Modern Mythology | Story & Setting in RPGs and beyond

Modern Mythology

How do stories and systems intersect and influence each other? This push and pull offers us a chance to deepen our understanding and appreciation of how writing and role-playing games connect and co-evolve. Through conversations and one shot Actual-play episodes, we explore how the tools we use shape the stories we tell, whether those tools are implicit or explicit. Whether you’re a veteran or new to the scene, we invite you to join us.

  1. Aug 31

    Ep. 29: Homebrewing Ravenloft — The Nameless Lands

    We continue our fantasy series with James taking the DM’s chair. This time, we look at one approach to homebrewing: preserving the conventions that give a setting its identity while modifying systems to lean further into them. Our actual play takes place in the Nameless Lands, a new Domain of Dread pulled from a world not altogether unlike our own. The Mists blur its borders, time has become meaningless, and names and histories are slowly wearing away. Two cursed wanderers are on their way back to the walled town of Karsova with a severed head in their saddlebag as proof that they completed their job. At the center of the Nameless Lands is Agrammon, the Undying One, a nascent Darklord. Orphaned by raiders, he survived through the criminal underworld and eventually grew wealthy through debts and imperial administration. His obsession with finding immortality through genuine magic led him to other worlds, and the rites that transformed him. The setting draws loosely on Ottoman administrative history, Silk Road funerary traditions, Scythian burial practices, and Balkan revenant folklore. James developed it as a possible campaign framework for roughly levels 6–12, along with custom characters and character classes for the session. As usual with our actual plays, we follow the session with a discussion of what happened at the table. Topics Discussed 00:00:33 — What have we been playing lately? Witchlight, Van Richten’s, Tasha’s, and getting D&D books from libraries instead of buying them. 00:06:57 — Ravenloft roots and the “evil character”: Older Ravenloft design assumptions, the Satanic Panic, and what happened when a character turned evil. 00:11:38 — Why GMs cause problems for PCs: Why cursed items, complications, and resistance can make better stories than straightforward rewards. 00:15:52 — Homebrew, balance, and encounter math: How custom items and spells interact with 5e’s balance assumptions and the difference between mechanical imbalance and spotlight problems. 00:21:41 — The homebrew pregens: Drahamir the werebear druid, Ruhan the dhampir stalker, and the costs built into their abilities. 00:32:33 — Rite of the Undying: The Nameless Lands: Introducing the Domain of Dread, Karsova, Voivode Radovan, and the cult of the Undying One. 00:41:30 — Gnoll ambush on the caravan road: The first fight puts the custom characters and homebrew mechanics into action. 01:20:17 — The blight at Sudavac: A spreading sickness turns the innkeeper’s son undead. 01:25:13 — Safia’s offer for the head: A mysterious old woman offers to trade for the cult leader’s severed head. 01:43:32 — Karsova, Radovan, and the head that won’t burn: The pair completes their mission, only to discover that the severed head refuses to burn. 01:47:26 — The GM pulls back the curtain: James explains the obsidian spear, the undead-raising head, and a Domain of Dread still in the process of forming. 01:55:17 — One-shots still need a want: Why pregenerated characters need motivations, and how games can give amnesiac characters drives through play. 02:00:21 — Codified magic stops being mysterious: How explicit spell mechanics can strip away mystery, and how DCC and Shadowdark approach magic differently. 02:05:32 — Mystery for the GM and emergent play: How much of a game world should remain unknown even to the person running it? 02:19:38 — Starting at level six and tiers of play: How starting above low level changes character play and what levels actually represent. 02:26:13 — Comparing three approaches to D&D: Lessons from running a published module, the 2024 rules, and full homebrew, plus ways to abstract secondary combats. For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel. ModernMythology.net

