Hello and welcome to the Weekly Scroll Podcast.
My name Is Ryan and today we have a returning guest with us
today that is Kayla Dice of Rot Wave Gamehouse.
How you doing today, Kayla? I'm doing good.
Yeah, I'm feeling excited to be back and been a little poorly
so, but I think I'm starting to get on the mend, so I'm feeling
better and that's that's nice. Good.
Fantastic. Yeah, so, so it's Zine month.
It's Zine Quest, it's Zine whatever, It's February and
we're doing Zine stuff and and you have a project out that is
ritual magic for besties that we're going to talk about today.
But prior to that, for those that maybe didn't watch episode
when you were on before, which was episode 97 wrote it down,
why don't you tell people a little bit about yourself about
Killer Dyson, right with Gamehouse?
Why not? So I'm Kayla Dice.
I am a tabletop game designer living in London.
I've been releasing games since December 2020.
I tend to say that all of my games, in different ways, focus
on themes of alienation and connection, really run the
gauntlet in terms of like style, genre and tone.
But I think I come back to those sort of core themes just because
they compel me. Essentially, I am maybe most
well known for a game I Kick started last year.
Terminal, a digital pirate action game inspired by The
Matrix, also might be well known for a transgender Deathmatch,
Legend or Follow Me in the Night A Cursed Radio.
I was the one of the winners of the Diana Jones the Emerging
Designer Award last year, which was a great honour and in that
time I get then ran a first Kickstarter that year.
Now I'm running a second Kickstarter.
I'd previously been working as a teacher as a day job, but this
year sort of. Since September I've been
attempting to make game design my myself employment, so I'm on
a year long experiment to see how I can make that work.
There we go. Yeah.
So as we said, I don't know if I said episode 97 was the last
time you were on and that was for Terminal.
That was when you were kick starting your project last time.
Super excited for that. As soon as I saw Terminal, I
reached out and said I really want to talk to this person.
This looks fantastic. I know that digital is already
sent. So here's my thing with
Kickstarter. I back a lot of them but I will
flip through digital stuff. But I wait till I get physical
stuff to really sit down and dig through it cuz I wanna feel the
whole experience in my hands. And I believe you said it's
terminal is going to print now at this point, right?
Yeah, it has been sent to print. So the digital, we did it sort
of in waves basically. I did the digital of the core
book and then because I wanted to give stretch goal writers
time to respond to their edits and stuff, I didn't want to rush
them. But also I otherwise had like
the finished part of the game. So he put out that, then added
the stretch goals. Then there was about a week
period where I just was waiting to see if anyone caught any
errors or stuff they wanted us to fix.
Then we sent to print. They have arrived at the
warehouse of the fulfillment partner now along with the GM
screen which also went to print because some back has ordered
those. I don't want to give any like
timetables because that's now in control of the warehouse and
shipping and the fulfillment partner.
And I don't want to make any promises on their behalf that
they then go Kayla, why did you say that?
But it should be very soon. I'm excited.
I'm actually much the same with definitely books over a certain
size. I feel once a book past is 80
pages for me. I'm like I need to be able to
have this physically. I need to be able to flick back
in an easier way sometimes. I know it's myself losing, so
I'm really excited for it to to get out there physically.
When it does, I'll be communicating with backers about
everything. I'm really excited to hear about
people getting it to the table because it was the biggest thing
I made. It was a super challenging
project in terms. It was the first time I worked
with an artist, first time I worked with an editor, first
time I hired other writers, and in sheer sort of scope, it was
so much bigger than anything I've done before.
And I'm really proud of everything I did on it.
I'm proud of everything other people did on it.
And yeah, so I'm. I'm super excited to see it in
people's hands this year. Yeah, and like I said, I'm super
excited to get it in hand. So at some point and that's the
thing when you're back in Kickstarter project and I've
known after backing there very, very many is you get it.
When you get it, just buy it and then have a surprise at some
point check your updates every now and then.
