Five or So Questions on DIE

Today I have an interview with Kieron Gillen about his new game, DIE! It’s based on his popular comic of the same name. This game has layers – layers! It sounds really cool so I hope you’ll check it out. See what Kieron has to say below.

Tell me a little about DIE RPG. What excites you about it?

I’m going to circle around this before pouncing, as I’m terrible. Sorry.

In my day job, I write comics. My latest book can be basically paraphrased as “Goth Jumanji”. It’s a portal fantasy where kids who got dragged into a fantasy game as teenagers get dragged back as middle aged adults, and so acts as a device to compare teenage dreams with adult realities, explore the purposes of fantasy and do a warped conspiracy-addled history of the development of the RPG. As part of its typically over-researched development, I decided I wanted to do an RPG, in some form. The first arc is called “Fantasy Heartbreaker” which is my mea culpa about the whole endeavour. 

As such, the first thing excites me about the DIE RPG is that it’s not my day job. I am a puppy, running through long grass, on a summer day.

In a previous life, I used to be a game critic – mainly videogames, but I see all games as part of the same form. In terms of adaptations, I tend to believe the most interesting  allow you to replay the underlying structure of a narrative. The 1980s Alien spectrum game was about hunting down the alien aboard the ship, but it randomised which individual actually carried the chestburster. As such, it was interested in the possibilities inside the scenario of the movie rather than the specific example of the scenario played out in the movie. Re-enact the dramatic arc, sure, but find a way to make it your own – that’s how you make it live. I wanted to do something like that. I mean, I had a handful of other design goals, but that was my top line goal – create a structure which allows people to create their own personal version of the structure of the first arc of DIE.

A comic page from the comic DIE in which the Game Master presents the die and the concept of playing characters to the others gathered around.
A comic page from the DIE comic.

First the players get together and generate a social group of messy, flawed people. Who liked who? Who hated who? How has their life gone horribly awry? Each player makes one of these Persona. “Player” includes the GM. This is a pure piece of conceptual story game.

Secondly, when it’s decided this is an interesting group of people, everyone steps away from the table. When they step back to the table, they’re all in character as the Persona they generated. After the proper level of social chit-chat, the GM’s persona lobs a RPG on the table, and everyone starts playing, generating a character. Yes, you play someone playing an RPG. 

Thirdly, after that’s done, everyone around the table gets dragged into a fantasy world. They go through a psychodrama fantasy adventure based on all the Persona’s faults, dreams and issues. After overcoming them they then go home. Or not. That’s kind of the point.

So, yes, it’s a meta game, and how it moves between modes of modern play is key – the three levels are clearly inspired by the story game tradition, the nordic larp and something more traditional (though, really, a bit trindie). That’s the most obvious bit of flash, but the core of the game for me is that it how the game changes depending what persona you throw into the situation. There’s a lot of flexibility, but with sufficient scaffolding to head towards a conclusion with the details entirely up in the air.  In the current Beta, that’s designed to be in 1-4 sessions. That I’ve been playtesting it for so many games, and being delighted how it works with radically different persona, remains exciting. I’m running it, and I really don’t have a clue how it’ll end up.

I think you’re one of the first designers I’ve interviewed who has talked about meta with enthusiasm and I love it! What did you do while you were designing to bring out that meta – how could an experienced player or designer see the key lines, so to speak? – without making it hard to approach?

Now, I warn you. There’s a line which I think I got from the wonderful Natasha’s Dance, with a quote about the difference between 19th century German and Russian writers, which I’ll badly paraphrase. The former will work out a theory in advance, and then try and put it into practice, and the latter will write what they want, and then, almost as a game, work out a theory which fits what they’ve done. I can come across as a German, but I suspect I’m very much a Russian. So much of DIE’s core design was done by instinct, and then analysed to death, so now it tends to sound I had a grand plan. 

So much just came from looking at the nature of DIE. This is a game about messy people who get dragged into an RPG and transformed into fantasy heroes. They travel a world which is a warped version of their fantasies and fears. They have to all agree to go home to go home. Can they come to an agreement? And if so, at what cost?

Logically, you need…

1) A way to generate a group of messy people.

2) A fantasy world which speaks to the specific nature of those messy people

3) A set of core dramatic in-world rules which gather whatever group of messy people you create towards a satisfactory (or at least, interesting) conclusion.

A comic page from the DIE comic titled 1991 describing a character's sixteenth birthday and how they were going to celebrate specially. It depicts two girls walking together up to a house and being greeted by a cheerful woman with wavy hair.
From the DIE comic.

That you’re making a group of players instantly makes it Meta, and there’s just no turning back from it, and I lean into it as hard as I can. There’s a frisson and delight there. You’re people pretending to be people playing a role playing game. That just amuses me, and I tend to pursue it in the games I run. My standard con game of DIE has all the Persona playing people at the con they’re actually at, for example. Seeing what other people approach the idea is the best thing about actually releasing it – if someone had told me how much fun it was to see what people do with a structure you’ve created, I’d have done this years ago.

