiteboard, and this is the amount of world building that you will do for your story.
8m 30s
And then you draw another circle in the middle, and this is how much of your world building you will actually show in the story. And it's like, clearly there are reams and reams of notes in the history and the technology and of what, like, can and can't happen in this world. Like, somewhere, someone knew exactly, you know, how the jump gates were built and, you know, what year the Mars colony was founded and all of the things that went wrong during the terraforming of Titan, like, this knowledge exists and we, as the audience, don't get to see any of it, except when we, like, scrape past it by accident.
9m
And I think that's like,
Jords
9m 2s
It's like all downstream effects.
Rocky
9m 4s
Exactly.
Jords
9m 4s
We get to see the end result of the world building, but we, we, no one's law dumping this.
Rocky
9m 7s
Exactly.
9m 11s
And I think that's like, I think it's really well done, and it's something that a lot of shows, uh, whispers, and a lot of game masters could stand to do a little bit better.
Jords
9m 19s
I mean, the number of times we see the threads pop up on all the various D&D subreddits of like, so how do I law dump to my players?
Rocky
9m 26s
That's the Nate pot.
Jords
9m 27s
Like, oh no, no, no.
Rocky
9m 27s
You don't.
Jords
9m 28s
I disagree with the premise of the question.
Rocky
9m 31s
And the fun part of it is that when it is relevant to the story, it comes in and we get to hear a little bit more about this thing that has been in the background, but only when like most of what we know about like the blowing up of the moon is not someone telling us, oh, and then the moon exploded because of an accident.
9m 45s
But most of what we learn about that particular event comes from phase backstory and learning how she ended up in the state that she ended up.
Jords
9m 55s
What I realise we haven't done yet is actually introduce it.
9m 58s
give it a real quick skim over.
10m 1s
So Cowboy Bebop is a tale of the ragtag crew of our spaceborn fishing ship who hunt bounty.
Rocky
10m 14s
They are cowboys.
10m 15s
Yep, in the in the nomenclature of the show.
10m 18s
They are cowboys.
Jords
10m 20s
It's constrained to the solar system, where our crew is often just like flitting between planets using hyper space jump gates, and then, uh, like cruising around, searching for information, trying to track down their, their bounties.
10m 35s
But crucially, they only ever get by on the skin of their teeth.
10m 40s
So there are so many times where the bounty gets away, the bounty dies, the bounty shifts mid score to somebody else, and the ship is always in need of repairs.
10m 54s
The fridge is always empty. And like our protagonists never catch a break.
Rocky
11m 1s
Yeah, I don't think they catch a break a single time over the course of the show.
Jords
11m 5s
There are a couple of times where they get like a decent windfall, which is enough, I think, to put them back in the sky.
Rocky
11m 13s
But every time they catch a decent windfall, it's from someone who didn't deserve to be caught.
11m 21s
They never get a windfall from like catching a genuine baddie who should not be out there in the world.
11m 28s
It's it's like one of those triangles, right?
11m 30s
It's like you've got, you've got, you have like a just cause getting a payout and like actually completing the bounty and you get to pick to.
Jords
11m 41s
Just cause falls by the wayside so often.
Rocky
11m 44s
Here's a here's a like question for you, which I may or may not leave in the edit.
11m 47s
We'll see.
11m 48s
Do you think the crew are good people?
Jords
11m 51s
Mm, by and large, no.
11m 53s
I don't think Ed's a bad person, but I do think like Fey Fey is damaged in the way that like she can't maintain relationships with people doesn't doesn't trust and as a result takes it out on them.
Rocky
11m 54s
I don't think so either.
Jords
12m 9s
Jet, I think, is the man who is obsessed with his work and forgot about the people around him.
12m 15s
Spike is an ex-mob assassin.
Rocky
12m 19s
Yeah.
Jords
12m 19s
It's really hard to be like, oh, he's a good dude when like, that's such a violent backstory.
Rocky
12m 26s
And he's so checked out to avoid feeling any of his own feelings that he is like extremely glib when it comes to other people's, like.
Jords
12m 36s
So like, no, I don't think they're good people, but I do think they feel like real.
Rocky
12m 41s
They certainly hurt people.
12m 43s
Never mind, uh, this is screw ups chasing screw ups.
12m 46s
This has hurt people, hurt people with a show.
Jords
12m 48s
Mm.
12m 51s
Like, remarkably, despite this, like, super serious premise, there are quite a few moments of just irreverence in there, just like wild comedic outcomes that occur.
13m 3s
It's like there are these tiny little sparks of hope.
13m 6s
distributed amongst this otherwise like quite bleak life story that plays out for us.
Rocky
13m 12s
Yeah, but we never get to see, they never actualised.
Jords
13m 17s
Hmm.
Rocky
13m 17s
There's just enough.
13m 18s
It's just like there's just enough fuel to keep you going and there's just enough food to keep you going and there's just enough hope to keep you going, but it's like you never actually...
Jords
13m 26s
You never get your fill.
Rocky
13m 27s
You never get your feel of any of that.
Jords
13m 29s
It's like a really common recurring thing that happens in an episode, Cowboy Bebop, is they start the episode chasing somebody or some crew, and then the bounty changes halfway through because either the original people die or like are exonerated from their crimes or somebody puts pressure to take the bounty off them, and then like our objective pivots part way through, or we find out that the bounty's on someone who doesn't really deserve it, and there's like a moral quandary of of like how do we resolve this?
Rocky
13m 51s
Mm-hmm.
Jords
14m 1s
So almost every episode that is like the standard flavour, not saying that's speaking to the overarching story, but on the like bounty by bounty scale, you can pretty much map this structure directly to it and be like, okay, how's this bounty going to change?
Rocky
14m 2s
Yeah.
14m 17s
Yeah, when it does go wrong, it's always kind of like, it's ironic, right?
14m 21s
It's like it's it's tragic and it's bittersweet and it's ironic when it goes wrong.
14m 25s
And it's ironic when it goes right as well because it's, it's no matter what happens, it ends up wrong.
Jords
14m 31s
Success with complications on everything.
Rocky
14m 35s
There's no right answer.
14m 36s
There's no clean outcome ever.
14m 39s
The other thing that I think is worth really talking about when you talk about the show is the music.
Jords
14m 45s
Can't be separated.
Rocky
14m 45s
Music has such a central role in the show.
Jords
14m 50s
Are you ready for this?
14m 51s
Almost all the music is done by the same guy across all the genres that are represented in here.
14m 59s
One guy did them all.
15m
Incredible.
Rocky
15m 1s
Very cool.
15m 2s
And the music is a big part of what, like, cues us to what, what segment of the genre salad we're currently in, and that's those, you know, big twangs tell us that it's like, okay, this is a bit western-y, the, like, brass tells us that, okay, this is a bit noari or a bit jazzy, like,
15m 26s
Yeah, I think it's, I think the music is a huge part of it.
15m 29s
Yeah.
Jords
15m 29s
to set the scene.
15m 30s
We haven't really talked about the ship because the ship is not such a huge element in this one.
15m 38s
Like the bebop.
Rocky
15m 39s
I was gonna to reverse the troy.
Jords
15m 41s
What?
Rocky
15m 43s
It was like, the ship is not a character.
Jords
15m 46s
No, the bebop is a means, but it is it is not a serenity.
Rocky
15m 50s
If the bebop crashed, I would feel nothing.
Jords
15m 54s
Oh, I'd feel something because of the opportunity lost, but not because of an emotional attachment to the ship.
Rocky
16m 1s
Yeah, I would feel really bad for Jet.
Jords
16m 4s
Yeah, absolutely.
16m 5s
Um, so yeah, Jet Jet is the owner of the ship.
16m 10s
He is the mechanic that keeps it all going.
16m 12s
He fixes things as they break.
16m 14s
But at the end of the day, it's just jet ship and they just hang out on it so that they can cruise space, get to the next place that they need to, find a bounty, and then move on.