But it is. It is right.
It is in quest. It is in month.
It is in whatever it is, February.
So you have a project going out right now.
This is ritual magic for besties, and it's not on
Kickstarter. It is on Crowdfunder instead.
But tell us about I guess. What's the What's the pitch for
ritual magic for besties? So yeah, so Ritual magic for
besties is AGM less game played with tarot cards where you play
a group of magic users, all gathering to cast a ritual spell
and the fuel for this spell craft is the connections you
have with each other. And then that leads into sort of
essentially a series of rounds of the tower game where you're
playing cards to guide the ritual and look into each other
and asking a series of questions which enlighten the the deep and
personal history you have together.
And then you're using that to cast these spells.
It's written and designed by me. It is illustrated by Molly Mood,
who I think has really good just art style that in this book is
really well suited I think to giving the sort of fantastic
like magical realist slice of life tone that we have at play
and it's going to be presented in a sort of scrapbook layout.
The campaign on crowdfunded just covers the initial goal, just
covers the editing and printing costs.
There are no stretch goals for the campaign.
And then everything that goes beyond that initial cost is just
split 5050 between me and Mole and that is how we're getting
paid for the work we're putting into this.
And so you did breach the initial funding goal.
What you said is just covering printing, so at the very least
the book will exist. So that's fantastic.
Yes, absolutely. Yes.
So the book will exist even if we don't go much further than
this. I obviously really hope we do.
But if we don't, we have this book which we can keep selling
forever at cons, scene fairs, things like that.
Yeah, so it's you said the core mechanic is really using tarot
cards and developing relationships with people.
So when you're playing the game, is it the relationships that
you, Kayla, have with other people, or is it that the
characters in the game create with other people?
You definitely could play a game where you're just playing as
fictionalized versions of yourself.
I don't know how smart it would be.
It might be a bit prone to bleed.
The game has like a really fun character creation mechanic.
It uses some previous material from.
It uses material, I should say from one of my previous games,
the Infinite Dance Floor. You sort of pick out your style
and magical background, and you draw a major Arcana card to give
your character a sort of high concept.
And then with each of your characters, you map them on a
chart where you place down everyone's characters and
drawing lines between every single character and saying what
these line means. So it might be these people are
exes, these people are siblings. These people are currently
hooking up. These people are dating, but not
really publicly. They're secretly dating.
These two people went to a youth group together.
These two people used to work together and you get this sort
of messy layers because everyone connects to everyone.
And then from there you build your characters and in much I
don't know if you're if you're familiar with like much sort of
like belonging outside belonging games.
Often they near the end of character creation have this
moment of like ask one, ask, ask one left, ask one right to help
shade in the background you have with other characters in those
games. So the questions are very
inspired by that. There are often questions about
things your characters would already know but enlightening
the dynamic you have. There's stuff like why have you
never trusted me? It's a leading question.
There's this tag, there's this catch of like, OK, you've never
trusted me, that same thing about our relationship and now
you've got a sort of, you know, volley that back and help build
in this way. You could totally do where you
are playing yourself, but I think it could get it could get
quite messy quite quickly. It'd be interesting, for sure.
Yeah, absolutely. So going through the Crowdfunder
page and and talking a bit more about mechanics, we love
mechanics here on the show. So the whole game happens.
Is it just six rounds total after character creation?
Is that is that like the scope of the game?
Yeah, it's one of those interesting games where the
length of it really sort of depends on how many players you
have. You play a free player version,
it's six rounds. A round is just everyone player
taking a turn where they are one minor are kind of on someone's
personal stack and that's like I'm making or strengthening a
connection with this person to build this element of the
ritual. And then you fill in that
history and you start to say, well OK, we shared this memory
together where we're bird watching.
I'm putting a feather in the cauldron for this enchantment
which is going to grant someone good luck for their job
interview tomorrow or if there is going to help sort of someone
have a physical transformation that is is gender affirming for
them in some way. The round structure is partly
just a case of yes, structuring play.
