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Adventures

077: Challenging Stereotypes in Fantasy Game Design with Ella Watts

 

Ever wonder what goes into designing a Tabletop Role-Playing Game (TTRPG)? In our latest chat with Ella Watts, an accomplished director, writer, and producer, we get to unravel the process behind the creation of her TTRPG, Upriver, Downriver. From her first game session, to her daunting journey of game design, Ella’s story is as captivating as her game. 

Ella doesn’t shy away from the gritty side of game development. She takes us through the challenges she faced as a disabled and chronically ill person, shedding light on the real struggles behind the scenes. The conversation takes a deeper turn as we tackle the controversial decision to eliminate dwarves from the game—a decision rooted in the problematic representation of dwarfism in fantasy literature and games. Ella’s perspective challenges us to rethink our assumptions and consider the real-life impact of our creative choices. 

The conversation doesn’t stop there. She shares the emotional roller coaster of her crowdfunding journey and the joy of finally seeing players enjoy her game. If you’ve ever wondered how to navigate the challenges of game design or grappled with the responsibility of representation in your work, this chat with Ella Watts offers a wealth of lessons learned.

This episode was edited by Sam Atkinson.

Disclaimer: This post contains affiliate links. If you make a purchase, I may receive a commission at no extra cost to you.

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Time Stamps

  • 00:00:00 Introduction
  • 00:02:51 Ella Introduction
  • 00:09:17 From D&D to Game Design
  • 00:15:11 Kickstarting a River-Themed RPG Game
  • 00:27:35 Crowdfunding Campaign Issues and Development
  • 00:30:50 What happened after Upriver Downriver funded
  • 00:35:56 The problem with how Dwarfism is depicted in fantasy
  • 00:45:26 Why Ella designed a mechanic around playing as a ghost if your character dies
  • 00:52:13 What’s been the most challenging part?
  • 00:55:17 What’s been the most rewarding part?
  • 00:58:55 Where can people find you?
  • 01:01:51 Wrap-up

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Transcript

Courtney: 

Hello and welcome to Roll Play Grow, the podcast for tabletop entrepreneurs, creators and fans. In this show, we dig into processes, challenges, tips and really look at how to grow a business in the tabletop role-play gaming space. Sit back and join in as we learn from the creators behind your favorite brands about who they are and how they are turning their passion for gaming into a career. Hello, lovely listeners, today’s guest is a wonderful person named Ella Watts. Ella is a director, writer and producer, involved in a lot of really cool projects, including audio dramas and podcasts, but what we focus on today is her recently released TTRPG Upr iver, Downr iver. Ella and I have been wanting to chat for a really long time now, so it was absolutely delightful to do so and reflect on what the past few years of working on this game were like. Not only do we talk about the process of how the game was made, but she offers some really interesting insights around choosing to remove dwarves as a race in the game, due to the problematic representation of dwarves in fantasy, literature and games, as well as the necessity of having grace for yourself and your team when life throws you all a lot of grub balls. Ella is a wonderful guest and I hope you all enjoy hearing from her. Before we dive into the interview, I want to welcome any new listeners to Roll Play Grow. The show allows me to chat with so many amazing folks about business, marketing, hardships, lessons learned and how-to guides across a wide spectrum of industries within the TTRPG space. Every other week I now have a lovely co-host on special deep dive episodes. Matt Joro, aka Dungeon Glitch, is my new co-host on every other episode where we focus on business-related topics and how they intersect with tabletop RPGs. We’re currently in a three-part series on growing your social media accounts in your community, a topic at which Matt is an expert and I just get to drink it all in. We have a lot of great topics coming up as well, so please be sure to subscribe to Roleplay Grow on your favorite podcast player. Lastly, before we get started, I want to shout out my favorite tea business Friday afternoon. This is an amazing, nerdy business that makes the best tea. The shop is owned by a wonderful human that I interviewed all the way back in episode 6. You can snag tea gift cards, join a monthly book club that has tea pairings or, if you’re in the Seattle area, they also offer custom blending sessions. We are affiliates with them, so if you go to fridayteacom and use the code LIGHTHEARTADV, you’ll get 10% off your order. Help a wonderful business and also enjoy some pretty delicious nerdy tea. Thank you, as always, for hanging out and enjoy this chat with Ella. Welcome back, friends. I am now joined by the amazing director, writer and producer, ella Watts. What’s up, ella?

Ella: 

Hi, not much is up here, although I live in Manchester in England and it has been so rainy I personally prefer the rain to the planet boiling but also it’s been three weeks of continuous, all day, everyday rain and it’s the end of July and I really wanted to go outside at some point in summer. I’m feeling my feelings about that, but otherwise more good. What’s up with you?

Courtney: 

Does it normally rain this much in the summer, or is that the one time a year it doesn’t rain supposedly?

Ella: 

Well, yes and no to that question? The answer to that question is Schrodinger, no. So basically, manchester is situated between the Peak District and the Lake District, which my partner, who’s French, says that those places don’t sound like real places because they sound like places in Skyrim, like the Cloud District, the Peak District, the Lake District. Anyway, because we’re between the Peak District and the Lake District, all the water comes off the lakes and then hits the mountains and Manchester is like right, slap bang in the middle. So we are one of the rainiest cities in the UK, so we do always rain, but at the same time we’re British, we like to complain. Normally there is a little bit less rain in summer. I’m also realizing as a British interviewee. I have immediately started talking about the weather. I feel like such a stereotype.

Courtney: 

There’s no judgment. I grew up in Florida where it’s just sunshine all of the time, except for hurricane season, and even in the summer it’s like, okay, we know it’s going to rain every day, but it’s for 10 minutes in the afternoon and then we move on. So that was my life. I’ve moved around the country a lot. I now live up in Seattle where I guess we do get like drought in the summer and then it’s just rain. For nine months is what I have experienced in the last almost two years that I’ve lived here.