Rocky
16m 22s
Hmm.
Jords
16m 22s
And then remarkably, it's a fishing vessel as well.
16m 26s
So it can land in the water.
Rocky
16m 27s
Somehow.
Jords
16m 27s
It is a sea space plane.
Rocky
16m 30s
Yeah, like I said, there's clearly a whole backstory there and we are not privy to it.
16m 35s
And that's fine.
Jords
16m 36s
One thing that I think that is worth mentioning as well, just about the nature of them, like planet and moon hopping all around the solar system, there is no realism to this.
16m 45s
Every planet and moon is pretty much earth gravity.
16m 50s
They all have a pretty breathable atmosphere.
16m 52s
Everywhere will have their significant element that often pops up during the course of a session.
17m
So something like, or it's really windy on Titan, sorry.
17m 4s
Okay, great.
17m 5s
They wear jackets on Europa, but everyone's still just walking around and breathing and building normal looking buildings and there's no like people moon jumping with really low gravity.
17m 15s
No, it's like you are either on the surface of a celestial body and it's about earth like, or you're in space and it might be...
Rocky
17m 23s
Yeah, I think I think the physics is interesting because I wouldn't be surprised if there was an answer to that.
17m 30s
Um, somewhere in the law Bible, but yeah, the physics is an interesting one because there are also some bits where it is very hard and very realistic.
17m 41s
Like, anytime you see Spike's ship, like, change direction, right?
Jords
17m 47s
Mm-hmm.
Rocky
17m 47s
Like, there's the, like, the big thing that comes over and like is the thrust reverser, which is like, yes, it's cool, but it's also like that is physics, right?
Jords
17m 51s
The reverse thruster yep.
Rocky
17m 57s
Like the physics of the spaceship is has been taken into account there.
18m
Whenever you see things like manoeuvring, you see the reaction control jets going off, so it's not like they don't just like move through space like they do in Star Wars, say, where it's like, and then we handwave and say like, oh, there's repulsor lifts, like whatever.
Jords
18m 16s
No, there is more attention to that, but it is not a story about hard science.
Rocky
18m 21s
It's not, it's...
Jords
18m 21s
Like the science always serves the purpose of the story when it's being introduced.
Rocky
18m 26s
I don't think you can say that like it's it's completely hand waved because I think that leads you to the wrong conclusion.
18m 34s
These explanations.
18m 35s
Whether like whether or not they are scientifically accurate.
18m 38s
like that's that is not what I'm saying.
18m 40s
I saying that they are internally consistent.
18m 42s
All of it is connected to something that is happening offscreen, out of story, that we, the audience, are just not.
Jords
18m 51s
Right, if we're gonna narrow it down to like consistency versus accuracy, yeah, I think that's a good frame.
18m 59s
When you need, or when you want to set the scene on another planet or moon, you don't have to worry about like how many Gs is it pulling?
19m 6s
Are they able to breathe?
19m 7s
Do they need to wear a suit?
19m 8s
The answer is, they're just going to keep wearing the clothes that they were always wearing, but now the setting has changed.
19m 15s
You do just get to wander in in your like crushed shirt and suit with your messy hair and like sit down at a at a long bar and a bartender polishing a glass can wander over to you and pour you a drink if you don't have to worry about all of that science realism.
19m 30s
I mean, when you take that element together with these like sheer volume of anachronisms, so the show is made in the late 90s and our timeline of when we're seeing this universe is the 2070s.
Rocky
19m 31s
Hmm.
Jords
19m 48s
So in 80 years, we have settled all of these other planets, but then also, it's long enough that slums have been built and like standard power lines from the like 1970s onwards have been laid down everywhere.
20m 4s
Like, there are several, this could be X, the show, and I think anachronisms, the show.
20m 11s
is one of them.
Rocky
20m 13s
All right, what else did we have on our...
Jords
20m 16s
our pillars, I do just love during the intermission, like title cards that pop up.
Rocky
20m 17s
On our pillow.
20m 23s
Mm.
Jords
20m 24s
There's one of them that's like this series of of sentences in tiny, like typewriter style font, and it says, this is not a space opera.
20m 33s
It's a kind of space jazz.
Rocky
20m 34s
This is space jazz.
20m 35s
Yeah.
Jords
20m 36s
I feel like that kind of sets it a little bit.
Rocky
20m 37s
Yeah.
Jords
20m 39s
Like when we're talking jazz,
20m 41s
My my thoughts as a non-jaz musician.
20m 43s
Uh, you've got a bunch of people up on stage, all playing different instruments, and there's often tension between them, where it's like somebody is kind of like pushing the pace and then others are reacting to it, and like there is a certain mode that locks in, but there's like a constant battle between all the musicians to guide where the story is going.
21m 3s
And I feel like that's a great representation of the individual elements of this crew, where you don't have people who are like, great, I'm on board.
21m 10s
I can't wait to work with you.
21m 11s
You have people who are sometimes independently trying to catch the same bounty. And constantly jockeying for more, more of a share, especially in the case.
Rocky
21m 16s
Hmm.
21m 21s
I think the last one that was on my list is that there is this like undercurrent of like functional mysticism that kind of keeps cropping up.
Jords
21m 32s
Yes.
Rocky
21m 34s
So it's like prophecies are real and reliable and like luck is a force that can be manipulated and we have that whole episode that's about feng shui and it's like, oh yeah, feng shui is just like magnets.
21m 50s
Um, like, we don't know, but they do.
Jords
21m 53s
How do they work?
Rocky
21m 56s
There's this recurring thing where like, oh, this spiritual stuff is of no emotional solace, but it is practically useful.
22m 5s
Yeah, I think that one's, I think that's interesting.
22m 7s
And I think it's a really great way to push the plot along in an interesting way.
22m 14s
or pose a question in an interesting way.
Jords
22m 14s
I mean, I've got that down for a cryptic clue vector.
Rocky
22m 16s
Yeah.
Jords
22m 18s
Um, I did have one more thing.
22m 21s
There's also like a sense of emptiness wherever they go.
22m 25s
You know, there'll be lots of buildings, but there's rarely a crowd.
22m 30s
It might even just be like the 2 people that we're interested in, the protagonist and the person that they're following, or there might be like a single gang out on the streets.
22m 40s
There's even on the really populated planets when they're like on Mars, they can be doing a highway chase where it's literally just them and the other vehicle.
22m 48s
This sense of like sparseness where although humanity has colonised all of these different places, there's not a lot of actual humans out there.
22m 57s
We still maintain that Western aesthetic, even when you're in the middle of the city.
Rocky
22m 57s
Yeah.
23m 4s
So, what have we got?
23m 6s
Let's run through these pillars.
23m 7s
We've got a genre unto itself that is a mishmash of Westerns, noir, cyberpunk, post-apocalyptic, heists, uh, and alien style, uh, sort of used future.
Jords
23m 16s
Heists.
Rocky
23m 23s
We've got some incredible music that kind of tells us which one of those gears we're in.
23m 31s
We have a crew of screw-ups whose job is to hunt down other screw-ups.
23m 37s
We have a solar system that is filled with anachronistic technology that seems to have that, if not being scientifically accurate, is at least seems to be consistent within itself without necessarily being consistent with other pieces of technology or with the broader passage of time.
Jords
23m 50s
Consistent.
23m 59s
Filled with like mid 20th century constructions on distant planets.
Rocky
24m 4s
Um, we have a plot structure that is basically bounty hunts.
24m 9s
It's basically doing a job where you hunt down an individual.
24m 15s
These never go right, uh, and there is almost a like, if they go right for the characters, then it is like, or go right for the protagonist, then it is necessarily tragic for the, uh, the people who they've caught and vice versa.
24m 31s
If they, you know, deserve to be caught, then the players don't see anything out of it.
24m 35s
So it's always tragic for somebody.
24m 38s
It never ends well for either party in the bounty hunt.
24m 42s
everyone's running away from their past.