Basically it's the six rounds around or in the occasions where
everyone gets stuck and is unable to play, in which case
you have to resolve in fiction. Well, what does this look like
where we are unable to bring ourselves to complete this
ritual to be go again. Do we call it and give up?
Why? Why weren't our characters like,
in the right headspace for this? Almost?
That's interesting. It's really so you're it.
It's there's this kind of almost inceptionally madness to like
sitting around playing a game about people sitting around like
doing a ritual, which is interesting.
Yeah, it was a thing I really enjoyed about the game and
definitely writing in sections where I'm like setting up a
ritual, which is setting up the game.
But also, you know, it's an interesting question where I
say, oh, who, whose character facilitated this ritual?
And that may be the same answer to the question who's
facilitated this game like you're playing.
It's, it's not lot. I don't have a lot background,
but I think it does, yeah. Creates like a situational, sort
of like proximity to the things you're playing, I guess is
something you see a lot in love, maybe not always in TTRPGS,
which are often more about big adventures.
Yeah, but I think I think it definitely will feed the the
vibe really, really well, cuz I can imagine people coming to the
table, you know, especially when gonna be a character like
sitting around doing a similar thing.
It would be a nice connectiveness to the process.
Yeah, I can imagine someone, you know, they've got their personal
tarot deck, they probably lit some candles, and probably when
it comes time to describing what rumor our character's doing in,
I imagine a lot of people go probably 1 just like this.
Yeah, yeah. So tarot decks.
Absolutely. I mean, absolutely makes sense.
This is a game about doing ritual magic, so tarot deck
makes sense. But what?
What made you kind of lean towards, I think you mentioned
belonging, outside, belonging, great, fantastic game by the
way, the, the, the, the two together in one.
But what kind of, what was your impetus to kind of borrow from
that system a bit or or? Some of that, honestly, I think
it's just my background in design and in gameplays often
does you more towards the belonging outside belonging
space. I've written one previous
belonging outside belonging to embrace a swamp creature.
One game I'm working on for this year called Psycho Dungeon, is
also actually loosely inspired by that system.
The method of, yes, establishing back story via questions.
It's saying I've really associated belonging outside
belonging, but I used it in Terminal because I just think,
well, this is a great way of shading in these character
backgrounds. I think it's the kind of set up,
I just naturally go to what I want to say.
These people already know each other, so we should know we as
players, it's really useful if we know about why they know each
other and how they know each other and what they think about
each other. And it's just, yeah, the way
that made most sense to me. Gotcha.
Gosh, I had a question and then I was listening to you and it
completely escaped my brain. So what was the what was the
impetus to to create a game about doing ritual magic with
your besties? Like where?
Where did the the initial kind of seed come from for for this
idea? It's interesting.
I remember it was a case I borrowed a deck of tarot cards
from someone from a friend of mine and was messing around, I
guess just sort of seeing what kind of like gameplay elements
it could. It's not really usually how I
design of going like oh what could I build around this
mechanic. I'm usually far more I have this
idea for this thing. What mechanics support that?
But in this case, I was just playing a round of cards and I
got into this idea of like, well, what is it if you were
conducting A ritual? And initially, I'm a really big
fan of the comic book series Phonogram by Kieran Gillan and
Jamie Mckelvey. And initially it was going to be
more of a closer riff on an element in the third series of
Phonogram, which focused on someone having made a deal
selling part of their personality and having
reinvented themselves. And initially, the ritual it was
going to be about was always a reinvention.
You were going to always be asking questions about 1
character. Who would then be, yeah, burning
parts of their personality or history.
But as I developed, I kept thinking like, oh, this doesn't
entirely feel like these characters doing a healthy
thing. I feel people playing it now,
which can be interesting, but I feel like people playing the
game would most often go, I don't know if I'd encourage my
friend doing this, so it's sort of stunning.