Ella: 

Okay, yeah, no, it’s funny actually. Do you know what A little bit connected to my creative work, especially Upper River Downriver. I had this really formative experience where? So I moved around a lot in my life. I’m 29 years old, I’ve moved 34 times and I grew up between England, australia and Hong Kong because my dad’s a pilot. And when I was seven years old we moved from England to Australia and at that time I was living in Yorkshire in England, which is a pretty rainy part of the country. It’s close to Manchester, and I turned eight on the plane to Australia. And then when we were in Australia, you know, we couldn’t go back to visit my family for three years. It was just too far away, it was too much money. But as soon as we arrived, we lived in Victoria. We arrived at the beginning of the longest drought in a hundred years in that state. We went nearly two years without rain, oh my God. So for baby me, for seven year old me, I went from this kind of like land, of like green and green trees and green grass and rain and snow and all of this stuff, and I came to this place where there was just never rain and there were adverts on the radio talking about how we needed water and all the grass was like dry and dead and prickly and terrible to walk on and like baby Ella’s brain just kind of fused the idea of like rain with being able to see my friends and family. So I quite like rain because rain means that we get green things and I like green things and I’m very grateful for rain because I’ve lived through a really long drought at a really young age. But at the same time, like I mean, I also like the sun. The sun is good too. I would like to see the sun this summer at some point, if that’s not too much to ask.

Courtney: 

Just some ballots. All we want is ballots.

Ella: 

Yeah, you know everything in moderation, cycles change. Come on nature, Do you think?

Courtney: 

Okay, so you live in Manchester now, but you’ve moved 34 times. That is wild. I thought I’d moved around a lot, but that is no.

Ella: 

I mean to be fair. I meet people who make me feel like that as well, like I think we all have our own stories, but from my perspective, in my life, it feels like a lot. I’ve never really been able to put down roots anywhere and again, I think that that’s a really big theme of all of the creative work I do, which is always kind of yearning for this sense of like, place and home and heritage and culture that I don’t really feel like I have, and trying to find something that feels like it fits, because I don’t think that’s an unusual experience these days. I think a lot of people have moved around. A lot of people have moved around outside of their home countries, outside of their home cultures like third culture, kids like me, which is where you are raised, primarily in a country outside of your parents culture like this incredibly common experience. And in the digital age especially, I think one of the reasons that people play role playing games is because they are seeking a sense of culture and heritage and home that they find difficult to access normally on the internet. So, yeah, it’s definitely impacted my life in a really big way. Mostly, it’s just a fun factoid to reply with when someone asks me where I’m from and I can’t answer.

Courtney: 

Okay, I feel like I want to ask you a lot of follow up questions, which means that this will probably be a continued discussion in the quick question plits, because sometimes these questions are travel related and I’m like, all right, making a note of that. So if you were wondering what I’m talking about, dear listeners, we will, after this recording is over, do a fun little extra bit for patrons and it’ll be 10 silly questions, although some of them might not as be as silly, because I have follow up questions on all of the places that I have slipped. But technically, we’re here to talk about gaming. So, with all of these places that you have lived, I’m honestly really interested to find out, like, how you got a meshed into tabletop RPGs.

Ella: 

Well it’s. It’s interesting actually, because I didn’t get involved in games in anywhere. Interesting like I wasn’t introduced to games in Hong Kong, tragically. I wish I had been. That would have been such a cool story, but no, I played my first D&D session at university and I had a really great time. I have this vivid memory of my first session where I was determined to make like a fighter, barred, like. I kind of created this idea of like a barred who’s like a soldier, who’s come home from the war and really fights with like fighting songs and drinking songs and she just punches people rather than using magic, even though she knows she can use magic. And GM did this like incredibly simple, very kind of standard D&D like group skill check thing, where we all had this like a. There was like a rope or something and we had to pull this door close and if we didn’t pull it close the monsters would get in and eat all of us. And so we went round in a circle and everyone had to succeed on a check and we tried it like two times and someone failed each time. We got to the third time and I remember just like kind of build up of excitement and finally like passing the check and everyone just losing their minds. It was such an exciting and fun evening for me that I then immediately became obsessed with RPGs and started finding different games. My friend, sam, introduced me to Thessie Dage. Sam is a person who writes like a couple supplements and I am really hoping it’s going to start putting more of their own work into the world soon. But they were my first GM. They ran me a Thessie Dage campaign and they’re also like very, very nerdy about TTRPG culture, so they know an awful lot about the history of TTRPGs as well as the current indie landscape, and so they also introduced me to like the idea that there were more games than just D&D. And I was really lucky with that because I basically had a friend who just gave me like a shortcut to like knowing a lot about the industry very fast. And then from there, like because of Sam, I started going to game conventions. I started getting like more and more interested in what you could do with games, and then I did the classic thing that I think every baby game designer does, which is that I took a very crunchy system that I knew really well and instead of just finding a different system that would work better for the story I wanted to tell. I reskinned the crunchy system into the version of the game that I wanted it to be and basically kind of hacked together a system. What I did was I reskinned Thessian Dage into a sci-fi game for an audio drama podcast called the Orphans, and our original idea was that we would kind of make the game available and we’d release an actual play series of it, and maybe one day that’ll happen. But as it was, what we actually did was I just play tested a home game which I ran for two years and got really really deep into and kind of just made this whole like world for my players, and then that really got me hooked on game design. So then I became really interested in like okay, if I wasn’t tied to an existing system, if I was just doing this from scratch, like what else could I do? And I started, you know, listening to podcasts and seeing interviews and panels and paying more attention to what game writers were saying about their process and their skill and their craft, rather than just like the products they were making, whilst also still playing a bunch of different indie RPGs and, yeah, like kind of the rest of history. I mean after that like my next big game was that I ran a game of Nibiru over lockdown. Nibiru is one of my favorite RPGs of all time. It’s an indie sci-fi from Arakana media and that was really important to me and my players. One of my players got a tattoo, which was wild. And I also became good friends with Sasha Sienna and Johnny Sims, who are the people who run the Guffin and Company, which made a book of micro settings called odd jobs and a generally like excellent game designers. And because I know Sasha and Johnny and they are friends of mine, when I went a little bit stir crazy during the pandemic and decided to write by hand from scratch an entire new system and game in a notebook, which I still have, and then type it up and get illustrations from my partner, max Seagin, me and Max were just going to put it online for free. It was like a 150 page book. We were like we’re just going to like put this online for free and then like maybe if people want to check it out, they can. And I mentioned this in passing to Sasha and Sasha kind of looked me down in the eye. I was like please don’t devalue my entire industry by putting like fully illustrated hundred page books online for free. We really need people to pay indie creatives for their work and you are not helping by doing this. And I was like, oh, no, okay, well, okay, maybe I don’t know what to do. And then Sasha was like, okay, just tell me about the game. And so I did. And Sasha uses all pronouns, so I’m going to use multiple pronouns to refer to him throughout this. But they were like, okay, cool, like, let me look at the game. And they really liked it. And so he took it to Johnny and they talked about it. And then, off the back of that, macguffin decided to offer us the opportunity of working with us publishing the game and also offering us design work. Sasha, in particular, is a very experienced and competent game designer and a lot more experienced than me, and so I really benefited from her expertise on the project. And then Johnny did our layout and MacGuffin kind of used their existing profile in the space to get us way further than we would have ever gotten by ourselves. We crowd funded it and then, really, the rest is history, yeah.