24m 43s
The protagonists are running away from their past on the macroscale and our bounties are running away from their past on an episode by episode scale.
24m 50s
Lots of backstory.
24m 51s
We don't see much of it.
24m 52s
Everyone's always broke.
24m 54s
We have functional prophecies and mysticism in the world that just seems to work and be there as an undercurrent and a provider of clues and plot.
25m 7s
What have I missed?
Jords
25m 9s
think that's pretty comprehensive.
25m 10s
I think that's got all of the things that are important, and there's just like a couple little sprinkles over the top that if you wanted to tie it even tighter to the show, you could.
25m 20s
But I think those are the things that underpin what the story is.
25m 24s
So, how do we prep it?
Rocky
25m 28s
Yeah, how do we make this into a game?
25m 29s
Look, I have a pre-thought this one a little bit.
Jords
25m 33s
You can have thoughts in advance?
Rocky
25m 33s
Right?
25m 35s
So I've got 2 questions that I think are core 2 prepping this.
25m 38s
One of them, I think, is has a very simple practical answer, and the other one, I think, maybe doesn't.
Jords
25m 39s
Mm-hmm.
Rocky
25m 45s
The 1st one is how do we prep an interesting bounty hunt?
25m 50s
right?
25m 51s
How do we how do we do that micro per episode or per session conveniently?
25m 56s
They're all called sessions either way.
25m 59s
How do we do that micro per session structure of like hunting?
26m 3s
The other question, which I would really love.
26m 7s
I mean I'd really love to hear your thoughts on both of them.
26m 8s
How do you make a game fun about a show that is so sad?
26m 15s
How do we make being sad fun?
26m 18s
Because it is a sad show.
Jords
26m 19s
Mm-hmm.
Rocky
26m 20s
And I think if you are just going into this like, if you want to play space Western doing jobs in a used future solar system and just like be happy, go lucky and have kind of have fun with it, you have to be playing Firefly.
26m 35s
Not that Firefly is necessarily a happy girl like it, but it is essentially it's the fluffy popcorn version of this.
26m 41s
I think if for it to feel like cowboy bebop, it has to be sad, and that's my 2nd big question is the like the macro scale, I guess, plot of like, all of these people have their past catching up with them.
26m 54s
None of the, like all of these heroes are tragic.
26m 58s
All of these arcs end in the gutter.
27m
Like, how do you make that a fun couple of hours at the table?
27m 6s
And you can answer those in any order you want.
Jords
27m 10s
Cheers.
27m 11s
All right.
27m 11s
I'll take that one on notice.
27m 14s
Okay, but like, legitimately, one is very, very much easier to answer than the other because they can all be done behind the screen.
Rocky
27m 20s
Yes.
Jords
27m 23s
How do you prep a good bounty hunt is something that we've kind of covered in different formats on the show in the past.
27m 30s
First, you need to have a target.
27m 32s
So who's the person that we're hunting?
Rocky
27m 32s
Hmm.
Jords
27m 35s
What crime did they commit? And why have the ISSP interspace solar, inter solar system police?
27m 45s
Why are the space police wanting to hunt them down?
27m 49s
Our team can respond to that?
Rocky
27m 49s
Hmm.
Jords
27m 51s
either by getting a tip off by someone directly telling them, an old contact maybe, or watching the show.
Rocky
27m 58s
They can find out about it from the television show.
Jords
28m
The show that often pops up just at the right time to tell you who this bounty is and what exposition is required to pick.
Rocky
28m 11s
You either get it from like a mystic in the desert or you get it from the TV show.
Jords
28m 15s
From the TV, from the CRT TV.
28m 19s
So jumping back to how do we prep a bounty hunt?
28m 24s
like just a generic bounty hunt?
28m 26s
Not a cowboy bebop flavoured one, but 1st we have to come up with the bounty.
28m 31s
So who's the person?
28m 33s
What have they done?
28m 34s
And where do we find them?
28m 36s
Then we might have some sort of an introduction.
28m 40s
So how are the players aware of this bounty that they're going for?
28m 44s
And I think this is the bit where we start.
28m 47s
I think it is every bounty hunt should be set with a hard open of you are in this system hunting these people.
28m 55s
In our Fireflay episode.
28m 57s
We talked about, how the choice of job was an important aspect of, you know, exerting exercising freedom, and that's what firefly is about, the opposite is true.
Rocky
29m 10s
Hmm, these characters aren't free, they're desperate.
Jords
29m 12s
No, they are constrained.
29m 14s
So as the GM, that gives you quite a lot of license.
29m 17s
You get to dictate what the next session is.
29m 20s
You don't have to ask, okay, where are you guys planning on going next?
29m 24s
You get to say, hard open.
29m 26s
Here's the guy that you're hunting.
29m 28s
This is the system that they're in.
29m 29s
This is what is known about them.
29m 31s
And you can present that in universe, uh, through like your TV show, or you can just straight up tell them you got to tip off from this, this character that you're, this embassy that your character knows.
29m 42s
So that gives us our start and our end, and then I would prep a couple of nodes in between, maybe 3 of like interesting locations where I can draw from the like unique element of the moon or the planet that they're on.
Rocky
29m 42s
Hmm.
Jords
29m 58s
So what is it about the culture of this place?
30m
And we're not having to make this up.
30m 2s
If you've seen the show, you just get to pick one of those places and say it's set on Ganymede.
30m 8s
And uh, as a result, there's fishing docks everywhere and lots of um, like ocean covering and sea rats are a thing. Then I would prep a lot of floating clues.
30m 21s
So I would prep a lot of clues that point and provide a little bit of foreshadowing, and I would have heaps of those in my back pocket to tie these places together.
30m 32s
I think this is a relatively heavy improv, type of mystery, because ultimately bouncy hunting is find the person, and then apprehend them, and the find the person is solving a mystery.
30m 44s
I'd have a couple kicks up my sleeve to make sure the action keeps going.
30m 47s
So what is the villain doing at any point in time?
30m 50s
And if the players don't engage, how does that escalate?
30m 54s
And then finally, I would have a specific complication in mind for if things were going too well for the characters, how would I rug pull them, such that this bounty is no longer the thing that they're doing, but introduce a different bounty at the same time.
31m 13s
Because this is something that happens all the time.
31m 15s
They'll be chasing someone.
31m 17s
That bounty gets dropped or altered or becomes worthless, or the person dies, and then suddenly there is a new motivation.
31m 24s
In the sea rats episode, it's the guy that they were going to jump on, ends up getting killed by the eco-terrorists, and that bounty's over now, but there's a new one.
Rocky
31m 25s
Yeah.
Jords
31m 36s
It's the eco terrorists.
31m 38s
So I think that's the kind of macro structure of a session.
Rocky
31m 39s
Yep.
31m 43s
Yeah, I think that's good.
31m 44s
I think probably what I would add is, I guess the difference between a bounty hunt and a heist for me is that a bounty is active, right?
Jords
31m 55s
Mm-hmm.
Rocky
31m 56s
So you're not just trying to get something that is static.
31m 58s
You're not just trying to like penetrate the defences and get in and get out, which we kind of talked about that structure when we did cyberpunk.
Jords
32m 5s
Mm-hmm.
Rocky
32m 6s
There is an active opponent who is, like, working against you trying to escape, trying to fight back, or just completely unaware of the fact that you're after them, but is still pursuing their own plans, which means they're, you know, moving all over the place and doing things.
32m 17s
I think having those like proactive nodes or those kicks available to be like, oh, well, they've actually moved on now and they're in a different place.
32m 29s
Um, that's going to be vital to making it.
Jords
32m 31s
They're trying to sell the last of their drugs before they jump the system.
32m 35s
So they got to visit several dealers before.
Rocky
32m 38s
The difference between a bounty hunter and a heist is that the bounty is not going to sit still and wait to be heisted.
Jords
32m 44s
Mm-hmm.
