
Snyder’s Return
UK based Tabletop Roleplaying Game Podcast featuring TTRPG Actual Play, Content Creator Interviews and GM/Player Guides. Find us on Twitter: @returnsnyder Patreon: Patreon.com/Snyder’s Return Discord: https://discord.gg/GBvavvAll Music and Sound Effects are from Epidemic Sound: https://www.epidemicsound.com/referral/4u0qhi/
Snyder’s Return
Interview - Meghan Cross (Siren Song Games) - HUNT(er/ed)
Today I chat with TTRPG Game Designer, Content Creator and AP Performer - Meghan Cross.
We discuss the 2-Player TTRPG HUNT(er/ed), it's creation, Kickstarter campaign and much more.
You can find Meghan and all of her associated content via the links below.
Website:
https://meghanlynnftw.carrd.co/
https://superdillin.carrd.co/
Twitter:
https://x.com/meghanlynnFTW
https://x.com/Superdillin
Other:
https://meghanlynnftw.itch.io/
https://www.kickstarter.com/projects/meghanlynnftw/hunter-ed?ref=nav_search&result=project&term=hunt(er
https://x.com/CriticalMisses/status/1816647982906810474
Calibration Tools:
https://drive.google.com/drive/folders/114jRmhzBpdqkAlhmveis0nmW73qkAZCj
Please leave reviews on ITunes to help us to learn and grow as a Podcast
Yours Sincerely,
Adam 'Cosy' Powell
~~~~~~~~~~
CAST & CREW
Host: Adam Powell
Guest: Meghan Cross
Sound Design: Adam Powell
Edited by: Adam Powell
Music: Epidemic Sound
Cover Art: Tim Cunningham - www.Wix.com
~~~~~~~~~~
Website:
https://linktr.ee/snydersreturn
https://www.youtube.com/channel/UCIoZ8iiYCp919UHXUYGghbw
https://www.redbubble.com/shop/?query=Roscoe%27s%20Chimkin&ref=search_box
Buy us a TTRPG Source Book: https://www.buymeacoffee.com/SnydersReturn
Are you on DISCORD? Come hang out in our server! https://discord.gg/QgU5UNf Join us in the Snyder’s Return Facebook Group!
Visit https://www.patreon.com/snyders_return?fan_landing=true
~~~~~~~~~~~
Social Media:
Twitter - https://twitter.com/ReturnSnyder
Instagram - Snyder's Return (@snyders_return)
Email - snydersreturn@gmail.com
~~~~~~~~~~~
Find us on:
Twitter https://twitter.com/ReturnSnyder
Instagram https://www.instagram.com/snyders_return/
Linktree https://linktr.ee/snydersreturn
Adam Powell (00:14.318)
Hello and welcome to Snyder's Return a Tabletop Roleplay podcast. My guest today has been known to stand alone, watching over us, provide us with a safe haven from TTRPG storms and showed us how we can go it alone if we chose to do so. But now she's become something more. More focused, more determined and more deadly than either you or I could ever imagine. In her pursuit of two player TTRPG perfection, she has both of us in her sights.
Can we survive, outwit, or turn the TTRPG tables upon her, granting us both success? Let's find out as we welcome back TTRPG game designer and co -creator of Hunter, Hunted, Meghan Cross. Meghan, thank you so much for joining me again.
Meghan (she/her) (01:01.262)
Thank you for having me and for making me sound infinitely cooler than I actually am.
Adam Powell (01:07.31)
now, now, we all know how infinitely cool you really are. But for those who haven't or are not aware of how infinitely cool you are, please could you give us a brief introduction of how you got into tabletop playing games, please?
Meghan (she/her) (01:20.654)
Yeah, absolutely. So I'm Meghan. Meghan Lynn, FTW, most places you can, well, pretty much anywhere you can find a person on the internet. I have been in the tabletop scene for, goodness, eight or so years now. I started in the actual play scene pretty early.
on when it was still kind of this new fledgling thing that nobody really had a handle on and have just kind of been in ever since. I've been designing games now for... goodness... five... four years? Four ye... five years? I don't know where the time has gone. Five years now and...
I find myself on the performance side of things a lot less now in leaning more heavily into design as my focus within the space. However, I do really, really love actual play performing. So every now and again, you can catch me on streams here and there. But for the most part, I kind of am more
design focused at this point, very much love every facet of TTRPGs, playing them, reading them, writing them. And that's what's kept me around this long. Yeah.