Courtney: 

Okay, I was trying to remember, like when exactly did this Kickstarter launch?

Ella: 

Oh, my goodness, I believe it was at the end of 2021. Because the original planned release was August 2022. And it actually released in sort of April, may, 2023. I mean, it’s slowly been filtering out. Depends where you are in the world. I have a friend in Canada who only just got his book, but I know other people who got them a bit sooner.

Courtney: 

Yeah, I might have arrived like a month ago. Yeah, there we go.

Ella: 

Yeah, wait, no, that’s June, never mind.

Courtney: 

I mean, you know, I feel like I’ve backed so many TTRPGs now that I’m like that’s just a you know, maybe they’ll have it like finished and off to the printer by the gold age Things happen.

Ella: 

That is thank you, and that is that is how we felt. And also we felt that like we had made it very clear that three of the 14 members are disabled and experienced chronic illness and specifically, chronic fatigue and so, like some of us got really sick and we couldn’t work for like four months and it was kind of like, yeah, I am so sorry, but if you support a project by disabled people, the reason that we can’t get like more traditional worker it’s harder for us to get more traditional work is because sometimes we need three months off because we’re sick. And it’s actually been amazing. Everyone who supports it up for Vodana River has been like so generous and patient and kind and supportive of that fact and of the fact that we are a disabled team, and has just been really like lovely and excited about the book and has just been really polite and sweet and, yeah, it’s been very nice.

Courtney: 

Yeah, as a disabled and chronically ill person myself, I could understand completely that life. Just, there was a lot of curveballs and you’re like, well, I was gonna do some stuff and maybe one day I’ll do it, yep, yep, yep. But yeah, I would love to just really dig into, like, do a nice little reflection over the last couple of years. So the Kickstarter itself launched you said like at the end of 2021,. I would love to talk about everything that led up to that, though, like I know, you gave us a really awesome kind of high level overview. But you know, like, how long did you spend on working on a river, down river, before you even showed it to your friends? And you know, like what was the inspiration for it?

Ella: 

So okay, so I’ll start with the. The inspiration for a river down river was I wanted to write the game that I wanted to play in 2020. I was feeling miserable, as so many of us were, and I really wanted something that Let me imagine being outside, but let me be imagined being outside in a slightly less combat and horror focused way than a lot of RPGs do. I was recently listening to an interview with J Dragon, the creator of Wonder Home, who runs Possum Creek Games, and Jay was saying said this phrase, which I thought was really interesting, which is that violence is the loudest person at the party If your game focuses on violence, then often violence is the only thing that happens, and I wanted a story that wasn’t just about that. So my inspirations included very much Wonder Home, very much. I mean the entire Possum Creek stable. To be honest, they hadn’t released Yisabes yet, but if they had released Yisabes, yisabes would have been a huge inspiration. I love that game and the Hobbit, which I read as a kid, and Princess Mononoke and Fern Gully and the Fellowship of the Ring generally stories about moving through the world with a special respect to the natural world and a sense of conflict and understanding the ways that conflict impacts people and nature and it is destructive to both and you need to heal both. And yeah, and then just going outside. I wanted to go outside. I am also I was, briefly a professional sailor, I’m a professional sailing instructor and I’ve sailed on a tool ship across the North Sea. I love sailing and my travels on a tool ship in particular was some of the most incredible memories of my life and I really wanted an RPG that captured that. And the only RPGs that I knew that really focused on sailing were, again, very combat focused, very much about like kind of pirates and battling, which is really cool and I love a bit of pirating. But I wanted something that captured what I love about sailing, which is just days of just water and landscapes. I canoed across Denmark like from one ocean to another and most of it was just fields and sky, and I wanted an RPG that did that. And so I wrote Up River Down River, because it was the game that I wanted to play and originally it was just supposed to be private. It was just supposed to be a private personal project that I played with my friends, like I invited some friends to play. Test it in inverted commas. But, to be honest, at that point it was just I want to play this game and we didn’t really approach it as playtesters, but we had such a good time that then I was like, okay, well, maybe you know Max. You know, max, my partner really wanted us to put it into the world. I wanted to put it into the world. So we were like, okay, well, we’ll run another playtest and then we’ll see. This time it’ll be a real playtest and maybe we’ll think about it. And so we did another playtest and that also was amazing. We really loved that one as well, and our first kind of journey on the river was to the sea and our second was to the source. And then after that, you know, I have this conversation with Sasha McGuffin and Company and they ask me not to devalue their industry. And I send them the game and they like it, and so they suggest that they work on it. And then we get into the business side of it. So then we get into, okay, well, we’re going to kickstart it. And Sasha and Johnny kind of start taking me through their experiences of crowdfunding. In the past They’ve crowdfunded a few different projects. So Sasha was in charge of like budgeting and Sasha’s very good at kind of project management stuff and gave some advice of like you know, we want to set a goal. That is the minimum that we would accept being paid, the minimum that would like pay each of us and the minimum number of like resources, assets that we absolutely need. So, for example, in our minimum was sensitivity readers, but we did not include in our minimum proof readers because we were like, at the end of the day, we can proofread it if we need to, but there are some things that we, as four white people, are not going to be able to judge. So that was our minimum goal. But our minimum goal was deliberately set a little low because we know that, generally speaking, when crowdfunding campaigns do a lot better if they fund quickly. So we’ve got a minimum that we set that is like we have to make this much money. If we don’t make this much money, we don’t do it. And then after that it’s like, okay, and where are the nice to have? So the nice to have the things like being able to print extra copies of the books so we can retail them and we can actually sell them after the campaign, hiring proof readers, getting more art and then the kind of additional rewards that we’ve got on Kickstarter. So stuff like commissioning a soundtrack. We had like a pie in the sky thing of commissioning a tarot deck, but I don’t think any of us really thought we would make the money. We were like we’ll just put it there in case. But, like you know, we kind of went from there. So in the build up to the Kickstarter we had to sort the quick start guide. We wanted people to have a sense of the game, especially because it was a brand new system and no one really has any context for it. We wanted people to be able to play it. We wanted to have a few actual plays on podcasts and streams so that people who find it easier to learn by watching or listening. You get a sense of the game that way instead of just by reading it. So I ran a lot of streams and played in a lot of podcasts and contacted a lot of people. Max put together some of the art like ahead of time, so some of the masks and character illustrations, so we could use them. I started getting to know the TCRPG community on social media a bit better because I’d kind of been attending events for a very long time as a fan and a customer, but I hadn’t been approaching them as like a colleague, so I had never really been in the situation of being like, hi, I am also a game writer. I’d always just been like, oh, I love this game Anyway. And so you know, kind of reintroducing myself to people in that way and getting to know community members, putting their projects as well, and making sure that I really didn’t want to come into the space sort of vampire off people’s goodwill and then leave. I felt like that would be a horrible thing to do. So I wanted to like meaningfully engage with the TCRPG community and I think I have. I mean, I still have a lot of wonderful colleagues and people I would consider friends in this space and people whose projects I still support like whether or not I’ve got a game coming out because they make good things and I want people to see it and buy it and support them. But yes, I kind of getting to know the TCRPG community. Max is making visual assets. We made the quick start guide which Johnny, sasha and I worked on. I wrote and then Sasha edited and Johnny did the layout. For we commissioned our other artist, the wonderful Kale Leons, who did our book cover and the cover of our Kickstarter. He just did some excellent art. I love Kale, he’s great Commissioned him and you know we figured out what our rewards were. We figured out what our minimum budget was. We went through our tiers a couple of times, kind of deciding like what we could reasonably provide, what we could reasonably expect. We checked in with potential rewards suppliers like ahead of the campaign just to get an estimate of like costs and things for our budget, but obviously didn’t commission in them until after the campaign was finished. We didn’t commission in with publishing costs, although we knew that they were going to change, because even back in 21, there was already a lot of bad, stressful stuff about warehouses and all the rest of it and that was a big part of why we also had to be very explicit that shipping would be charged separately, because shipping has been a bit of a rollercoaster over the last two years and we just had to be like, realistically, we cannot agree to pay for a reward shipping because that is just a cost that we cannot predict. And then, when we came to the Kickstarter itself, I think the last big thing that really helped us from a practical, if you yourself want to do this kind of perspective was doing a video. Me and Max did a video where we just talked about the game and asked people to support it and our good friend, zach Fortescom, who works on the podcast Realms of Paral and Glory, which is an actual play show and is also the producer for Oxventure, very kindly like edited our video for us and it was really cute actually, because me and Max are not video people I am a podcast person and Max is an illustrator and so we tried so hard to do this video and it was so stressful for us so we sent Zach like four 30 minute things that were just a mess and then Zach took it and edited together a bunch of our bloopers to show us kind of being cute. And there’s a moment where I kiss Max and I did not think I was just like, oh, I’m just leaving the phone, I hadn’t turned the phone off yet, but Zach includes it and like all these like cute little moments which turned it into an incredibly charming video that I really love and I think because Zach is my very good friend and also has obviously gotten to know Max over the years like he edited that video with such a sense of affection that I think it comes out like really sweet, like I like watching that, seeing me and Max in it, and I think that that made it really personal. I think that helped people connect with the project. If they hadn’t already heard me talking about it on podcasts or streams, if they hadn’t already seen an actual play, they hadn’t already seen me talking about it online. Then that video, I think, was the last kind of most useful thing for, like encouraging people to back the Kickstarter and support us. Yeah, and then it was time for Kickstarter and that was very stressful.