Rocky
32m 44s
So I think you have to prep yourself, give yourself some stuff that is going to make it feel like you are chasing a moving target, and I think those, like having those kicks prepared.
32m 56s
Make it feel that way.
32m 57s
So if you didn't listen to whichever episode it was, or where we defined kicks.
33m 1s
It's this idea that in a, uh, if you're doing a mystery where you've got or a structure where you've got a couple of different nodes where the players are fundamentally choosing what path to take next, kicks are, things that you as the GM get to choose to introduce, um, and they are good for, we call them kicks because they kick the players in the pants and force them to make a decision, um, they are the things that you, that fundamentally they're a pacing tool to keep things moving.
33m 27s
But I think in this case it is essential to also make it feel like they are not just hunting down someone who is sitting there waiting to be found, they are hunting down a moving target.
33m 36s
So having the moves that that target might make in mind is going to be real.
Jords
33m 43s
And like the target can't just move to a new place.
33m 46s
They need to make noise in doing that.
33m 49s
So if they're leaving one drug dealer to go to the next, how does that affect the players?
33m 55s
There's got to be some sort of like a shootout occurred or the gang that was chasing the the perp catches up with them and you hear like the sounds of gunfire in the distance?
34m 7s
Something that is like big and causes action to occur as a...
Rocky
34m 14s
And I think that's a good segue into, I guess, the 2nd thing that I would kind of bolt onto that broader structure.
34m 19s
If you look at the way the episodes are kind of structured.
34m 22s
A lot of the time that mystery bit doesn't last.
34m 26s
Sometimes it does.
34m 26s
Sometimes it's a long hunt and they catch them.
34m 29s
Sometimes that mystery is a 3rd half the episode.
34m 33s
And the 2nd half of the episode is a showdown, right?
34m 36s
Like it is a dog fight.
34m 38s
It is a duel, like a gun duel.
34m 41s
And I think that's also part of like this person is not just sitting there waiting to be caught.
34m 46s
When you catch up with them, they will fight back.
34m 48s
So I don't think that hunt necessarily has to be a super long complex mystery every time.
34m 54s
Having that, the like chocolate and peanut butter structure of like, you have the mystery where you track them down and then almost the 2nd half and you can you can change where that is.
Jords
34m 54s
Not necessarily not.
Rocky
35m 5s
It might be one third, two thirds in either direction, but almost like the, the, finale, um, in a lot of cases, is a quite a, a cool climaxy showdowny, essentially combat, and it's a combat where you, again, it's not necessarily a like fight of attrition, like we have to see combats as in role-playing games, like the goal is very explicitly, you are trying to take the other person and you are trying to take them alive, and they are trying to escape also.
35m 35s
alive.
35m 36s
So, yeah, I think we also have these like set PC finishing encounters, which I think would be a really cool thing to prep and just like with any kind of set piece combat type encounter, you want to be making sure that you are setting that in an interesting environment like the inside of an asteroid mine or like a rooftop with lots of gantries.
35m 58s
like it's it's got to be a fun environment to have that big showdown fight in.
36m 2s
Ideally do some like shouting of, you know, catchphrasing things back and forth. I think that's the almost the 2nd half of what you need to prep is whatever happens in that last node where you are in the like, okay, it's time to either catch them or they get away.
36m 18s
You want to be prepping a nice big set piece fight again.
36m 22s
Kind of like how we described in the Westerns episode, which I think is where we 1st nailed down that idea of like actionable environments.
Jords
36m 30s
Do agree.
36m 31s
I think that's what a showdown should look like.
36m 33s
Like, absolutely actionable environment, big set people.
Rocky
36m 37s
Yeah, they are, not only are they trying to elude you, but when you do hunt them down and solve that mystery, they are going to fight back.
36m 45s
And I think you need to prep for that and make sure you're leaving space in your mystery for that.
36m 49s
So maybe we're not prepping a super dense complex mystery to solve.
Jords
36m 55s
No, I definitely don't think it should be a complex mystery.
36m 58s
I think it should be full of pointer clues for sure.
37m 1s
So that you have a very quick.
37m 4s
I go here, I talk to this person, I get the intel.
37m 7s
They send me on this way, but one thing that I think I definitely want to have up my sleeve, they're trying to elude you, chase scenes happen all the time here.
37m 17s
So it might be like somebody steals a car and you're in your swordfish fighter plane chasing after them.
Rocky
37m 17s
Hmm.
Jords
37m 25s
Like, yeah, they're on a boat that has bloody jet engines on the back of it and you're in your, like, gantry crane.
Rocky
37m 32s
And you're in your swordfish fighter plan.
Jords
37m 34s
But like the chase on foot, the chase in vehicle versus vehicle or vehicle versus on foot, like something like that.
37m 45s
I don't think you can do this with something that's like super constrained and like simulation-y.
37m 51s
I think you need to have a more abstract set of obstacles at hand so that you can deploy them based on like the setting that you're in and the locations that you've prepped.
38m 1s
If your bad guy is going to ground and like trying to flee after you've just found out where they are, you need to have something to throw in the way.
38m 9s
And I think this is one of those rare occasions where crowds do pop up.
Rocky
38m 13s
As an obstacle.
Jords
38m 15s
Yep.
38m 15s
So yeah, broadly, we've got a structure of a mystery to solve that we anticipate to go relatively quickly, which means we're not trying to obfuscate too much information.
38m 28s
They're a very tangible point of clues to say, go here, talk to these people, understand a little bit of the context of it.
38m 34s
Then we've got a big old set piece showdown.
38m 38s
And then we've got the chase obstacles that might occur in this environment in our back pocket.
Rocky
38m 46s
Yeah, I think a mystery into a chase into a showdown, if you are trying to think of a a 3 act structure for an episode, I think that's probably a good way to think about is like, we do a little mystery, we do a little chase, we do a little showdown, and it all ends badly for everybody.
Jords
39m 5s
And to make that happen, we've got a bunch of floating clues that we can assign, like can textualize in the moment.
Rocky
39m 12s
We've got some kicks to kind of make things feel like that character, to keep the plot moving, but also to make it feel like that is not just a person who's sitting there waiting to be hunted down.
39m 22s
They are moving and acting independently.
Jords
39m 25s
And then something to subvert the expectations of the whole nature of this bounty, which may or may not be deployed depending on how tragic the situation already is.
Rocky
39m 32s
Hmm.
39m 37s
Yeah, a twist, a, a, an about face, something to turn the whole situation on its head.
39m 44s
And then I think in terms of our final encounter, we're prepping, you know, some some cool chase obstacles, um, a nice actionable environment that we can have a chase through and then have an interesting sort of dynamic showdown at the at the end of that.
39m 59s
So, yeah, just making sure we prep one interesting affordance laden set piece for the end of this.
Jords
40m 10s
So that's the easy part.
Rocky
40m 11s
That's the easy part.
40m 12s
Now how do we make it sad?
Jords
40m 16s
Now, this is the bit that I don't think you can do behind the screen by yourself.
40m 19s
This requires characters that can be made sad.
40m 24s
So when we look back at what our what our players are actually going to be inhabiting in this,
40m 31s
It's a bunch of broken people.
40m 32s
What you want your people to come to the table with here is like, I think, some sort of traumatic background experience that happened to them.
Rocky
40m 33s
Hmm.
Jords
40m 41s
And I was thinking about how how do we make that come out in play because as we all know, a secret that is never shared doesn't exist.
40m 50s
So it has to come out during play.
40m 53s
I'm thinking, like, if I was to ask my players, what 2 truths would you be able to say about your backstory that doesn't necessarily reveal it?
41m 4s
So, like, uh, we see with Faye Valentine, um, someone's like, oh, are you are you lady luck?
41m 11s
And she's like, if I was lady luck, I'd have to be over 200 years old.
41m 14s
You're like, oh, that's pretty spicy thing to say that has strong implications.