Adam Powell (03:05.864)
No, amazing. within your five years, you've created some fantastic products, sort of spinning out or sailing on to success from Siren Song Games. And the last time we spoke, and please do go back and check that interview out, it was to do with Sanctuary. And you've really sort of centered on Sanctuary as a duo of games, as it were, as a package.
I will make sure there are links down to where people can find you. So please go down, follow those links and support me. You also have an each page and so many other great places to find you. So there will be links to those as well. So what has it been like since the last time we spoke? How has your game design ethos changed? What's developed and what have you got coming up for us to really sort of latch in and enjoy? And I realize that's about six questions at once,
Meghan (she/her) (04:02.98)
Yeah, so all at once, not too much and a whole bunch has changed since then. Sanctuary in Sentinel is still probably one of my most popular games, if not the most popular game. Every time I see somebody talking about it, my heart grows a million sizes.
very, very special to me. So I was so happy to come and talk to you about it while we were kickstarting it over a year ago now, which is wild to think about. Since then, I've really dived into just a huge focus for me as a game designer. It always has been, but I think it's become even more of a focus as I move into
stage of my life as a designer is just writing games that are about telling a story. And I'm realizing more and more, like Sanctuary and Sentinel were games like this. And Hunter Hunted to a certain extent is like this too, is writing games that the setup in the creation of the world and the creation of the characters is as much the game
what some people would consider like actual gameplay quote unquote is like like the playing of it begins from the onset that I want to create games where the setup part of it, the world building the character creation where that is as much of game as the mechanical bits of it and what you would consider like the gameplay section and
For someone like me, like the way that I approach tabletop games is that that was always the case. I always got just as excited for the setup and the world building and the lore crafting and all of that. I always got just as excited for that as any other part of the game. But I know that there are no two people approach TTRPGs the same way. And I know a bunch of people who that bit is just the stuff that you want to rush through so that you can get to like the meat of it. And I want
Meghan (she/her) (06:31.864)
to design games and write games that you don't want to rush through that part. that is gamified, that that is a big part of it. And writing games where the purpose of the game is character creation and world building. I'm working on a game right now that
Adam Powell (06:54.946)
Yeah.
Meghan (she/her) (07:00.47)
more or less the whole game is a character creation game. It's called Patron Mine. It hearkens to my incredible love for Warlocks and it's basically a game that you can play on your own, on its own, but you could also play it as a prequel if you are playing a Warlock or Warlock Adjacent character in some larger campaign and it's a game to create
Adam Powell (07:13.943)
You
Meghan (she/her) (07:29.368)
your character to create the patron that your character is getting their powers from, how they meet and to create the details around your meeting and the terms of the contract made in the exchange of power. And I've written it in a way that you can play it on its own and it's a fun game to play just on its own as like a solo game about a mundane person meeting this other worldly entity in the exchange that they
But could also play it leading up to a larger game to inform your backstory. You can play it solo with your character, or you can even play it with your GM playing that patron and you're playing your character. So I've wanted to lean more into these games that you play in conjunction with other games.
Adam Powell (08:13.559)
Hmm.
Meghan (she/her) (08:27.97)
I really love anthology play as a concept. So thinking about games and creating games that are meant to be played or can very easily lead you into playing them with another game is something that I've been doing a lot of and have been thinking a lot about in my design.
Adam Powell (08:50.286)
Hmm.
Meghan (she/her) (08:53.604)
So that's probably been like the biggest thing. And the less elegant thing that I've been leaning into a lot is shitpost game design, which if anybody spends more than five minutes on my Twitter account can see that I've been trying to lean into making something fun and unpolished and silly for the sake of making something fun and unpolished and silly. So I've just
making a lot of silly, largely unplayable things and calling them games. But having an absolute blast doing it. So I've been trying, I say in my mind, I'm like, I will write a serious game. And then I will balance it out by writing something that's absolutely nonsense. And I have just as much fun writing both of them.
So it's kind of like two sides of the same coin in that I want to write these games that invoke a lot of emotion and make you feel things and make you tell these rich, deep stories. But then I also want to write a game where the main conceit of it is making things difficult for your GM because you secretly work for Fantasy OSHA.
and
telling them that they're violating OSHA regulations and they need to change things to make it safer for the players. like,
Adam Powell (10:31.981)
Nah, I love
Meghan (she/her) (10:32.204)
You would think it'd be whiplash, but it's not. just kind of, it just works.