Courtney: 

Kickstarter is a lot more stressful than I think people realize when they haven’t done it before it really is Like I hadn’t done a Kickstarter before.

Ella: 

I had a lot of friends who’d done crowdfunding, because my background is in audio drama and lots of audio dramas crowdfund their first or second or third seasons or whatever and so I thought I understood, I thought I knew I had seen friends go through it and I was like, okay, I’m like, I’m prepared, I’m emotionally bracing myself, it’s all going to be fine. And then as soon as we went live, I was just refreshing the page just incessantly I already have generalized anxiety disorder and the way that like that, just like absolutely skyrocketed. I was really lucky that Max was with me, because I just like I couldn’t go to sleep. I was like we haven’t hit our goal yet. We haven’t hit our goal yet. Max was like it’s been two hours and I was like I know, but we haven’t hit our goal yet. Max is like go to sleep, We’ll wake up in the morning and then we’ll deal with it. We kind of wake up in the morning and we like crossed our goal in like six hours or something stupid, and it was like, oh, everything’s fine. But then obviously you think it’s fine. But then you start looking at the extra goals and you’re like, oh, but we’re like, but we’re just like a hundred pounds away from like the soundtrack, Like we’re so close, but there’s only one day left. Are we going to make it? And all of those kind of yeah, a lot of anxiety, very anxiety-inducing platform kickstaff.

Courtney: 

Yeah, it’s wild of just sitting there, like, okay, well, if I can you know you used to get us to be like a third of the way there and like this amount of time then I think we’re going to be good. And you’re just, yeah, like that constant refreshing and stressing, and even after it finds and still like, okay, but is everything going to go right?

Ella: 

Yeah, yeah, it’s a mess, I should also say, by the way, both because of the way that it alienates people in the global south and because of the Bitcoin nonsense. I don’t love kickstarter as a platform. I really enjoy other crowdfunding platforms like crowdfunder and Indiegogo, but I can never get this the right way round. I’m not sure if it’s vacuum or Hoover. It’s just a brand name that we now use as a verb for the action of doing it. I do a little bit use kickstarter or kickstarter to mean, like all crowdfunders and I know that that’s a floor of mine and I need to just transition my vocabulary into saying crowdfunder. But for anyone listening, I am not pro kickstarter but at the same time, I think it’s a complicated issue and that like it alienates people in the global south and that’s crap and I hate it, and they use this Bitcoin and I hate that. But it also like we live and work in a precarious industry in which there are a lot of independent creatives who do not have a lot of money, who are really just trying to survive, and the reality is that, in the same way that a lot of people still do use Amazon. I mean, hey, like boycott Amazon if you can, but if you don’t have the money to buy stuff from indie shops and source stuff from any shops all the time, then, like sometimes, you are just going to need to use the platform that you know is going to help you market your product. And I also don’t have a problem with people who use kickstarter, because I understand why. I just think it’s an evil website. Anyway, end of kickstarter disclaimer. No for sure.

Courtney: 

Like I think it is an interesting topic because I think the majority of TTRPG people don’t want to use it anymore and yet, using one of the other platforms, it just makes it that much harder to reach your goals, especially if it’s your first one and you’re not established. Yeah, I’m with you.