41m 19s
And then I was thinking, if we were to take it a little bit further, what about like the, I don't have the right word for this, but like keepsake maybe, artefact, some physical reminder.
41m 30s
Jet has a giant robot arm, like really, obviously something has happened.
41m 40s
His other keepsake is his pocket watch with the time stopped on it.
Rocky
41m 44s
Hmm.
Jords
41m 44s
Right?
41m 45s
So when his girlfriend left him, he kept her watch until it stopped ticking and then knew that it was time to move on.
41m 54s
And that's another most beautiful anachronisms.
41m 56s
It's not a Cassio.
41m 57s
Like, it had to stop ticking at some point for him to move on.
Rocky
42m 3s
The, um, yeah, Faye Valentine has checks notes, a Beta Max tape.
Jords
42m 8s
Yeah, right?
42m 10s
Like, some keepsaking thing or some artefact or some thing about their body that is like an obvious sign into their past, but isn't necessarily brought up willy-nilly.
Rocky
42m 25s
I really like that.
Jords
42m 27s
So I want my players to have these things in mind as like, this is something that you, it,
42m 31s
Oh, God, it's almost like the old murder mystery parties, where it's like, at some point in the session, you have to say this line so that other people can hear it.
42m 40s
At some point in the session, I want you to drop one of your truths if it feels right.
Rocky
42m 44s
I really like that.
42m 46s
I like that a lot.
42m 47s
I think it ties in quite nicely with kind of the way that I had thought about approaching this, which is everybody on the crew was something else before.
42m 56s
This is their 2nd life.
Jords
42m 59s
Yep.
Rocky
42m 59s
And so, as you said, like, Jets a Cup, Spike's an assassin, like, Fay was in the past.
43m 7s
Um, Edward was the the greatest hacker, but then before that was just like a regular kid, um, who just got left behind one day. We don't really ever find out much about Ine.
Jords
43m 15s
That got abandoned by their parents.
43m 17s
I was a dog.
43m 21s
Yeah.
Rocky
43m 21s
I was a dog.
43m 23s
And so, yeah, I want you to know who know what you were before you were here.
43m 29s
I think that is like, that is the question to ask people, is like, what did you do before you were a cowboy?
43m 35s
No one sets out to become a cowboy?
43m 37s
What did you do before you were a cowboy?
43m 39s
And there's 2 things that kind of branch off from that for me.
43m 43s
One is, what are you running from?
43m 46s
Like, what is the thing that caused you to not want to be that thing anymore because that, I think, over the broader arc of our season, if you like, that's the thing that comes back to haunt you?
43m 57s
And the 2nd thing is like, what still connects you to that, right?
44m 1s
And I think the ideal way to do that, like, I think the keepsake isn't neat, as a fun, like, metagamey way to be, like, like, bonus points for you, if you can drop your keepsake into into conversation.
44m 14s
I think the way to tie that into the actual plot is to have it come with a connection, right?
44m 20s
So the really obvious one here is Jet.
44m 23s
He knows cops. And they don't always want to give him info, but they do.
Jords
44m 24s
Mm-hmm.
Rocky
44m 27s
But then we also like meet people from phase past who are able to advance the plot as well.
44m 34s
sometimes who are the plot.
44m 35s
So I think those connections and they, I think, I think the best kind of connections to have our characters are contacts, are human connections.
44m 44s
Who are you still tied to, who are you still in touch with from that past life?
44m 49s
And I think that is a really good way to make the past, not just like something that you're trying to, on a meta, sort of narrative-y level, bring in deliberately, but they also make it something that is useful for you to actually solve the mystery.
45m 6s
Because the number of times, again, the number of times that like Jets police contacts are one of the clues that lead them to the, you know, the bounty.
45m 14s
It makes them something useful, not just like a kind of a chore that you can do to get bonus points.
45m 18s
So I think connections is
Jords
45m 20s
Absolutely agree.
45m 22s
I think you need to have those NPC, like those background NPCs that are named and tied directly to things, but then also just the category of what they were in the past.
45m 34s
So like JetCop has contacts.
Rocky
45m 35s
Hmm.
Jords
45m 37s
Good enough.
Rocky
45m 38s
Yep.
Jords
45m 38s
If I need, like, that's where I can assign my floating clue in the moment, if things are going poorly, it's my character who's playing like a jet-like person can say, I'm going to call the police station.
45m 50s
Is there anyone there that I still know?
45m 51s
And you'd be like, yes, there is.
45m 53s
Uh, it's your good friend, Fatty McMustache, and he, uh, can't believe you're still alive.
46m
So yeah, I think those are the things that the players need to help bring to the table, to make this a bebop story, because if you don't have those levers to pull as the GM, then you can't really make their characters feel anything.
Rocky
46m
Yeah.
Jords
46m 14s
And once they've got that, well, now we go back to our prep structure and those MPCs feature in there.
46m 22s
The abstract nodes now become like, oh, it's the bar where Julia always used to sit at the end.
46m 30s
your girlfriend's old bar or your old girlfriend's bar.
Rocky
46m 33s
Hmm.
Jords
46m 35s
Lots of bars.
Rocky
46m 37s
Well, if you want something that's not a bar spike has a convenience store, apparently, of an emotionally resident.
Jords
46m 42s
Yeah, at...
Rocky
46m 43s
I think it's a convenience store.
46m 45s
I never actually looked at what was on the shelves.
46m 47s
It could have been like a video store.
46m 48s
Like, just like a shop.
Jords
46m 49s
Well, no, the little dudes are stealing porn mags, because also in the future, porn mags still exist.
Rocky
46m 54s
I'm not sure they even still exist in the present.
Jords
46m 57s
I haven't been to a news agent in a very long time.
Rocky
47m
You and the rest of society.
47m 5s
So with that in mind, how do we sort of shape the overall arc of, because I assume we're not sitting down to play this just for a single session, right?
Jords
47m 17s
If we're playing for a single session, we definitely miss out on that strong character development, which makes it.
Rocky
47m 24s
Yeah.
47m 25s
So how do we, over the course of six, 12, 24, like, a season?
47m 32s
But yeah, how do we shape that arc so that over the course of the campaign, for want of a better word, um, or the season so that everyone has their past catch up with them by the end and gets their sad ending?
47m 45s
Tragic ending, there we go.
47m 47s
It's it's tragic.
47m 48s
It's not sad, it's tragic.
Jords
47m 49s
I think we can use like a recursive structure here, right?
47m 52s
If we zoom out and consider all of this one bounty to be just like a single node, you kind of identify one player at a time, and in each bounty, we're going to make that bounty tie to them.
48m 7s
So the spotlight shifts onto one of your characters and their connections that they have, and that player, like, their role is to drop one of their truths or something about their keepsake so that the rest of the table can hear that.
Rocky
48m 7s
Hmm.
Jords
48m 20s
And then the next time you play, it shifts onto one of your other characters.
48m 24s
And you got 3 to 5 players.
48m 26s
That's 3 episodes per player to conveniently, dish, your 3 hidden elements that should be acting as like windows to your past, and then you, you tie that up with a like, well, now the mission is the thing that you've been running from.
48m 42s
So if you've got 3 characters at the table.
48m 44s
That's a neat 12 story arc to cover all of them and have some sort of resolution for them all.
48m 51s
And you interleave it so that that character development is sustained over time.
48m 55s
The other players get to learn about their, about your character while you.
Rocky
49m 1s
Yeah, I think I would add to that.
49m 3s
I think there's gonna be an element of putting it on the players to drive some of this.
49m 7s
I also think you, as the game master, can dip into that backstory those connections and just explicitly have conveniently.
Jords
49m 8s
Mm-hmm.
Rocky
49m 16s
One of those is the, like, there's that episode where we learn a whole bunch about Fay, because conveniently, the guy who the bounty is on this week was the guy who, like, got her out of cryo sleep, right?
49m 28s
Like, we don't realise it until like the end, but it turns out it was this guy all along.