Adam Powell (10:38.402)
as long as you're enjoying your creative processes and clearly people are enjoying your creative outputs. So it seems like a win -win all around really. Win -win, sort of tying on from that, a successful Kickstarter campaign previously and a very well currently funded one for your new co -creative release. Would you mind telling us a bit more? You mentioned it already.
Meghan (she/her) (10:40.982)
Mm -hmm.
Adam Powell (11:07.832)
Hunter hunted, please.
Meghan (she/her) (11:10.828)
Yeah, absolutely. So Hunter hunted is the current the current baby the current apple of the eye. I co designed it with Dylan Appellan aka Super Dylan, host of the one shot podcast on there on the atom list, a million other things absolutely amazing. AP performer designer just
one of the most brilliant people I've ever met. And I feel very, very lucky to be on this journey with her creating this game together. And it is, it's a two player game about, about pursuit. It's about...
two entities that locked in this hunt and at its base an exploration of what monstrosity really means. It's a game about determination and pursuit and a chase and a hunter and a monster. But those two ideas
what a hunter is and what a monster is can change so rapidly. And that was something that we really wanted to make clear is that the players are called the hunter and the monster, but there is no good person, like good character, bad character, like everything is subjective. The monster can be the least monstrous of the pair.
Or the monster could be the more the one who's doing the bulk of the hunting. really depends game to game. It'll never be the same, but it really is something that we wanted to put out there to let the players really explore for themselves what the concept of monstrosity means and what it means to hunt and be hunted. And when I first had the idea for the game,
Meghan (she/her) (13:33.026)
Dylan was the first person that I thought of when I knew that I wanted somebody to collaborate with me on it, because I had had the idea for the concept and the idea for the core mechanic of the game and just couldn't get past that initial idea. And I just knew Dylan was the right person.
went to them, asked her if she would do it with me and immediately said yes, I was ecstatic and it just honestly was so everything came together so quickly. It was like two two hour calls and a couple weeks of having a shared Google Doc in the game. The first draft was written like it just came together so quickly. Just the synergy
us as a writing pair worked so well because what I am weaker in when it comes to like design and writing are their strengths and vice versa. it's really nice that when I leave a note in a game and I write flavor text goes here. It's not me who has to write the flavor text.
It's not me coming back to the document four days later going, well, nice note, but that's me that has to write that it's me getting to go flavor text goes here. And then I come back to it and see like this gorgeous flavor text, this beautiful descriptive prose written in. And it's very, very lovely. So yeah, it's been absolutely wonderful.
Adam Powell (15:24.238)
So a couple of stats to throw back your way just to show how successful. So I get the end date of the Kickstarter off you shortly, but it's currently around the $6 ,000 mark with over 150 plus, 160 plus backers now, I believe, and continues to climb.
Meghan (she/her) (15:24.92)
in
Adam Powell (15:46.638)
so it's, it's already going to be, or already is successful and stretch goals are being reached. But before we get into the sort of the kick side of stuff and the game mechanics side of stuff, you mentioned earlier about being sort of character and well building focused. So what was it like working alongside Dylan to sort of delve into what can be very basic, but also very complex relationships between not only, the hunter and the hunted,
as a two player experience.
Meghan (she/her) (16:21.484)
Yeah, so we knew the key to a game like this is walking that fine line between giving the players enough to create these characters in this world for themselves, but not giving so much that they feel like they are being funneled towards a certain
time period or a certain genre of game. And it really is a fine line because the way that we wanted to present Hunter, Hunted is very open. And there've been so many APs that have come out since the Kickstarter launches, which is mind blowing to me, but we've had ones that are, we had like an oceanic deep sea, Cthulhu -esque
horror version there was one that was like modern day with like a teenage hunter there's there were I just watched one today that was like a Viking warrior and like this wolf creature like so you I've you can do your more I guess traditional hunter monster pairing you can do
your werewolf and your Van Helsing and you can do like your vampire and your Buffy and that, but you can, but it can be the AP that I was watching today, which was on Dylan's channel a few days back with Andrea Rivera and Pooja. They were made a joke that you could play Hunter hunted as Javert and Valjean. And
And you really could, like you could very easily do that kind of dynamic. Like it doesn't necessarily need to be like your quintessential monster or your quintessential hunter. And the character creation questions and the prompts within the game itself, like are set up to be that open -ended. Like we wanted to have enough guidance that you're not sitting there going, I have too many options and I can't narrow it down and pick a concept, but it's
Meghan (she/her) (18:48.728)
so streamlined that you're like, well, this is clearly a fantasy game, so I need to pick something that's fantasy. definitely, like, that's not the case at all. So it's very, very open -ended, but with just enough to help you along the way. And I think it balances that really well to allow for some pretty excellent
monster and hunter pairings. I have yet to listen to one that I haven't gone, how did I not think of that? Like they've all been so good.