Ella: 

Yeah, yeah, no, it’s exactly that. I mean, it’s like that’s the thing. Like it was so cool seeing Yisabah’s fund so well on an alternative platform, but that’s Possum Creek. Like they’ve got a huge amount of brand awareness and name recognition already and you can fund a Zin on another platform easy, like Crowdfunderbackerkit, indiegogo. They’re all great for that. But if you are trying to fund a project that is going to meaningfully pay all of your creatives and you’re not already well known within the space, it is really hard and Kickstarter will help you with some of that stuff. So like it’s a serious consideration and I don’t think it’s helpful to alienate new members of the space because they are using a resource that is accessible to them. That is also not their responsibility. They’re not going to be able to make Kickstarter change their minds. But it is also good to be aware of the problems, especially the fact that, like, people in the global south literally just can’t use Kickstarter and so for them, they’re already facing that challenge. So like, yeah, yeah, sorry, real down note. Let’s go back up again.

Courtney: 

Hey, entrepreneurs, I love introducing you to new creators every episode, but I could really use your support. I would love to invite you to join our Patreon page, where you’ll gain access to behind the scenes content, add your questions to upcoming interviews and you can even receive a shout-out on our site in an upcoming episode. To learn more, go to Lightheartadventurescom. And now back to the show. Okay, well, talk to me about what happened after the campaign was over.

Ella: 

Yes, so mostly very excited celebration. It was wild. We did not actually expect to make that much money, so that was pretty exciting. Asked David Amber Devereux, who works at Tin Can Audio, to compose our soundtrack, and Amber enthusiastically said yes, because they are a darling and a dear creative collaborator of mine. And then it was time to do the real work. So I had already written the full manual of Up or Down River before the Kickstarter, but the game system had not been streamlined or workshopped by Sasha and so a lot of work kind of immediately went across to Sasha, who sent out both kind of open and blind play tests where they contacted people who follow McGuffin and Company subscribed to their news lesson. Members of the Patreon sort of said hey, we want to play this game, is anyone up for signing up to it? Sasha also contacted a lot of his contacts in the tabletop space and asked other game designers if they’d have games with him and have a conversation during the game about how it was going, what was happening, started rolling out the play tests at different conventions and events and just sort of picking up on things that were sticking and things that weren’t quite going smoothly. And then occasionally, if Sasha wanted to change something, sasha would get in touch with me and we’d have a conversation. We’d talk about what we wanted to do, because I am not an experienced game designer this is my first game but something that was really important to me was that the mechanics of Up River, down River be very, very flavorful. So, for example, in general the game works on 7s and 4s, because there are 7 Cs and all rivers are categorized into one of 4 Stralar numbers and I really wanted that theme to kind of come up as much as possible. So you’ll notice those numbers and divisions of multiplications of those numbers appearing throughout the game, and so sometimes it would be like, okay, I understand that 2D6 is a really satisfying probability curve. However, I am going to be neurodivergent about this and insist that we use what I think is unfairly our everyone’s least favorite die, which is the D4. So there was a lot of that. Really. The game development came next and took up the largest amount of time, as we all dealt with different levels of illness, and then the illustrations kind of continued. Max finished doing all of the masks of the river, as well as a few more character illustrations. I wrote a little bit more flavor. There were places where either our sensitivity readers had given feedback and we wanted to rewrite things, or there’s a really big thing about that that I want to talk about. Actually, there were a couple of silly things. So, for example, I’m a sailing instructor, I like boats, but a thing that we noticed was that when people were playing the game they didn’t know how to talk about boats and would get a little bit stressed and confused of the what and the who do what and the bleh, and so I insisted on writing a boat terms glossary in the book that people could use, just so that if people want to use, like you can just say grab the Hoogamah flip and fly the silver thing and that’s fine, like it’s your game. But just in case people wanted to use some actual sailing terms, included some sailing terms and picked sort of streamlined the boat, the ship, battle mechanics and, yeah, just like tight, mostly like little tweaks to the flavor of the game. Sasha did some additional writing on some of the locations, especially the locations that function as challenges themselves. Those locations you go to and you can kind of have a story in them, but some locations are themselves the story of the game, so it’s just like navigating them. Like there’s a whitewater rapids place called the stone cities and really like that location is just you survive the whitewater rapids. That’s the session that week, so Sasha did some writing on that. I really love her writing on the crystal nets, which she did a lot of writing on. One of the biggest changes to the game was one of our sensitivity readers was Dr Erin Pritchard, who is an academic who studies the representation of people with dwarfism in media. Erin is herself a woman with dwarfism and in the original draft of River Down River we had the dwarves as one of our kind of magical origins. So you can play as like a human and elf, a river folk or a dwarf, and this was kind of quite big for the game because the game is all about this kind of magical fantasy war. That’s happened in the past Because, as you can see, the law of the rings influences in here, and the result of that war was that the dwarves disappeared and it’s not clear whether there’s been a genocide or whether they’ve just left and no one on the river has followed them or found them, or whether they’re in hiding, but for whatever reason, all other people to the river don’t know where the dwarves are, and so originally there was a lot about the dwarves in the game. However, we got Dr Pritchard on board, partly because I know people with dwarfism in real life and over the years I have felt increasingly uncomfortable with the way that in TTRPG spaces we talk about dwarves, because the thing is that dwarves are not a magical fantasy thing. Real people with dwarfism exist and they’re not all alcoholic and you can’t tell what gender they are. They are actually real human people. And people with dwarfism especially suffer from discrimination because people without dwarfism treat them like they’re not human, like they are some magical fantasy race, like they are alcoholic and circus freaks and whatever else. And it’s incredibly, it’s a history of horrible violence. It includes medical discrimination, social discrimination, legal discrimination, no culture. It is impossible to prove where any folklore, legend or mythology came from, but it is sensible to observe that in the world for the history of the human race there have been people with dwarfism and in the world in the history of the human race we have written stories about humans who are short. And I don’t feel for me personally that using the fact that dwarves exist in mythology is an excuse to continue dehumanizing disabled people in my fiction, on purpose or in my games. I don’t actually think it’s funny anymore around my table for someone to be like, well, I’m a dwarf, so I sort of you know you can’t tell whether I’m a man or a woman and I drink all the time and I’m alcoholic and violent and stupid, because all of those are horrible stereotypes about real disabled people. And it’s difficult, it’s complicated because, for example, I’m also queer and the fact that dwarves often have beards is something that a lot of trans and queer people have a lot of joy in and really enjoy, and I don’t want to be unfair to that. But I think that we all have to take responsibility for ourselves and responsibility for the way we exist in a community and recognize that if something we’re doing is causing actual real life harm to real life human beings, then maybe we should think about what’s more important and find other ways to express our gender expression. But you can play a character who has dwarfism, who is gender queer. That is so cool and good actually. But the problem that Dr Pritchard observed specifically is that in fantasy media and role-playing games especially, there is this pervasive and insidious idea that people with dwarfism are not human, that they are not human beings, that they are a separate race which has separate abilities, characteristics, that it really starts going into eugenics, that they have a different personality just because they are short, and all of that stuff is really, really bad. And so Dr Pritchard came back to us and one of the things that I found sort of honestly both moving and distressing as a queer disabled person was that Dr Pritchard did not come back to us and asked us to remove the dwarfs from the game. She said this is a problem in fantasy media Like this happens a lot. People with dwarfism are portrayed as not human, as a separate race to human beings, and that allows people to bestialise and caricature them. But she didn’t ask us to take them out, she just said well, so if you could please make these changes to the language. And Johnny and Sasha and I sort of read that feedback and I talked to them about it and I was like, well, I feel like on the basis of this, I don’t want to have a fantasy race of dwarfs in my game. Like I don’t like, given this information, that feels bad. So we went back to Dr Pritchard and we said, okay, well, so what if we just got rid of them? And then we said we had like a race of like the sort of origin of stone shapeshifters who are made of crystals and are more like, kind of like nature spirits and are visibly not human, visibly not short people. And we do that instead. And Dr Pritchard was like, well, that would be a lot better. And we were like, great cool, we’ll do that instead. And so we did that and I wrote a letter explaining why we’d done this on the Kickstarter and I invited Dr Pritchard to add her own note. And in her own note she talked about how, when she was a child, her mother had taken her to the doctor and the doctor had immediately suggested that she get a job in the circus because that would be the only place that people like her could go. And she talked about how, you know, you never see portrayals of people with dwarfism as immediate, as interesting or attractive or heroic or romantic interests, so you almost never. Obviously, there have been some great stuff, like the Serano de Bergerac film was really cool, for example but and Pieces English generally in his career has fought really hard to fight this, but it’s just such a big thing and I’m sorry for taking so much time on it, but I do think I do want more people in TTRPGs to think about it, like just at least a little bit, because I do think we should think about it more than the community currently does, because I never see any conversation about it and I think that that conversation is actually important. So, yes, that was a big part of the game. I’ve talked for a really long time.