At that point I liked this idea of a ritual and I began to
expand. What are other kind of rituals?
What could their aim be? And then it sort of took me into
the space of ritual magic, almost as an allegory for coping
with your friends. You know, it is.
Let's go and order a pizza and get some some drinks in because
someone just lost their job. Let's help someone dye their
hair and burn some photos because they've been broken up
with. It became that sort of, yeah,
just these sort of small, intimate moments.
I think. I think I do find interesting
about the game is you could play it, it works very well for one
shot. You could play it longer, but
you'd only ever get the slice of life because you'd only ever see
these characters round the kitchen table casting magic.
You wouldn't see them going to work or stuff, and you'd keep
sort of skipping forward in that.
But yeah, it was born out of the mechanics.
It was born out of experimenting.
It took influence from Phonogram.
It had some thematic influence from wickedness via Possum Creek
Games. And yeah, I it was.
It was very much made in exploration.
And then from there, once I had that idea, I approached Moll
who, a big fan of him, wanted to to work with her for a long time
and said, you know, I'm thinking of Piers.
How would you feel if you were about drawing some sort of
magical items? How would you feel about we
magazine together? We both do our writing on art
and side for free and then split all of the money and mole.
Thankfully it was on board and we went from there.
Yeah, I really like the idea you said of being able to do longer
campaigns. We just get slice after slice
after slice because you could almost redo character creation a
little bit where it's just like what's happened since last time
and like have these like new different or like strengthened
connections. So that's that's really
interesting idea of just like I don't know, you end up with the
loaf I guess of life but you know just slices, you know.
But it's a it's an interesting concept for for a game
especially like this because if you're doing a ritual to like
make something happen, it'd be interesting to see like the
outcomes of that the next time you kind of jump ahead.
So it's really interesting way that it could go.
One of the things like one of the pictures on crowdfunding you
talked about with the the layout and stuff is you started to go
with like a scrapbook style for the layout inside.
What what, what lends you towards that idea?
It's interesting because Malt had already started working on,
I think some spot art by that point, and I think was in the
middle of work on the cover. And I began basically thinking,
well, I should figure out what I'm doing with the layout.
Partly because I wanted to have some sample layout pages on the
crowdfunded page for the launch, but I really wasn't sure at one
point just because of the title. I was like, do I make it look
like a magazine? Like more explicitly like a sort
of maybe advice or lifestyle magazine.
But I didn't really have that reading background.
So I was like, this would maybe be a challenging then I can
enjoy a challenge. But I remember thinking it might
feel a bit hollow and imitative because I wouldn't be working in
a space that I have affection and knowledge about.
And I think coincidentally I actually was at the point of
going, oh, I should scrapbooks and things because I have a
scrapbook every year. I sort of like keep many
mementos, like film tickets, sometimes train tickets, that
they're like memories of people I've gone to see scraps from
like role-playing game stuff I play.
And I pinned them on a board throughout the year.
And then at the end of the year I take all that stuff and
scrapbook it. And I kept thinking, oh, I need
to update my scrapbook. It's January and just doing that
made me go, oh, maybe that's what the layout for ritual magic
for besties looks like. So it was experimenting in that
style, which led to the samples on the Crowdfunder page for
making the book. When it's time to do that, I'm
just waiting for a final draft back from the editor.
I'm going to maybe do more from scratch.
I'm going to be basically set up in a library with a scanner and
some ripped paper and go from there.
But yeah, I think I made it look quite sort of personal.
It gave it like a nice sort of zeny DIY feel, which I think
felt good for the the time of month that we're we're working
in. But also, yeah, it gave it an
intimate feel like it's not framed explicitly as someone's
in universe scrapbook, but it has that kind of feel.
And then it lets us do some sort of playful diegetic stuff.
So in one of the samples. The Rat Wave gamehouse logo is
just like loosely stamped in and then written in mark and next to
it, rather than usually sort of integrate.