Adam Powell (19:28.876)
Yeah, amazing. And there are, I believe there are links on the Kickstarter page where people can go and find these actual plays. definitely some of
Meghan (she/her) (19:36.554)
Yes, yes, a couple of them are linked directly in the Kickstarter page. And then there are also a few linked in the first update on the updates tab. And it's a public update. So anybody can go and see it in all as of the day as of day two of the Kickstarter.
All of the links were there. We will be making another update shortly because there have been a couple more that have come out. Which is really exciting. This is beyond my expectations, absolutely. But so wonderful and surreal to see coming together and just hearing.
hearing people playing this game. at the end of the day, that's the reason why I write games, that's the reason why Dylan writes games, is to help facilitate people's storytelling. And this is a game that really facilitates storytelling. So it's been great.
Adam Powell (20:46.802)
the Les Mis connection, you could say it was a bit of a revolution, but that would be a terrible joke and no one would say such things. So Hunter, Hunter, then we've discussed sort of the, it's a two player game which can take on many genre settings, themes within the of the framework that you and Dylan have created for us to sort of revel in.
Meghan (she/her) (20:50.171)
Yeah.
No.
Adam Powell (21:16.46)
How mechanically do we actually play the game?
Adam Powell (21:23.426)
Yeah, from a game mechanic standpoint, what do we need to play the game?
Meghan (she/her) (21:28.246)
Yeah, so you you really don't need a lot to play the game. So you need a deck of cards and 2d sixes and then something to draw a little tracker on and then something to mark your progress on the tracker, which can be anything from like a chess piece or a coin or a meatball or anything. And
The main mechanic of this, my inspiration behind this game, this all harkens back to last summer, I was at a brewery in New Hampshire and they had at the brewery one of those hook and ring games with the shot ladder. And I was watching these people play this game and I'm
That's a TTRPG mechanic. Like, I'm like, period. I'm like, I don't know how to use it. I don't know what it's going to be, but that is something. And it's stuck in my mind for so long and till the idea of a hunt came into my mind. So the main mechanic is inspired by the shot ladder game, which
Our deluxe version of the game actually comes with a Hunter, hunted logo branded hook and loop game that we're offering, that we're super excited about because it's just such a, like, it's a TTRPG that's inspired by a drinking game. But here we are. So the main mechanic of the game
For those people who do not have a hook and loop game handy, we translated that into TTRPG mechanics. basically when you set up, you draw a tracker with five spots on it and you start your token in the middle. And then each player takes their 2D6 and just starts rolling. And you are trying to roll doubles before your opponent rolls doubles.
Meghan (she/her) (23:54.68)
The first person who rolls doubles declares that they rolled doubles, gameplay stops. Whoever rolled doubles moves their token closer to their opponent as they gain ground on the hunt. And then they draw a card from their prompt deck. So the deck you divide in half into black cards and red cards. One deck is hunter prompts, one deck is monster prompts. And then you answer the prompt. And these prompts can be...
Some of them are real time prompts, in like what is happening in this exact moment. Some of them are ask you to recall memories of a time before the hunt began of people you left behind when you started this of previous times you were hunted in the case of the monster, that kind of thing. And then you, the players will enter the prompt in whatever way
feel is best. could be role playing a scene together traditionally the way that most people would think it could be kind of describing like a still picture from a memory. It could be like a monologue from what's going on in their mind at that moment. Really whatever the player who drew the card feels is best to answer the prompt.
and in that regard, I was, I was really, really inspired by, the game, epitaph by, I believe it's less
I believe it's less than three games. Yes, by less than three games. Because they make a point in that game when you are doing your scenes to say like, it does not have to be a classically roleplayed scene. It could be a snapshot. It could be a memory. It could be just a description of a feeling. It could be anything you want. And I wanted to make sure in
Meghan (she/her) (26:08.13)
the text of Hunter hunted that we made that clear as well that so I've seen people play it straight through our P wise I've seen people play it almost all like above the table just describing things in a mix of both and any way you play it is valid as long as you're telling the story that you want to be telling. And that's what we wanted from it. And then once.