Courtney: 

Okay, so first off, don’t apologize for spending time on this topic, don’t apologize for talking to her like time to get to know you, but I really do like I remember when that update came out on Kickstarter and just reading what you said and then reading what she like, her letter, and just talking about her experiences and everything. Thank you, I hate to say it like mind-opening, but it really was, because it is so common Dwarves are in every fantasy series, trope, everything out there. Taking the time to actually do the research and do the conversations, have her look at the game and make the decision to not further that stereotype along, I think it was a huge choice and just a really honorable choice. It definitely made me think a lot and pretty much ever since reading that email I’ve just been analyzing every book, series that I’m reading, every movie or TV show that has a race of dwarves and just seeing how incredibly harmful that is. I feel like that had there been a hard choice to have to change a big portion of your game that much, and yet I am personally so glad that you guys did and I’m really glad that you shared the journey to that decision.

Ella: 

Thank you because in the last 15 years or so I’d gotten to know some more people with dwarfism in my real life. When I started writing the game, I included dwarves because I really wanted to create this archetypal fantasy inspired by all of the fantasy worlds that we know, whether it’s D&D or Lord of the Rings or whatever. But even as I was writing it I felt a bit weird about it and I was trying to compensate for that by having characters who were human people with dwarfism. And so Belle Crane, who is still in the book and I love her as a character and I’m really proud of her but she is this human woman with dwarfism. She’s married to Julie Diamantes, the Minnow, the pirate queen, and she kind of in the original draft, took advantage of people’s superstition and prejudice around the dwarves and would kind of be like oh sure, I’ll sell you a magical map with my dwarf magic. But it’s interesting because then, when Dr Pritchard came back to us, it was actually kind of a relief because I’d already been feeling this pressure and discomfort and everything else in the game gives me a lot of joy. And so Dr Pritchard just straight up being like this is harmful, and this is why it was like, oh okay, yeah, no, you’re right, we can. Just, it almost felt like having permission to just fix it, yeah, and also like in the way that we had been writing what were the dwarves and became the kiwi, they’d always had this magic that affected the world around them. One of our playtesters, rachel Ayres, played a dwarf character and had a really big influence on how I imagined their whole magic, because I didn’t want them to have kind of you know, kiwi, remote control magic, like in the book series by the woman who must not be named because she’s a horrible transphobe and racist, and I didn’t want kind of zappy, flashy, clicky fingers and you fixed everything magic in this world. I wanted it to be more atavistic than that, and so Rach had this idea of you know, the dwarves. The kiwi have this innate magic that means the world just moves around them. Like if they need a door to be taller or shorter, it becomes taller or shorter, like hills mold themselves around them, like clay, everything kind of moves around them, and I love that idea. But with that idea of shape shifting, it was then like, well, why do they need to be dwarves? They don’t need to be dwarves if they’re shape shifters, and so we went with the kiwi instead, which I really, really like because it brings in some Scandinavian influence that I also have. I studied early medieval Scandinavian history at university and asked a Swedish friend for thoughts on what to name them and still keeps the kind of Welsh influence of lots of kind of nature, spirits and mountains and rocks and generally kind of the magic of the hills.

Courtney: 

Yeah, the one thing that I also really like about this game and I think is unique is the fact that, even if your character dies, you can still play them as a ghost, and I really want to know, like, where did this idea come from?