I think I have some nice ideas about maybe modifying receipts
and turning text from receipts into something.
When it comes time to actually make the game, I want to do
something that basically, yeah, it just feels very lively and
diegetic because I think that fits the theme and also it lets
me support Mole's brilliant art in a way that doesn't feel like
I'm I'm leaving all of the heavy lifting to mould.
Yeah, yeah. It's really interesting with
this kind of like not Larping, but like that's kind of close.
You can get in a TH RPG space in can I?
We talked before how you're sitting around doing a ritual,
Like you're sitting around playing a game which can be
ritualistic and even in the book itself, feeling like it's kind
of an in world thing, but not quite like it's still a
rulebook, but it really lends those vibes.
So it really feels that there's this kind of consistency
throughout that closeness to the content of of the game while
you're still out of the game, you know what I mean?
So it's it's an interesting kind of consistency across the space.
Yeah, it's it's probably one of the few games where someone
could go, oh, I just got to check a rule in the rule book in
a way that wouldn't entirely break immersion.
Yeah, it's interesting because I I really like that idea too,
because you it could have easily been like a grimoire or
something, you know what I mean? Like it would really still lean
into that. But I can imagine if it's a
bunch of besties sitting around doing ritual magic, I kind of
like the idea more of it being like this scrapbook of someone's
like, oh, let me see if I have this, like the clip of a magic
spell or something, as opposed to like somehow they got their
Necronomicon or something, you know?
Yeah, it's definitely something the game diegetically feels like
how I feel about the game, If it's something personal, a bit
raw, a bit sort of intimate, I think it's, you know, the sort
of tender painfulness of of being known by someone.
And then the book itself is this sort of carefully constructed
thing that the book itself will be made.
Very high quality. But I think the feel of it
almost feels fragile, like it might sort of fly apart just in
a design sense. And I think that it mimics a lot
of the emotions I wanted out of the game.
Screen and and again it's that really the closeness to playing
the game and feeling the game. The vibes just feel like it's
going to emanate from this. So you're you're doing ritual
magic for besties in the game. Are there going to be like a
number of rituals that people are able to do in it?
Like is that the kind of thing it is where you you pick one of
them and then are all around trying to complete that one and
then are there going to be listed ones?
So yeah, when the there is the setting up, the ritual section,
which includes some starting sections, just asking like what
are your characters doing? Who's hosting this?
Describe the room, you're doing it, and then it's like, what
ritual are you attempting? And there's a decently sized
list that breaks down a lot. They're not.
They're basically sort of, yeah, written as in universe extract,
someone's just musing on musings on rituals.
They're often quite sort of broad, but then narrow, and you
might imagine a specific situation you're crafting in
there. So when we talk about there's a
section on oh, Magic's a transformation and explains how
ritual's a transformation work, it goes OK, it's way easier on
an object, it's way easier if it's temporary.
But people can do, you know, full lasting magic ritual spells
on people that will, you know, that are not fading.
And it talks about reasons people do it.
And it goes, oh, it might be people, you know, wanting an
authentic costume party, wanting a sort of temporary change of
appearance. Or people might be using it for
DIY gender affirming care and all of these things.
Yeah, they're mainly there just to give ideas, but they're also
glimpses in how this world works.
I think the game doesn't have this really hard setting with a
bunch of rules or facts about it in the way the other games I've
written have been yeah, very sort of you know an anti cat and
attitude in terms of like once you take it to the table it can
be disregarded. But a Canon in terms of oh
here's a listed bunch of of names and places that you can
use. This warrants a lot.
An implied setting you know it's an urban fantasy place.
The character styles I'm having you pick for the framing of it
as slices, slice, slice of life, and then the way these rituals
are described give just sort of wider hints about the world.
There's a on a section of communing to dead, communing
with the dead. There's an anecdote about how
courts might use ghosts as witnesses, and that's just
giving a slight hint of like, what is this world we live in
that we're playing? I really like that, like that.