49m 32s
That's kind of how these 2 threads of the plot have woven together.
49m 36s
So I think you as the GM have permission to explicitly, like, a couple of times in the season, reach into those player backstories and be like, actually, this week it's about you.
49m 47s
Um, and there's an element of like, and then that is an invitation kind of for that player to drive that and be more invested in, in finding the answers in that instance.
49m 59s
importantly, I think at no point, is it just one player playing, right?
50m 2s
Like, the whole crew does get dragged into these things.
50m 4s
Everyone is playing.
50m 6s
It just happens to be that this week's bounty is from somebody's past.
Jords
50m 11s
Yep, totally agree.
50m 12s
And I think you might have to do a little bit of adapting here that diverges from the show.
50m 17s
I don't think it's great fun to have like 4 or 5 lone wolves at the table that don't really want to work together towards a shared goal.
50m 27s
I think that's something that you have to kind of hard frame up front and be like, all right, guys, I know we're doing a cowboy beerbop story, but you have to at least tolerate each other and work together.
50m 38s
I don't want any Faye Valentines who are just going to rob the safe and fuck off.
50m 41s
Like, the no sure way to kill a role-playing group, then have that.
Rocky
50m 42s
That is a very...
50m 47s
I was gonna say, that is a very like problem player.
50m 50s
Uh, like Faye Valentine's player is a problem player.
Jords
50m 54s
Absolutely.
50m 54s
It does not adjust well to the group activity of role-playing games, but you could absolutely see how people would come to table and be like, I can't wait to portray everything.
51m 6s
That's great for like a culmination of a story arc, but if that's every session or every interaction, that's going to get old real quick.
51m 14s
So that's how I think I would wrap this one together.
Rocky
51m 14s
Absolutely.
Jords
51m 18s
I would have the structure, which I can easily do on my side of the fence, of investigation, chase, and showdown with a subversive twist up my sleeve.
51m 30s
I would populate that structure with NPCs that are connections drawn from a particular character, and I'd rotate that character each time, and I would ask the players to come to the table with knowing what their prior history is, what their career before becoming a cowboy was, and what their connections are, that they're going to provide me and what their truths are, about their backstory that they're going to provide to the other plate.
Rocky
51m 58s
Yeah, I think that does actually answer both of my big questions kind of with the same answer, which is neat.
52m 8s
It's like it is all in the structure and it is all in how you reach into player backstories and pull things out. and and if the the content that's in those players is appropriately tragic and sad.
52m 24s
Um, the, the, the bits that you pull out of it and bring into each week or each session's stories are going to be appropriately sad as well. So yeah, I think, I think we solve both of the big questions with this one kind of nested structure, which is not genuinely.
52m 44s
I wish I had planned that.
52m 45s
I wish that was the answer that I wanted us to come to.
52m 48s
I did not.
52m 49s
We've just arrived at that conclusion naturally, which is very neat.
Jords
52m 53s
Right? That puts us at the next big question.
52m 55s
What are you going to run this?
Rocky
52m 57s
So I, look, I have 2 thoughts, um, and I think the 2 thoughts will not surprise anybody, but I think it's, I think it's going to be an interesting exercise in like why we do this segment the way that we do it.
53m 12s
So my 2 thoughts are something forged in the dark or fate.
53m 17s
And then I have some like, some asterisks at the end that I was sprinkling, but like having not really played them.
Jords
53m 18s
Hmm.
Rocky
53m 24s
I it would be more of a like, I might give this a go.
53m 26s
But there is a reason that we bring these 2 games up and it's not, like, this is not a bit.
53m 34s
It's not an inside joke.
53m 36s
not just being lazy.
53m 37s
I think it's a really important, like, compare and contrust exercise in, like, you can plunk down any system that and there are probably heaps.
53m 47s
In fact, there are heaps. I had a Google.
53m 48s
There are heaps of systems that claim to be able to do cowboy bebop, the tone.
53m 52s
If you are just plunking that down on the table, but then running it with your D&D hat on, it's still just gonna feel like every other role-playing game.
54m 1s
And the reverse is also true, right?
54m 3s
Like we can take these 2 structured but like fairly generic systems, but they give us a lot of tools to do the kinds of things that we're talking about, and we can think about how we deploy those tools to get the vibe that we want.
54m 15s
So there's a couple of things in each of these games that I really like.
54m 18s
I think the overall heist style structure of a forged in the dark game, they're like, the job and the downtime, like ebb and flow.
54m 29s
again, it's designed for this kind of story.
54m 32s
There's a lot of features in there that work really well.
54m 36s
So when we were talking about contacts before, that's a really, that's like a part of Blades in the Dark, it's a part of Scum villain.
54m 43s
like you have contacts from your past.
54m 45s
And all of the stuff around flashbacks works really well for.
54m 51s
Like, there's no rule that says you have to flash back to necessarily the start of the job.
54m 56s
You can flash back to your old life, right?
54m 58s
So we have this mechanism to bring the sad past into the game in a way that has mechanical effect and has rules for rules to like make it happen.
55m 10s
And so instead of flashing back to like, oh, but I rigged that thing to blow before we came in, it's like, I flash back to when I was a cop, and I remember this sad thing happened when I was a cop, and that has some like applicability to what's happening in the room right now.
55m 24s
So there's all these tools that we can use to make this feel like cowboy bebop in, uh, Forged in the Dark.
Jords
55m 34s
I totally agree.
55m 35s
Scum and villainy was on my list as well, but with a caveat that there are some bits of scum and villainy that I would prune out to make it more be-bobby.
55m 46s
So I would change the setting so that it's, it's not the sector that scum and ability is in.
55m 51s
I would change it, so it is straight up the solar system. And all of the factions that we see on there. Like, I think the faction game is a lot smaller in Cowboy Bebop.
56m 2s
It's like the world evolves less because of the faction game and more because of the character's internal backstories.
56m 9s
So I'd also take out the way, the like effective magic system in there, the like Jedi mind trick thing, because I just don't think that kind of has a place in this universe.
56m 19s
But otherwise, mechanically, it ties super well to what we've just discovered.
Rocky
56m 24s
I think the way of thinking about it is like not necessarily scum and villainy, although that might be a good starting point, but it is a forged in the dark game.
Jords
56m 33s
Yeah.
Rocky
56m 33s
It is that like flavourless structure that is what we're after.
56m 37s
To come back to like cliche number two.
56m 39s
I think fate also works.
56m 41s
I think having your past as one of your like big aspects on the character sheet works really well.
56m 47s
Again, it gives you a way to invoke your past for mechanical effect.
56m 52s
It also lets you put like connections with other players in those slots as well, connections with like other parts of the universe, um, and the GM also gets to invoke those 4 mechanical effects.
57m 7s
The GM gets to reach into your character sheet and compel you to do things based on your tragic past, which is like exactly the thing that we want.
57m 18s
And again, the overall, I think, the nature of fate, where you can write something down on an index card, plop it on the table, because it's convenient in that moment, but then it becomes an entrenched part of that setting, it's now like, you know, an a setting aspect or a scene aspect that is available.
57m 35s
I think that matches the stuff we were talking about earlier, the consistency, right?
57m 39s
Like there are, yes, there are obviously a lot of things in bebop that have been done for plot reasons, but they then, I guess, commit to that, right?
57m 46s
Like, yes, it's very free-wheeling.
57m 48s
It's very character and feeling is driven, but we do have that substrate of like, there is a sense that there is a consistent, coherent sort of world building and history and kind of physics that underlies the world and that we're only seeing a corner of that.
58m 6s
And I think being able to have aspects that you reveal, like, aspects of a setting that you reveal or add to as you go and that then are permanently available and always on and always available to invoke for effect, like, that is a way of creating that feeling of, like, yes, we have this very feelingsy plot week by week, but it's on this, like, interesting substrate of setting.
58m 30s
So I would pick one of those 2 games.