Ella: 

I love death. That is maybe a strange thing to say, but I love death. I love death, and I especially love death in TT RPGs. I think that one of the most powerful magical things you can do in a role playing game is have a character die. And by that I don’t mean that I am a kind of cruel and horrible GM who’s going to randomly kill people’s characters. I will ask them whether or not they want the character to die and we will work on it together if that happens, and I use safety tools. But I do think death is really important. I think that death is something that we don’t talk about enough in the UK, america or Canada, certainly in my experience, and I think that’s incredibly unhealthy. Everyone has relatives and friends who die all the time. Everyone grieves, everyone experiences bereavement and everyone dies, and I think it is so toxic that we don’t let characters or ideas or stories end or die. We have to confront and approach and have a dialogue with death. It’s so important and so I love that CCWG’s create a safe space to rehearse bereavement, to rehearse the idea of death, to give you a gentle kind of training wheels on way of confronting mortality. I think it’s beautiful, I think it’s powerful, I think it’s very healthy, I think it’s very important. So I really really wanted to play a game that encouraged you to let your character die. But also, in my experience of playing games with people, they don’t want to let their character die because we have an incredibly unhealthy culture about death, because our culture is so wildly averse to death, to confronting death, to talking about death, to letting other people talk about death, and so I was like okay. So I think one of the reasons that RPG players are reluctant to allow their characters to die is because they don’t want to stop playing this dude. They don’t want to lose their play experience. They don’t want to lose the idea that they’ve created. If you’ve made a sorcerer and then if you die, you’re going to play a fighter, you’re going to be a little bit bummed about losing all the spells. There are actual game mechanics and factors in letting your character die. Beyond the thing that I’m interested in, which is the kind of the idea and the storytelling and the emotion of it, and so I don’t even remember consciously making the decision, but it just seemed like the natural solution to that would be to let people play as their ghost, so, like you can die and dying is okay, because you still have your character, you still have the idea, you can still do the stuff that you wanted to do, but now you have to have a conversation about death, about it, and that’s what I wanted you to do. Like ha, you fell for my trick. I wanted you to talk about death. Then, at the end of the journey, you can choose to let your character pass on. And what I like about that is that, even though most of the games I’ve run and seen played, people haven’t let their characters pass on. What it does at least mean is that all of the players and player characters at the table have a conversation about death and have a conversation about whether that person wants to move on. And often the player who is playing as a ghost really has a lot of thinking and talking and role playing about. Like, how do I feel about my character’s death? How does my character feel about their death? Is this the end of their story? And just encouraging those conversations to happen, I think, is so important and is so interesting to me, creatively, emotionally, as a storyteller. I think we tell stories for a reason, and one of the reasons I told this story was to encourage people to talk about death and think about death as a kindness and a beautiful thing and a natural thing and an important thing that must happen, and yet so you can play as your ghost, because I want you to think about death, because death is great and more people should think about it.

Courtney: 

I think that’s a really special outlook. Yeah, it is such a taboo topic, even things like, oh, my pet died and I’m devastated but I can’t even tell you because you’re like, well, it was just a pet. Sorry, that sucks, but by the next day you’re just expected to be fine, let alone. I mean, I have no idea what it’s like in the UK, but here it’s very normal for a company to give you three days of bereavement when a family member dies, because obviously you’re going to be fine by day four.

Ella: 

American labor laws scare me, by which I mean they don’t exist and they should. I’m really glad you’re all are striking. There’s a lot of striking happening over there. I hope more striking happens. You need better labor laws, what the hell? Oh, I agree.

Courtney: 

Our system is fucked up in so many ways. But yeah, it’s just this expectation that. Oh well, obviously that’s very sad and I’m sorry and I’m totally here to support you, but it’s been a week already. Why aren’t you back to work? Why aren’t you doing? Why are you still sad? It’s just so annoying and it’s so just rude, I feel.

Ella: 

Yeah, and it’s incredibly harmful Social violence done on a national and international scale, and I hate it. Grief stays with people for years, for decades, for your whole life. You never stop loving someone, if they are especially if they are a family member or a loved one or a friend. There is always going to be a part of your brain and your heart that is going to remember that person, and some days that’s going to feel good and some days that’s going to feel painful, and every day you should feel free to be able to talk about people you love because, sweet Jesus, isn’t that why we have a society Like I think it is? Yeah, I think it is unhelpful, I think it is unkind, I think it is unhealthy to have this horrible social policy of get over your grief, don’t talk about death, don’t talk about dying, don’t talk about what happens when you die. It will happen, we will not escape it, we will all grieve, we will all lose people and we will all die. Those things are all true, and pretending that it won’t happen does us nothing except cause us pain now, which to me seems a little self-defeating. So, yeah, play a magical fantasy game and then talk about death there instead. Oh God, oh God.

Courtney: 

I can’t believe how long we’ve been talking already. It does not feel like it. So, before we wrap up, you’ve listened to the show, you know what questions are coming, so a lot has happened. I feel like we’ve talked about a couple of different things already that have been challenging over the process of this, but if you were to look back and just pick one or two things that were just really hard over the last couple of years, what would they be?

Ella: 

One or two would be. One for me was letting go of being precious about the system mechanics, because this is my first game and I think, like a first novel, I’m just like I want to keep everything in, no matter how janky it is, and I still. I look at the game that exists now and I know it is an objectively better game, but part of me is still like okay, but what if we stuck with the janky game, though? And then, apart from that, it’s been learning patience. You know, I am disabled and chronically ill, but handling the kind of balance of ADHD, anxiety, external pressure and expectation of 800 people who very kindly supported our game and were waiting for it, and then also having to face the fact that the team isn’t always going to be able to make the stuff or hit that deadline or we’re just going to have to keep pushing it back, that was really hard, it was really stressful. I felt miserable for a really long time because I just couldn’t do every job, and sharing that responsibility and letting it go. The theme here is I struggle with letting go of things and not micromanaging, but, yeah, I would say that those are probably the most challenging parts just the waiting and changing the mechanics.

Courtney: 

What were some things that helped you get through those?

Ella: 

I think for the waiting. It was talking to Johnny and Sasha, who had experience of doing this before, who every time I was having a bit of a meltdown, could talk to me and be like no one’s going to care. Most of them have forgotten. They’ve even backed the book. When it does come out, they’ll be happy to have it. We’ve done this before. We’ve seen it happen before. It’s going to be fine. That was a lot of it. With the game mechanics, I had a really helpful conversation with Sasha where we were talking about the game mechanics and I was saying but no, because if I was running the game, when I run the game, I would do it like X, y and Z. Sasha just looked at me and was like you’re not going to be at every table where someone plays this game. You personally are not going to be there to be able to tell them. Oh well, what you do in this situation is this you need to make a game that people can play even if you’re not there. It sounds so ridiculous but, honestly, having that reality check was really helpful. Yeah, the game is. Maybe there are things that I would change about it when I run it at home, but the game is one that anyone can pick up and play, and I have confidence that they can enjoy playing it and will understand what it does. That is way more important, because otherwise I should have just kept it in a notebook. If I’m going to make a game and share it with people, it has to be something they can play. So, reminding myself of that, reminding myself that when I look at a mechanic that maybe I wanted to do differently as someone with not a lot of experience in game design but the reason it’s different is because of it’s so that other people can play it I find very comforting and joyful. So it works out.