I feel like that's a good way. I know we've talked numerous
times about how the game is kind of pulling you into the vibes of
the game, but it's also really nice to have that like little
bit of distance from it as well. So you don't get like a ton of
bleed or something in into the character.
But to go like, Oh yeah, we could totally do this magic.
And like, people know that magic is a thing in this world that
we're playing and like having ghosts in the courtroom and
things like that. It's a really nice little kind
of twist to, to make it still feel like a fantasy world that's
in a game, Yeah. Absolutely.
I think it is, you know, I think it's, I don't necessarily always
consider myself someone who's going for like allegory.
I think like there are certain projects of mine where I look
back and I go, oh, this is about that.
You know, you might argue like all terminals about this theme.
Some might argue all transgender death badge legend, even if not
explicitly. That's a bit about St.
harassment, but it's not a metaphor for or an allegory for.
This one is definitely one where I think it is close to where you
can go. You can see what it's an
allegory for. Like here is all this distancing
elements so you're not gonna just open some wounds at the
role-playing game table. And your counterpart in this
project, Malamute, she's the OR they're the social media person
for some Olympic Games. Is that how you originally came
in contact with them and want to start working them?
Or how did you guys kind of develop this relationship to to
work together? So me and Moll first met maybe
two years ago, possibly even like two years ago around this
time we met online. We were both in a play test for
a game by Soul Muppet, but before Moll worked for them
even, and we just became friends.
Through that, I've seen Moll's art before.
I've wanted to work with Moll on a bigger project.
For a long time, Moll did work on Terminal.
They were the creator of the map, which I think is really
well done. But I'd always thought like, oh,
it'd be really nice because me and Moll are great friends who
who get along really well and have now known each other for a
while. I just thought, you know I've
I'm someone who finds it really nice to create things with
people I know and care about. And so I really wanted to be
working with Moll. There were times other times I
thought of different projects and so often the first thing
that come to my mind would this work with Moll.
And sometimes I look and go, no, it's not an exact match here.
Well, for for sort of various reasons.
Sometimes it's like I don't know if Moll would be interested in
that. Other times it's like I think
this would be just a weird fit. But this is one, yeah, where
once I came up with it, I thought I think Moll would be
great for that. And I was really glad that that
they wanted to be on board. And when they read through the
book and came away feeling inspired, that was really
exciting. And because it's such a sort of
5050 partnership in terms of direction of stuff here, it's
often me just asking more like what kind of stuff would you
want to draw that would help sort of fill in the game, you
know, do as as much or sort of as little as you want.
And then you know it's, it's feels like a real collaboration,
but it's still sort of in progress.
The aim is all written, it's gone for a first round of
editing. It will then go for a second and
then I'll be applying it into layout and working with Mole on
on the art as we sort of put the finishing pieces together off
the campaign. Yeah, it's Love one projects are
written by the timid, they get to crowdfunding.
It's definitely the way to go. So it it is Zen month, it is
Zing Quest and I'm always curious when people put out
projects during Zing Quest. Kind of the the thought behind
it because some people are like I've been planning this for six
months just for Zing Quest and some are like I've been planning
a game, I guess it kind of fits and some are like, oh shit, it's
Zing Quest maybe I'll do something.
So when you decided to do ritual magic for besties for Zing
Quest, did the fact that it was inquest come into your mind at
all, or was just the timing? Well, and it is inside.
So you decided to do it for is inquest?
Yes, so I'd been. Initially I'd had a different
plan of what was going to be my next crowdfunding project after
Terminal. I've been working on a game
called Psycho Dungeon which I've described as like a workplace
fantasy. The action drama played with no
dice and no masters. And I was looking at
crowdfunding that basically that project would a have been way
too big to run as a Zen month project.
And also I think it's one I will run on Kickstarter.
So I need to wait until terminal is finished so that I am clear
to create another Kickstarter. And I while I was working on
this project as a game, and then I think in my initial pitch
tomorrow, I was like, we'll run this during Zine month and do
this 5050 split. So I think that was a starting
pitch then. Then I think at one point there
was maybe possibility of me just finishing the game.