    Ep. 29: Homebrewing Ravenloft — The Nameless Lands
  2. Jun 15

    Ep.27 Death & Dying in RPGs: How to Make the Most Use of Ends

    Have you had a character die mid-session? How did it feel, and had the table talked it through first? We all run games with violence of some kind, juggling different systems and different layers of mortality — and a lot of players read a death as an ending, an inconvenience, or a real emotional blow when a favorite character meets their end. This game, like many others, shows it doesn't have to be. In Episode 27 of Modern Mythology, Sean runs Turn of Fortune's Wheel — the official introductory Planescape adventure (spoilers ahead!) — for Scott and James. Planescape is a setting where belief shapes reality and the dead are part of the cosmology, and Turn of Fortune's Wheel wastes no time putting that on the table. We rolled up three characters and played through an engaging, genuinely lethal scenario to put death in gaming under the lens. After the session we get into how to handle a character's death at the table in a way that protects player agency and opens up better stories. Content note: this episode discusses character death and in-game mortality throughout. Topics discussed: 00:00:37 Consent Check-in 00:01:45 Characters 00:07:40 Trope: You Wake Up in a Strange Place 00:18:30 Exit the Room 00:24:00 Doctor & Patient 00:48:10 On the Precipice 00:52:25 The First Death 01:05:30 Jamie's 2nd Character 01:30:20 “Maurice, No!" 01:31:45 Wrap Up & Death as a Narrative and Game Device For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel. ModernMythology.net

    Ep.27 Death & Dying in RPGs: How to Make the Most Use of Ends
  3. Apr 3

    Ep.25: Cypher Systems with guest SJ McKeen: Universal RPG Design with Monte Cook’s Framework

    In Episode 25 of Modern Mythology, we take on the Cypher System, a well-known universal tabletop RPG system with a strong reputation for flexible, narrative-driven play. Because Cypher isn’t tied to a single core setting, it gives us a good way to look at how a system’s mechanics shape story across genre—and in this case, through a fantasy lens. We’re joined by SJ McKeen—author, fellow pro GM, professional voice actor, and streamer—who brings both GMing experience and firsthand familiarity with Cypher to the discussion. Together, we look at what the system does well, how it supports narrative play, and what it offers groups who want a framework that can adapt to different kinds of stories rather than one fixed world. As usual with most of our actual-play episodes, we wrap up with a discussion of what the session surfaced for us about system, story, and play more broadly. Topics discussed: 00:00:35 Introducing the Cypher System 00:01:20 Special Guest SJ 00:03:35 Broad strokes of setting? 00:06:35 Meet our characters 00:11:20 Monster Hunting 00:12:40 Mountainside Temple 00:44:00 The Gateway 00:53:00 Miasmic Hallway 01:05:45 The Prison 01:10:45 The Inner Sanctum 01:27:30 Charge! 01:54:00 LTB! 01:58:45 Denouncement 02:02:00 Break it down 02:04:10 Combat Downward Spiral 02:12:00 Madness in RPGs 02:21:40 Arcs and XP 02:33:00 Learning Curves 02:37:20 Read Character 02:41:20 Functional Character Sheets 02:48:00 What's SJ Up To? For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel. ModernMythology.net

    Ep.25: Cypher Systems with guest SJ McKeen: Universal RPG Design with Monte Cook’s Framework
  4. Mar 12

    Ep.24: How Setting and System Affect Each Other in RPGs

    In Episode 24 of Modern Mythology, we dig into one of the biggest questions in tabletop RPG design: how setting and system actually interact at the table. This is a dense, nearly two-hour conversation about the ways mechanics shape player behavior, how they steer attention toward certain kinds of choices, and how that pressure can either reinforce the fiction or get in its way. As always, we don't come away with a final conclusion so much as many opened avenues of discussion. We spend a lot of time teasing apart what happens when a game’s rules and its setting are working together, and what happens when they might be at cross-purposes. When does system push play forward? When does it create friction? When does a setting give players a strong sense of what matters, when do constraints help and when does they start to constrain the very story the table is trying to discover? How important is a fantasy map? Along the way, we look at the interplay of structure and fiction from several angles, asking how games teach people to play through their mechanics, and how different approaches can produce very different narrative results even when the premise looks similar on paper. One quick correction: during the episode, we say “rules agnostic” a few times when what we actually mean is “setting agnostic.” Apologies for any confusion there. Topics discussed: 00:00:20 Framing the Conversation BTRC Phoenix Command 00:16:00 Simulationism 00:25:30 Setting Agnostic Systems Daggerheart 00:53:40 Death in system and setting (more on this in an upcoming episode) 00:58:25 System Informs Setting 01:11:40 Ideas about Setting informing System For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel. ModernMythology.net