58m 33s
I would probably run it in either. Um, and I think each of them would run it really, really well with a small but deliberate amount of thought put to how you are hooking, all of these little like features that these games have, how you are hooking those into the tone that we are going for and the vibe that we are going.
58m 58s
for.
58m 58s
I'm sure there are also, as I said, I'm sure there are also some indie choices.
59m 3s
There's a temptation to run it in something super light, like lasers and feelings.
59m 8s
I don't think that can sustain the level of complexity that we need for a good, like, an interesting fight scene at the end on a sort of micro scale.
59m 21s
So it's not going to give us the like crunchy kind of, or a little bit crunchy, that we don't want it to be crunchy bit.
59m 27s
We want it to be like al dente, right?
59m 29s
Like, it's either going to give us that that chewy fight scene.
59m 32s
They're chewy.
59m 33s
That what they are.
59m 33s
It's not crunchy, it's not squishy, but it's like, we want like a chewy fight scene at the end.
59m 37s
We want it to feel a little bit tactical, but not, you know, we don't care about like half cover versus quarter cover, but we definitely want to be diving behind boxes.
59m 44s
you know?
59m 44s
And on a macro scale, I don't think it's going to give us the tools we need to reach into play a backstory.
59m 51s
and like pull out connections to the past that then becomes something that the GM has to try and like pull out of the player without any help from the system.
1h
So like, while it is tempting to say, oh, something like super free wheeling and jazzy, right?
1h 8s
Like something super improvisational, like a lasers and feelings, like a one page RPG kind of thing, I actually don't think it's the best fit because, again, I don't know a lot about jazz.
1h 19s
I do know that it is still based on like rules of music and rhythm and structure and like the whole point is to push those rules, but you're not just getting up there and just like playing whatever note you want.
1h 35s
There are still melodies and harmonies and things, and yes, we're pushing the boundaries, but we're doing it all within like the structure of a time signature and the structure of like a key, right?
1h 46s
So I think going completely freewheeling is actually also not jazz.
1h 53s
if that makes sense.
Jords
1h 55s
I think you can pull that out as like, that's the line.
1h 58s
Going completely freewheeling is not jazz.
Rocky
1h 1m 2s
That ain't jazz.
1h 1m 4s
Um, that's those are my system thoughts.
Jords
1h 1m 8s
Yeah, look, I agree with a lot of that.
1h 1m 11s
I don't think something that is lightweight.
1h 1m 13s
I never even would have considered lasers and feelings to run this one because it just feels too like we have just discussed something quite deep and lasers and feelings is like, let's get to the action right now.
1h 1m 23s
That's what we care about.
Rocky
1h 1m 24s
Hmm.
Jords
1h 1m 24s
Resolve the thing that's going on.
1h 1m 25s
Get to the next thing.
1h 1m 26s
But this, yeah, has more slow burn elements to it than that.
Rocky
1h 1m 27s
Yeah.
Jords
1h 1m 31s
On the topic of indie games.
1h 1m 33s
Orbital blues.
1h 1m 35s
So, orbital blues, like, there is a certain element to the aesthetic of it that I would want to change because it focusses very much on, like, it's, yeah, your rock and roll diner in the 1950s Americana style future. And that one I don't think quite matches up to the aesthetic, but I do think its rule system underpins some of these elements quite well.
Rocky
1h 1m 54s
Hmm.
Jords
1h 2m 2s
Like, it even explicitly refers to scene sessions and arcs as part of the, like, rules that your abilities will key to.
1h 2m 14s
So it ties quite well to the feelings that we want to evoke and it should come as no surprise because Bebop was one of the inspirations for it.
1h 2m 22s
But I think it does quite a good job of having a back and forth that allows you to put your characters in danger without them going down easily.
1h 2m 33s
There is a blues mechanic in there as well for when like difficult things from their backstory start to pop up, their blues value escalates and you want to roll over the blues value to not be affected by those things.
1h 2m 48s
But eventually, as your blues build up, the likelihood of you rolling under it and having a moment, that keys to that becomes more likely.
1h 2m 57s
So I think anytime you want to introduce elements of a character's backstory in there or something that this reminds you of that time when it allows you to mechanically implement that.
1h 3m 6s
And when a character tips over that edge, then they actually get significant bonuses in the moment to pull off like astoundingly big things, but at the cost of further trauma.
Rocky
1h 3m 21s
Yeah, that's a little bit like what we saw in the Avatar, the Last Daybender thing, where it's like when you tip off the end of your balance, you get to go nova essentially, but it changes your character.
Jords
1h 3m 32s
There is also a swan song mechanic here that is like, if you reach the narrative end of your character, you can choose the moment when you go out.
1h 3m 42s
You can choose the moment where you have the showdown in the Gothic cathedral with your arch nemesis from the past.
Rocky
1h 3m 48s
God, I love a character that ends.
Jords
1h 3m 50s
Yeah, you you invoke this thing and you push the boundaries of everything.
1h 3m 55s
You have advantage on all of your roles effectively.
1h 3m 57s
You don't lose health, you pull off all of this stuff, you can help your friends out of difficult situations, and then you die.
1h 4m 6s
Like guaranteed it is written in.
1h 4m 8s
This is the end of your arc.
1h 4m 9s
And I think that ties quite tightly to our sad broken bebop characters.
Rocky
1h 4m 16s
No, that's that sounds kind of perfect.
Jords
1h 4m 18s
So, my 2 picks, uh, Orbital Blues and Scum and Villainy.
1h 4m 23s
Oh, yeah, like you say, a fortune in the dark, but I think a scum and villainy where you add by subtraction.
1h 4m 29s
So we just changed the setting and we prune out any of the things that don't tie well.
1h 4m 33s
I think they would both be really, really well suited to running a, you know, 6 to 15 session bebop.
Rocky
1h 4m 42s
Absolutely.
Jords
1h 4m 43s
All right.
1h 4m 44s
Would you run it in, Dunson Dragons?
Rocky
1h 4m 48s
Nah.
Jords
1h 4m 49s
Nah, for the multitude of reasons we've just described.
Rocky
1h 4m 52s
Too much tonal hacking to do, not enough help from the system.
Jords
1h 4m 54s
Yeah.
1h 4m 58s
I don't I don't think you can cut enough out of D&D 5V such that it is still a 5th edition game and hit...
Rocky
1h 5m 7s
Yeah, I think so much of the setting or so much of the game, so much of what you want sitting down is the setting, I just don't think there's a realistic way to do it in 5E, and we're not in the olden days where you can just do a D20 system, right?
1h 5m 23s
There's no D20 modern these days.
1h 5m 25s
So even if you have players who are like locked onto like, I don't want to learn new rules, it's like, there's not really a way to do it these days.
Jords
1h 5m 33s
And like we said, you'd need your players to meet you halfway here.
Rocky
1h 5m 37s
Right.
Jords
1h 5m 37s
So if your players don't want to play anything other than 5V, you also just can't get them to play a game that has the story elements required to be a bebop story.
Rocky
1h 5m 46s
Right, just like, if you want to, if you have players who like, want to do this in 5 years, like, just write a tragic backstory that no one will read.
1h 5m 54s
Um, probably to broaden the question a little bit if I had players who wanted to do this but did not want to leave the fantasy box.
1h 6m 5s
I would possibly have a play with the wild sea.
1h 6m 8s
So it's not, um, it's still not 5E.
1h 6m 12s
It's a bit different.
1h 6m 13s
Um, but the wild sea is uh, steam punky, fantasy, uh, people on a ship doing jobs, but the ship is sailing across the canopy of a giant forest using chainsaws' engines.
1h 6m 28s
So it's a similar like, it's a bit of a mishmash of like old and new or of like genre crossy like cyberpunky stuff.
1h 6m 37s
So if I had players who were like locked onto fantasy, but not necessarily locked onto 5E, I might give wildsy a go. Because I think you could, you could do the sad, you could do wildsy with sad backstories and have something that felt like fantasy cowboy.