I think if Mole had said I'm not that interested, I'd have
probably just finished my own and I don't think I'd have run
it as a crowdfunder. But running it as crowdfunder
with Mull on board, it just sort of gave a shape to the campaign.
If it covers these initial costs, then everything's split.
It wasn't planned that far in advance.
I think I made the initial discussions with Mull about
like, hey, would you want to do this in December?
And then I think I set up the page but didn't really have it
properly clear ready for everyone to be seeing until mid
January. It was a a quicker put together
thing and I don't think I would run this sort of stuff exactly
the same way. I'm glad I'm doing it because,
you know, it means this game is getting out because you passed
that initial funding goal. But yeah, it was one that I not
necessarily rushed because I think I set very sort of modest
goals around there. I think I did enough with the
timing. I had to do all of the things I
needed. But I don't think I got as much
advanced word around about the book that other people who've
been, you know, talking up their projects, yeah, for longer have
been able to do. And that would have probably
been beneficial. But I think the site that had
like small modest goals and not too much risk for us in terms
of, you know, we weren't going to be out of pocket if things
did go badly. It made sense that I felt
comfortable putting together on a shorter time frame.
The idea of doing something like Terminal on this time frame
would be terrifying, but I think it fit for what we were doing
here. Yeah, I mean that sound that
feels like like the the ideal Zenquest project, right?
Like that's what a lot of people are doing.
And you know, I know some people put out these these huge things,
but when you have something that's like this will probably
work and like you said, there's not a whole lot of risk involved
and you know the funding goal is done.
So at the very least it's going to exist.
It's a great looking project so it'll be out there in the world
and to get the experience not only for Zenquest with a smaller
timeline with a good friend, but to work on a different platform
as well. Cuz as we said, this is on
Crowdfunder not Kickstarter. I mean, it sounds like a good
experiment for and you still get a game out in the world at the
same time, so. Yeah, definitely.
It's been an experiment. It's an experiment which we was
safe if it did blow up in our faces to I guess continue the
metaphor and yeah, like I said, I'm trying to sort of shift to
being just self-employed and make that sustainable.
So that relies on making a lot of experiments in this year and
seeing what can work out. There you go.
Exactly after this project is done, I mean we get terminal
will get to people's hands at some point.
It's out of your hands at this point.
This you said is is is written past editing and it's just gonna
get to layout and get out. Then you had already mentioned a
project you were working on next, but what is the next thing
that we can expect from Killer dice from Wave Gamehouse?
If you wanna talk a little bit more about that at all, if it's
Psycho Dungeon or something else.
Yeah, so I have a few projects coming up.
Some will be getting out physically, then ritual magic
will also move into it's sort of layout phases and go from there.
The next big project then that I would like to be taking to
kickstart us sometime this year will be Psycho Dungeon, which
basically takes place in a world where when people's troubles and
stresses reach a breaking point, they manifest as these Dungeon
esque landscapes that just sort of lots in the world and you
play as a series of psycho plumbers.
You are sent into these places to clear them out and help close
them by helping the affected clients that have come to terms
of what's going on. It's, you know, about being poor
city folk. Poor city folk folk working a
job that is draining and messy and doesn't always pay well, but
is also a thing that's important to do.
The world, sort of. I described it as part handyman,
part therapist, part adventurer. It draws on a lot of experiences
I had in working as a teacher in a in a sort of strange way, and
it has a really cool style. I think visually it's got going
to focus on a lot of digital college that I've made together,
as well as mechanically being sort of descended from other
belonging outside of belonging systems.
That's going to be my next big project.
From there I have other things I'm excited about.
I am looking at putting together Transgender deathmatch, Legend
2A sequel Slash expansion that will come out this year.