    Ep.24: How Setting and System Affect Each Other in RPGs
  5. Feb 17

    Ep.23: Burning Wheel: How Beliefs Drive Character Arcs

    Burning Wheel has stayed Scott’s favorite RPG for a reason, and this two-hour episode digs into the specifics. We look at how the game’s tools reinforce each other at the table: lifepath character creation, goal-driven play, organic advancement, and combat with real risk. In combination, those systems tend to produce strong characterization and narrative momentum without forcing outcomes. Burning Wheel is an fantasy RPG designed by Luke Crane that pretty consistently shows up in many of the top lists of Indie RPG’s. It uses a d6 dice-pool engine and centers play on character beliefs and consequential choices. The current core book, Burning Wheel Gold Revised, is presented by the publisher as the definitive revised edition. Even in this short session, the interplay of these mechanics creates standout moments—scenes shaped by player intent, and tension that comes from pressure rather than pre-scripted plot. If you’re interested in how system and story lock together in practice, this episode works as a clear case study. Hope you enjoy as much as we did. Topics discussed: 00:00:30 Introduce Characters 00:16:45 Scene One - The Arrival 00:28:10 Scene Two - The Prodigal Child Returns 00:37:00 Scene Three - The Race to the Throne 00:48:25 Scene Four - Slip Away 00:56:00 Scene Five - Involving the Etharch 01:05:00 Scene Six - The Receiving Room 01:08:50 Scene Seven - Sibling Reunion 01:23:00 Scene Eight- Gathering Storm 01:37:00 Scene Nine - Now We Hunt Orc 01:59:30 Debrief - Song of Unraveling For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel. ModernMythology.net

    Ep.23: Burning Wheel: How Beliefs Drive Character Arcs
  6. Feb 3

    Ep.22: A Discussion of the Use of Technology in TTRPGs: VTTs, AI, and much more

    Modern Mythology Ep. 22 — Technology takes a reflective look at how changing technologies have shaped tabletop role-playing games over time. From physical tools at the table to digital spaces that bring groups together across distance, we talk about what stuck, what faded, and why. Along the way, we explore how randomness, connectivity, and new creative tools altered player expectations and game culture. The discussion moves through technology adoption, miniatures, bringing technology to the table, and the question of what the “big jump” was. We also talk about RNG, online gaming, getting the party together, virtual tabletops (VTTs), streaming, and artificial intelligence and LLMs—then close by considering where technology helps the most, and where it’s best to step back. Throughout we ponder the pros and cons and implicit tradeoffs that always arise in the course of adopting technology into our lives. Topics: 00:00:00 A Looming Threat 00:02:00 Jump right in 00:08:30 Technology adoption 00:13:45 Miniatures 00:19:15 Bringing technology to the table 00:25:15 What was the big technological jump? 00:36:40 RNG 00:40:44 Online gaming 00:55:20 Getting the party together 01:05:00 Virtual Tabletop (VTT) 01:13:45 Streaming 01:17:35 Artificial Intelligence and LLMs 01:31:30 Technological Sweet Spot For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel. ModernMythology.net

    Ep.22: A Discussion of the Use of Technology in TTRPGs: VTTs, AI, and much more

About

How do stories and systems intersect and influence each other? This push and pull offers us a chance to deepen our understanding and appreciation of how writing and role-playing games connect and co-evolve. Through conversations and one shot Actual-play episodes, we explore how the tools we use shape the stories we tell, whether those tools are implicit or explicit. Whether you’re a veteran or new to the scene, we invite you to join us.