the prompt is answered, you go right back into rolling and you do that until one person progresses their token off of the tracker, which then triggers the end game and that player, either the monster or the hunter, has gained the upper hand and then finishes the fight in whatever way they choose to finish the fight. And another thing
that we really wanted to make sure that we put in the text. And something that came up during our play testing of it is because it is randomized with your rolling the dice, games can be pretty long or games can be pretty short. It all depends on what you roll, how quickly you roll, if there's a lot of back and forth, or if somebody just rolls four doubles in a row, then that's just it.
And we made sure to put in the text
Just because a game is short doesn't mean that it's not valuable and it isn't a complete story. But also if you get to what would be the game end and you don't feel like you're done, just move your token back to the middle and start again. Like we never, like we don't want the mechanics of it to take away from the story being told. we wanted, in while...
Meghan (she/her) (28:13.112)
We know as players that we would always just do that on our own. Like we wanted to make sure that the players know like, this is what is important to us as game designers is you as players telling a good story. So if you get to the end and you don't want it to be the end, it doesn't need to be the end because it's your game. So that
a really big sticking point for us to see because when we were playtesting it, like we played a game that was an hour and a half, two hours or so. And then the second time we playtested it, our actual like game play, like the rolling bits of it was 25 minutes long and both games felt equally complete to us. And in a way I was like, we were both really glad
the second game had ended up being so short because we had talked about like, happens if this randomized game, like what happens if you get stuck quote unquote with a really short game and then we played a really short game and we were like, this game was still wonderful even though it was short. And that's what inspired us to put that into the game text to be like, don't feel like you haven't played a full game if time wise it wasn't
So, yeah.
Adam Powell (29:39.16)
that makes sense. So you're almost sort of permission to reset the clock in that respect, or what would be the movie equivalent? Somebody finds a safe house and so you reset and there's a jump scare and it all begins again and sort
Meghan (she/her) (29:45.698)
Yeah.
Meghan (she/her) (29:53.954)
Mm -hmm. Yeah. Yep. Yeah, it's the time loop. You trigger the time loop and it just. Yeah, like it's. I love breaking games as a like, I love breaking games as a player. I love telling people to break my games as a game designer and usually not explicitly in the text. Do I say, hey, break my game if you want to break my game. this time around, we were like, break this game if you need to break this game.
Adam Powell (30:21.976)
Really good. I love, so on the Kickstarter, I might as well go into what you get if slash when slash when, you, you back this cause I have, and I recommend everybody else does. so when someone goes to Kickstarter, there's the, the sort of the, the audio visual. I don't want to call it a video as such, but it is a video audio trailer promo. Yeah.
Meghan (she/her) (30:47.033)
A trailer, I believe, is what we have been calling it, a trailer.
Adam Powell (30:51.622)
and then a synopsis and sort of the initial breakdown, but if someone, sorry, will re say that when someone backs a Hunter hunted, what can they expect? Especially now that a few of the stretch goals have been
Meghan (she/her) (31:06.626)
Yeah. Yeah, so the base offerings, I guess I'll say is we have a digital version, which is just a PDF version of the game, still fully edited, fully laid out. We have a physical tier, which is just a printed zine, which will have a absolutely beautiful cover art.
It's done by Sonja Henar, is a fantastic, any award winning illustrator. I've seen sketches of what she's working on for the cover and it is so cool. I cannot wait to share it with folks. It's very, very cool. So it'll be a fully printed zine.
Then we have a version that is digital and physical. So just like it says on the tin, you get a zine, you get a PDF, all that's distributed via itch. And then we offered to start, offered 10 deluxe editions, which the deluxe editions came with a PDF and a zine and also came with, like I had said, a hook and ring game that has the Hunter, hunted logo.
on the top of it, which is super, which we were super jazz about. We had kind of said it as a joke to offer it as, and then we both got too attached to the idea to not do it. Um, but since then, so the first 10, um, were claimed on the first day. Uh, and then we hit, we made a stretch goal to add five more. So currently there are five, um, at the time of recording, there are five available.