In terms of bigger projects I might end up working on towards
the end of the year, playing around sort of time travel
things or games, a sort of montage based game built around
big rivalries. But those are in the favor of
project where it's a lot of working through them, seeing how
they're going. I think often the best way to
find out what the random things I'm working on are to subscribe
to my newsletter, which I think you can do at
ratwavegamehouse.itsratitsnewsletter.ratwave.uk. We'll get you that and then I
usually just share any work in progress details on things I'm
up to. Yeah, that was going to be one
of my next questions We have you, you have some amazing work.
I really enjoy a lot of stuff you've done.
Like I said, I'm super excited for Terminal, excited for this,
and Psycho Dungeon sounds fantastic.
I love the idea of just like, I mean, you don't want someone to
have enough trauma that they like somehow, like bring a
dungeon into existence that someone has to go through.
But it's such a really interesting concept.
So it sounds like a fantastic project.
So I was gonna say where where can people find you and I have
it on the screen there I believe it.
So what I have is right wave.uk and that takes you to like the
the WordPress, is that is that the the newsletter on your
website or is it something? Yes.
So that's my big sort of website which has a directory to digital
store. It has information on where you
can buy things physically because I basically have books
available for a couple of different outlets.
From there also has a blog where I sometimes post things.
It has links to the newsletter itself as well as details on if
you're someone looking to build projects.
My freelancing rates and details are on there, and I'm trying to
think if my website has any other things on it worth
shouting out. But yeah, basically go to
rightwave.uk and you can find everything you need to keep up
to date with me, as well as then a link tree of all of the social
media I'm on because they're all sort of scattered to the four
winds at the moment. Now we have to have like 8 of
them just to see which one survives.
Yeah, it's been fun. Is there are there any shops
where people can find your stuff?
Because I know you're based in the UK, that's the assumption
based on the right wave.uk, but are there places in different
parts of the world where people are able to to buy your things
or shops outside of your website?
We can like does the. Sir.
Yeah, so there are three places off the top of my head.
Indie Press Revolution has physical copies of Transgender
Deathmatch Legend available, and I keep meaning to send them an
e-mail and ask if they'd be interested in taking more of my
stock. Soul Muppet, who have Warehouse
in the UK and the US as well and so have rest of the world
coverage, have a collection of some of my smaller zines and
books where you can find there and plus one Exp was recently
put out as part of their RPG Zine Club.
A previous release of mine called Fear the Taste of Blood,
which was a game of classic movie monsters that would that's
available via plus one. So those are those three places
basically, yeah. If you go to ratweb.uk, there's
a section where it says where you can buy physically, and that
includes links to those three places.
I'm looking at in the next couple of months setting up my
own storefront, which will also then be through the website just
so I can work on sort of some smaller projects of mine and get
them out directly to people. Gotcha.
There you go. So Kayla, thank you so much for
coming on. Really, really appreciate it.
I'm sure this will not be the last time you've come on.
Terminal was a fantastic project, really excited to get
that in hand and this one looks great as well.
Definitely go to Crowdfunder. We'll make sure that all of not
only the Right Wave website is linked below, but that the link
to ritual magic for besties is in any of the descriptions,
whether you're listening, watching anything.
So you can go back. So you can go and back that
project right now. As we said the project is
completely funded already as far as printing it, but.
Everything from here on out for the next depending on when this
publishes the next 13 days as of the I think today's the 16th,
you still have time to go back ritual magic for besties, so
please go do that. I'll support a fantastic creator
who's putting on a lot of great stuff.
So again, thank you so much for being here.
Really, really appreciate it and excited to have you on again in
the future. Thank you for having.
Me on. And anytime you have me back,
I'd always love to be here. You just let us know.
And you are, you are more than welcome.
So. So that's going to be us for
today. That is a show.
As we said, all the links for everything that we're talking
about today will be below as well as our links exist, they're
there. If you've listened before you
can find them. But again, Kate letting you as
much and everyone out there, have a great day.
Bye, bye.