Courtney: 

Okay, to flip it around what has been some of the most rewarding parts of this journey. Oh, my God seeing people get the game.

Ella: 

There have been so many people who have shared pictures of them getting the game. They actually have the game. There was a real game now that I can hold in my hands. That’s wild. I think that one time that I nearly fully burst into tears was that I was at an RPG convention and I was with Sasha and someone came up to Sasha and was like, oh, by the way, that game you were playtesting up River Downriver, is that going to be available at some point? And they had playtested it. Then they backed the Kickstarter and now they were waiting for the book to be printed and Sasha was just like, oh, we’re working on it at the moment. This is Ella, the person who made the game. And this person was like oh, oh, my God, hi, it’s really nice to meet you. And then they went into their bag. I’m literally well. I got just thinking about it and they got out their character sheet from a year ago for a River Downriver and they were like this game meant so much to me that I just keep my character sheets. And here’s my character sheet. I think they were like a first mate of the star and it was wild. That was, for me the moment where it became so real, because it was like whoa, this is a person who I’ve never met before in my life, who not only has played my game and it’s meant something to them, but also they’ve remembered it enough to care enough to tell me about it, and that was incredible. And then we went to UK Games Expo McGuffin and Company did and meeting people there as well, I had someone come up to me and asked me to sign the book. That was wild. I didn’t even find anything before, or I had someone else who I talked to, sold the book to this person, and then the next day the person came back to the stall and was like hi, I bought this book from you yesterday and I just wanted to say that last night I sat in my hotel reading it and I loved it so much. I wanted to come back and tell you how much I enjoyed this book. So can I just tell you how cool this book is. I was like what? That is wild. You’re at an actual convention. You can spend your evening reading my book. So yeah, honestly, that. And then, outside of that, just the support of the RPG community has been incredible the number of people who played the game, who streamed the game, who did podcasts of the games like frugalberry games gave us stream layouts after we did one stream over there because they were like oh well, just in case you want to use them, just for free, just mocked us up a bunch of stream frames. Hatchling games like helped us endlessly. Navar at the secret nerd podcast has helped us so much. Reckless Attack ran a game of over and over because I emailed them a PDF of the quick start guide and they had a really good game and since then they have just been almost vocal supporters and it’s wild. I don’t know these people and they are so kind and so just that has been just amazing, like, and it has been really rewarding just meeting people who, I think, understand what I was trying to say and care about it and think it’s important. Whether those are people who are playing the game or whether those are my colleagues in the space yeah, I don’t know. I didn’t. I didn’t honestly expect it to be like this and it has been wonderful.

Courtney: 

I love so much, like just the way that certain parts of this community really work well together and just like it’s so exciting to always have people cross promoting and being like, oh, did you hear about this game? It’s like, oh, yeah, I got this game too. It’s so cool. Yeah, it’s a really special place. Agreed, this has been absolutely amazing. I wish that we could just keep chatting for a few more hours, but if people want to find you and keep up with you know like upcoming projects and like find Upper River, downriver and all of that fun stuff, where should they go?

Ella: 

Okay. Well, if you want to get a copy of Upper River Downriver, you can now buy a copy from McGuffin and Company. You can get a PDF or the hard copy of the book. It does ship internationally and they have American suppliers, so you can also buy it from American distributors. If you want to save on those scary, scary shipping costs and the best way to do that is to go to the McGuffin and Company website, which I will be providing a link for, so hopefully you’ll find it in the show notes and then outside of that, if you want to find me, I am at GEJWATS everywhere, which is a G for Gabrielle, e for Ever and J for Jane. They are my initials, because Ella Watts has generally taken, but GEJWATS isn’t. I am on all of the. Every social media is kind of in a weird place right now. I’m on Instagram, I’m on Blue Sky, I am on Twitter for as long as Twitter exists. I’m on threads. I don’t have a Macedon account, but I’ll probably get one. Just search GEJWATS on your social media platform of choice and if I’m there you’ll find me. And yeah, like in terms of upcoming projects, I mean, please support Upper River Downriver. We’re going to be doing an actual playstream of it on Girls Run these Worlds at the end of August, which I’m really excited about. I’m going to be GMing it. We’re going to be having music that was composed for the game. I think it’s going to be a really lovely journey and it’s going to be the first time that we’ve streamed a campaign of the game so you can actually see the whole story as it’s meant to be seen. And then, outside of that, I have also written an audio drama which I am directing and which is going to be coming out in 2024. And if you want to check that out, then it’s Camlan. It’s a post-apocalyptic urban fantasy inspired by British folklore and Arthuriana. Or, alternatively, it’s about three idiots and a dog in Wales trying to survive the apocalypse. I’m very proud of it. It’s very, very, very precious to me. I have been working on this on and off for eight years. And if you want to check that out, it’s Camlan pod on all social media, including Tumblr. I’m not going to tell you my Tumblr because that’s private, but Camlan is C-A-M for Merlin, l-a-n for November, twice so C-A-M-L-A-N-N. Although I expected it will also probably appear in the show notes, if you’re not sure on those spellings. And yeah, that’s what I’m doing. That’s where you can find me. That’s where you can find my stuff.

Courtney: 

So many cool things. Yeah, I’m excited about Camlan, thank you, especially like with the alternatively, also about like three idiots and a dog.

Ella: 

I’m like oh really.

Courtney: 

Amazing. Yes, I will have all of that in the show notes. At this point we are going to end the official interview but, like I mentioned earlier, I’m going to turn the recording right back on and do a little fun quick question blitz for our patrons. Thank you all so much for listening today and, ellen, thank you for coming on the show.

Ella: 

Thank you for having me.

Courtney: 

You just finished another episode of Roll Play Grow, so check out the show notes and transcript from today’s episode. You can go to lightheartadventurescom To keep up with every episode. Please subscribe on your podcast player of choice and, if you’re enjoying the show, I would absolutely love if you would leave me a review and share this episode with your friends. Your review might even get featured on an upcoming episode. To follow m e on Twitter, you can either find me at lightheartadventures. com for our business account or at Ketra RPG for tweets on gaming, my dog Bowser and other random shenanigans. You can also find me on Patreon at Roll Play Grow. Thank you so much for listening and I’ll see you next time on Roll Play Grow.

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