Jords
1h 6m 50s
Definitely think you could.
1h 6m 51s
I'd want to make a couple alterations in there.
1h 6m 53s
Every time I played Wild Z, it's just been a bit hopeful.
1h 6m 58s
So yeah, I would I would want to stamp that out.
Rocky
1h 7m 1s
Stamp out that joy.
Jords
1h 7m 5s
Yeah, it feels really solar punky to me, which, yeah, just has just a little, little too much glint in the eye there, but I do think a lot of its mechanics could work quite well.
1h 7m 16s
I think I'd also want to cut out the journey mechanisms because I don't think bebop is about journeying somewhere.
Rocky
1h 7m 25s
That's true.
1h 7m 26s
Perhaps it could be an emotional journey to get away from that.
Jords
1h 7m 30s
What? Perhaps the real emotional journey with the friends we made along...
Rocky
1h 7m 30s
No, I'm not...
1h 7m 37s
The frenemies we made along the way.
Jords
1h 7m 39s
Yeah, I see where you're coming from with that angle and with some tweaks.
Rocky
1h 7m 44s
I think it's a good option to think about.
1h 7m 46s
I don't think it would necessarily be a 1st choice, but I think if you had a group for whom this was the right choice, it could be a fun one.
1h 7m 53s
So yeah, that's my answer is I would not run it in 5 E, but I would run it in a while.
Jords
1h 7m 58s
And we all know that if your players only want to play 5A, they'll be very amenable to try and win.
Rocky
1h 8m 4s
I mean, genuinely they might, like.
Jords
1h 8m 7s
Just same enough, but a little different.
1h 8m 9s
Yep, we would call this like something within the zone of proximal development.
Rocky
1h 8m 9s
It's a good gateway drug.
1h 8m 15s
It's pushing them just enough to grow, but not enough to uh, challenge them, you know, seriously.
1h 8m 22s
Our last question, traditionally, is would you run it?
Jords
1h 8m 26s
Mm, absolutely.
1h 8m 28s
If I had the players, like, because their significant amount of this enjoying the sadness has to be on the players and, like, not viewing the constant, morally dark gray obstacles, you'll throw in their way, then yes, I would.
Rocky
1h 8m 47s
I don't know that I would.
1h 8m 51s
I don't, I don't think I would run it, not because I don't think it would be fun, not because I don't think there are systems out there that could support it, not even that I don't think my table could handle it.
1h 9m
I just like, I wouldn't be super like intrinsically motivated as a game master to sit down and like run a session of sadness and that's not to say that it's like ungamable.
1h 9m 12s
It's not to say that it can't be done.
1h 9m 14s
I just don't think this one is my.
1h 9m 16s
also not to say that I didn't enjoy watching the show.
1h 9m 18s
I love the show.
1h 9m 20s
It was like it was, I think it's genuinely like fantastic television.
1h 9m 24s
I really enjoyed watching it.
1h 9m 26s
I just, I'm not a wallower.
1h 9m 28s
I can't wallow to the extent required to like write good bebop content.
Jords
1h 9m 32s
You don't like that feeling? like you've just been kicked in the stomach? when the credits roll in the final episode and you're like, ah.
Rocky
1h 9m 39s
No.
Jords
1h 9m 39s
That was so good.
Rocky
1h 9m 39s
No, one of us does martial arts, so one of us enjoys being kicked in the stomach and it's not me.
Jords
1h 9m 47s
I can tell you've never done martial arts.
1h 9m 53s
That's not the bit you enjoy.
1h 9m 55s
Oh, no, definitely I'd rather this.
1h 10m 2s
If I if I had the perfect crew of like four.
Rocky
1h 10m 6s
Well, that's it.
1h 10m 7s
That's Cowboy Bebop.
1h 10m 8s
Thank you very much for sticking with us.
1h 10m 10s
Uh, we hope you enjoyed this.
Jords
1h 10m 11s
Yeah, now that we've reached our bittersweet conclusion of our character arcs and now we're going to play the real folk blues as we exit this scene, the real folk blues.
Rocky
1h 10m 25s
Just... Just to clarify, uh, this is, we are not ending the show that, uh, you could be, you could draw that conclusion from what Jordan just said, we are not, we're not shutting down the podcast.
1h 10m 38s
except in the literal sense of like this episode.
Jords
1h 10m 42s
Um, look, we've got one more episode that we're probably put out by the end of the year.
1h 10m 46s
So when you guys hear this, it should be the start of December 2025, and we might put out a bonus one that's not tied to a particular genre or IP.
1h 10m 57s
Let us know what you want in that episode.
Rocky
1h 11m
Yeah, otherwise we will just have a bit of a ramble about the things that we think we've learned about game mastering this year, which is what we did last year, and it was good fun.
1h 11m 7s
Very, like, fast and loose, very unedited.
1h 11m 10s
Uh, but yeah, that's that's the last one for this year.
1h 11m 14s
Um, in terms of genres and like, what a, what a genre.
1h 11m 18s
We got one of everything.
1h 11m 19s
It's a real, we got the Westerns, we got the cyberpunk.
1h 11m 22s
We got the noir, we got the, it just feels like a great one to end on, you know?
1h 11m 26s
Um, Cool.
Jords
1h 11m 27s
Hmm. A true capstone achievement, cowboy people.
Rocky
1h 11m 30s
Exactly, exactly.
1h 11m 32s
It was all coming to this.
1h 11m 34s
This is what we've been running away from the whole time.
Jords
1h 11m 37s
All right, Rocky, where can people find us?
Rocky
1h 11m 41s
The best place to find us is online on the good old-fashioned worldwideware, but platonics.net, assuming, of course, you've already subscribed to the podcast.
1h 11m 51s
If you haven't, go ahead and do that now.
1h 11m 52s
We are available wherever you get your podcasts PlayTonics.net.
1h 11m 56s
You'll find our past episodes there.
1h 11m 57s
You'll find links out to our social media.
1h 12m
You will find a newsletter that you can sign up to.
1h 12m 4s
You also find a link to the Discord there as well, which is where we chat about all of the stuff you'll be asked on entering what your hottest role-playing game take is, and we, there's quite a backlog there to scroll back through.
1h 12m 20s
So if you just want to read some hot takes, hop on the server.
1h 12m 23s
That's also the best place to post things that you would like to see us talk about, hop on the discord, make a request.
1h 12m 32s
Um, we, I, was Cowboy Bebop a request from someone?
1h 12m 35s
I know we had it on our list.
Jords
1h 12m 36s
Yeah, me.
Rocky
1h 12m 37s
Did someone also request it?
1h 12m 39s
We've done a couple that people really wanted.
1h 12m 41s
I think Mad Max was a request.
1h 12m 43s
So if you have things that you want to see us break down and put back together.
1h 12m 48s
Discord is the best place to get in touch with us directly.
1h 12m 52s
If you are not a Discord person, totally understandable, you can drop us an email at hallowatplatonics.net, and that's also linked on the website.
1h 13m
The last, but certainly not least place that you will find us online is Reddit.
1h 13m 6s
We are you slash platonics on R slash RPG mostly.
1h 13m 11s
We try to start interesting conversations in there and sometimes even succeed.
1h 13m 19s
Um, but it's a uh, it's a rough environment, the old, the old Reddit Cs.
1h 13m 26s
So if you see you slash platonics posting something, please fang us an up vote.
1h 13m 30s
Read the post, obviously, and engage with it as well, but if nothing else, if you see us on there.
1h 13m 35s
Validate Jordan's excellent work in keeping that account out.
1h 13m 43s
Because he does a good job.
1h 13m 44s
I think that's it.
Jords
1h 13m 44s
Thanks dad.
1h 13m 45s
All right, let's wrap it here then.
1h 13m 48s
We'll see you guys on the end of year bonus episode.
1h 13m 51s
See you, space cowboy.
Rocky
1h 13m 51s
Do you wanna save the line?
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