And in addition, because we unlocked another stretch goal, which is we will be producing a deck of prompt cards. So if you didn't want to use the prompts list in a standard deck of playing cards, we'll be printing a set of Hunter hunted prompt cards, which will be included for free with every deluxe edition, but also can be added on.
Meghan (she/her) (33:28.964)
They can also be added on for $10 to any physical pledge if you did want a deck of prompt cards to not have to use the standard deck of playing cards. And then the other stretch goal that just funded last night, which we're very excited about is that Elliot Davis, aka More Blueberries, wonderful game designer, brilliant game designer of rom -com Drama Bomb.
the pinkest TRPG you'll ever see, is joining the team and he's gonna be writing a solo companion game to Hunter, Hunted. So it'll be a solo exploration of the individual journey from Hunter to Hunted or vice versa using the same core mechanics, but it'll be an individualized solo exploration of the same themes as Hunter, Hunted.
And we are absolutely ecstatic to have.
to have him on board doing that. And then we've just got, we've got a couple more stretch goals that are, we're getting pretty close. The next one is raises for everyone because we exist under the crushing weight of capitalism. And if we can pay our team a little more, including ourselves, Dylan and I really want to do that. And then we've got stretch goals that to add
Adam Powell (34:57.996)
Yes, we did.
Meghan (she/her) (35:08.726)
stickers to every order, so stickers of the Hunter X Hunter logo. And then the last stretch goal, as of right now, we thought that this would take us through the end of the campaign, but then the three of the stretch, the three of the new stretch goals that we made got funded in like two days. So we'll see. But as of right now, the last stretch goal that we have is
we are going to be including with every physical pledge a set of 4D6s and then Nix aka MC Etching who does absolutely incredible glass engraving is gonna be creating custom engraved ceramic tokens that will be included which will have like, we haven't nailed down the design of the token yet but it's probably gonna be a simplified version of the
So Nix will be creating those tokens for us. So it'll be that and then a set of 46s that will be included with every pledge as the be -all end -all stretch goal. So we're super, super excited, considerably overwhelmed in the best possible way as we watch this just go up and up and it's only been one week, but to
We're both so smitten with this game and we love what we've done and just being able to see the level of support it's received and see people talking about it has been very validating and just really, really lovely. And we get to hear people talking about the stories they're telling using the game and all of the stories are so cool.
Adam Powell (37:02.892)
Yeah, it's amazing. And I was excited anyway, because I've already backed it. But I'm even more excited now as these scratch goals get fun, get reached and sort of smashed through, as it were. So as of time of recording, or yes, as of time of recording, when does the Kickstarter end? What's the end date on
Meghan (she/her) (37:27.94)
So the end date is August 14th at 10 a .m. Eastern or 9 59 59 Eastern. But August 14th. So three weeks from time of recording. So still plenty of time to get in to get to get in.
So we have funded, so the zines are happening, so there's no risk.
Adam Powell (38:03.63)
Well, this is good because that's, you know, at the base level what I'm looking forward to. So, so if you're listening through to this during that Kickstarter period, please scroll down, follow those links, support the Kickstarter campaign for Hunter hunted and support Megan and Dylan and their other creative works, as we alluded to some of your other fantastic games that you've created and your other creative outputs as well. So with respect
Hunter hunted or your games or just as a TTRPG personality. Where are going to find you for the rest of 2024? Are you attending any cons? Have you gotten this in sort of big planned downstream of where we are right
Meghan (she/her) (38:51.85)
Yeah, so I have plans right now. I'm going to be at Big Bad Con in October. Super, super excited. It'll be my first Big Bad Con. I've heard nothing but incredible things. I'm going to be hosting a, as I have put on the banner that I made, a very professional ship post DTRPG design workshop in which I will give
very professional presentation with tips and tricks on how to turn your favorite ship posts into TTRPGs. And then we will write TTRPGs and maybe play them depending on how playable they are. Cause ship posts TTRPGs do not have to be playable. They just need to exist. So I'm really excited. I'm really excited about that. So that's end of October. I'm also going to be at Packs Unplugged in December in Philadelphia.
which is easily my favorite con. I've been every year but one since it started. Hopefully getting to do a panel or two, we'll see, but I will definitely be there. And it's just always really exciting to see folks in this space, because if nothing else,
Going to a con like Pax Unplugged, and I'm sure it's going to be the same way for Big Pat Con, is just being surrounded by folks in the TTRPG space, like leaves you with a sense of inspiration that is like a shot of adrenaline straight to the heart. Like it is so visceral and strong, like the feeling after you leave a space where you're just surrounded by such incredibly creative people.
who are so encouraging and excited about the things you're doing. It's just a very wonderful feeling and that's something that I really love. I'm trying very, very hard. My number one goal prior to Big Bad, kind of as I've been working on a game that uses other people's business cards that you play.
Meghan (she/her) (41:17.376)
using other people's business cards. So you use other people's business cards to build a dungeon and then you dungeon crawl through them because networking is a dungeon. And it is terrifying as terrifying as a dungeon full of traps and skeletons. So my goal is to have a workable version of that game by the time big bad con rolls around so that I can spend all day meeting people and collecting their business cards and then spend a night.
playing a game with all of those business cards.
Adam Powell (41:51.394)
sounds a lot of It sounds a lot of fun. So I hope that all falls into place and knowing the caliber of the person you are that will
Adam Powell (42:02.158)
We've covered quite a lot and rightly focused on Hunter, Hunter. Is there anything at this stage of the interview that you would like to bring up that we haven't covered just
Meghan (she/her) (42:20.746)
Nothing that I can think of. I definitely wanted to shout about Hunter Hunts it a lot. I want to shout about how wonderful Dylan is, which I've also done. And just this this was a very new thing for me. This is the first game I've ever collaborated on. I'm a bit of a control freak when it comes to a lot of things, so I didn't know how I would.
kind of adjust to collaboration with someone and it's been so wonderful. Writing a game with someone is kind of like playing a two player game with someone. It's just about, it's about trust, it's about communication, it's about just having the same goals and being there to support each other and have fun. And that's really what we've been doing. And ever since
I mean, ever since day one, but especially since the Kickstarter launches, we're just in each other's DMs in all caps, screaming about how proud we are of each other. And it's, it's been a wonderful partnership and hopefully not the last thing that we've done together, if we have anything to do with say about it. but I just think that that it's been a wonderful new experience for me.
and I definitely don't want it to be the last time that I write things in collaboration with other people. So it's really opened my eyes to how wonderful it could be to have a partner in crime when it comes to creative works. So if anybody wants to collaborate on things, you can find me on the internet.
Adam Powell (44:04.974)
Well, that's what I was going to say. So we can help you, help and support you in these endeavors and so many more. And Dillin too, of course. Would you mind letting us know where we can find you on the internet and various social media platforms, please?
Meghan (she/her) (44:22.894)
Yeah, absolutely. So you can find me most frequently on the slowly rotting husk that was Twitter at Meghan Lynn FTW. You can find all of my games at meghanlynnftw .itch .io. You can also find physical copies of a good handful of my games on my Ko -fi shop, which is...
Meghan (she/her) (44:51.662)
kofi .com slash meghanlynnftw. And then I've got a card website, which is probably going to surprise you to learn is meghanlynnftw .carrd .co that has pretty much anything that you can need. It's got contact stuff. It's got some links to AP appearances, writing portfolio, that kind of thing. So
Anything that you could need to know about me is you'd find there. But yeah, I post most of what I'm doing on Twitter, so if you follow me there, you're probably gonna have a good idea of what's going on.
Adam Powell (45:39.474)
And indeed I do, but I will make sure those links are down below. So please scroll down, follow those links. I'll put in links for Dillin as well. Follow the link, support the Kickstarter if we're still within the Kickstarter campaign or pick it up on Backerkit or follow it and find it on itch or any of the reputable outputs for where you can find Hunter hunted. Meghan, thank you so much once again for coming to join me in discussing such
an interesting and exciting prospect and project as the successfully funded Hunter Hunted is.
Meghan (she/her) (46:17.176)
Thank you so much for having me. I am, I was ecstatic to come to come chat.
Adam Powell (46:24.194)
Well, I'd love to get you back in the future. Your o -patron of mine sounds very intriguing, plus all the things that you have in the pipeline that will come up through the course of the next many years to come, as I'm sure your game designing career will continue to rise and soar with subsequent successes. So I'd love to get you back on the show in the future, if you'd be willing to join me, of course.
Meghan (she/her) (46:49.764)
Absolutely.
Adam Powell (46:51.726)
Well, Meghan, thank you so much for today. I can't wait to speak to you again.
Meghan (she/her) (46:57.024)
Thank you.