Not quite as much in the RPG in the Beta stage, but there’s a lot of the other kind of meta in DIE as well – the world itself is made up of elements that all went into the making of the RPG, from German Kriegspeil to Tolkien WW1 horror and more. It’s all about our fantasies, why we get lost in them and so on. A lot of that works its way into the game as well.

The DIE 2 cover with a person wearing an earring and leather jacket with a burning dragon on it and the words "PLAYER" on it who is holding a vape and brass knuckles and some kind of weapon. The red angular pattern of the unfolded d20 over it highlights the title DIE 2.

How do Personas work? I love this idea of layers of play, and I wonder how the mechanics here function! What really drives a Persona, and how does that punch through the layers of game?

The Persona’s are absolutely the thing which makes the game interesting, for me. It’s deliberately the rules-lite approach. It’s just a series of formalised (or less formalised questions) spinning off a given context.

In the Beta, I’ve narrowed it slightly to “You are friends who played an RPG as teenagers, and now have got back together years down the line to play a game.”  That narrowing of a certain shared history makes it easier to give a reliable “This will definitely work” for the later stages in the Beta, but I’ve ran it with completely different set ups too.

There’s a bunch of suggestions for useful angles of questions – “how did the group form? Was it around a shared social interest?” “Was it at school? What kind of school was it?” – which lead to more questions, about the specific nature of individuals (“What did you play in the RPG?” “How did you do in class?”) and their interactions (“Did you fancy any of the persona?” “Are any of you siblings?”). You then work out the gap – “How many years is it since you used to play?” “Why are you getting together to play a game now?” The Gamesmaster is also making a Persona at this stage, and the players are encouraged to ask questions to each other as well. 

There’s guidance in terms of whether to ask soft questions, hard questions or extremely hard framed questions depending on the tone and level of inter-group personal messiness you’re looking for. “Do you hate your brother” versus “Why do you hate your brother?” for example.

While this is happening, the Gamesmaster is noting all the information that’s relevant. Some of this is absolutely surface stuff (“He really like Harry Potter!”). Some of it is more deeply personal (“He has a really strained relationship with his husband.”) Some of it what I call the character’s core drive – the thing which they’re missing in their real life, and they’re looking for (“I always wanted to be an artist, and have never, ever pursued it.”) The latter is generally approached tangentially, but in a real way, it’s what the game is about – finding out how a group of people respond to being offered their desire… and then discovering what they may have to do to get it.

The players have huge freedom to invent whatever they want about the people’s real lives – this actually continues into the more traditional fantasy adventure. The Master asking the player about details of their persona’s life is a constant. Those details, and all the previous ones are then warped into the fantasy.

Part of the dichotomy of the game is that everything at the Persona level is almost entirely freeform and without classical RPG rules. Conversely, everything in the game is deliberately mechanistically neutral, with all characters being treated equally by the system, and all the persona’s character’s edges coming from in-world reasons. It’s a bit odd that I’ve come back to a hard (if light) simulationist core from a hefty narrativist tradition, but I figured in a game which is about the nature of reality (“Is this place real?”), if the rules already give you the answer (“No, it’s not real – only we get to roll the dice.”), it’s somewhat pointless.

Basically it’s kind of a Cartesian thing – the Persona level is very much mind and the character is the body, and the lack of a true connection between the two is interesting. The game’s more obviously meta in other ways (the “why are these people playing the game?” of it all) but I think this is the stuff which really interests me. A lot just is my love song to the RPG, in lots of different ways.

One of my current things is trying to find ways to write something akin to a Scenario – there’s an early take that we’ll be releasing in the back matter of DIE. It’s basically a more structured set of questions, so rather than being entirely freeform, you can create a social dynamic just by asking the questions. It’s a formalised version of my standard Con game – basically all the group are people who work in the comic industry. So one person is the publisher, another a creator, another a fan and so on. By hard framing questions, you generate a dynamic that gives a lot of space for player expression, but still can be meaningfully prepared for. It’s been fun. The question I most like basically goes like..

“Fan – you want to work in the industry. What job do you want to do?”

“I’d love to be a writer.”

“Writer – does the fan have any talent at all?”

That’s very much DIE at its hard-framing most, I stress. That whole scenario is wicked, but I want to do some other set approaches. I’m hoping the structure gives people enough to write their own, if they want.

A dragon with beams of light shining out of its mouth is surrounded by smoke as it faces off against a group of players. In the foreground, there is barbed wire.

One of the things that comes to mind while reading your responses is the subject of nostalgia – if I were playing a game with old friends, a game we’d played before, I’d expect to have some of that. Does nostalgia show up as a theme in the game? Is it something that was relevant for you as a designer?

Well, designer and a writer both. The first series I did as a comic writer was called Phonogram: Rue Britannia, this urban fantasy about magicians who use pop music (Phonomancers). It was used as an inspiration for the excellent LARP My Jam recently, which was a delight. Anyway – that first series was about – I quote – “Nostalgia, memory and history”. It’s how those things tangle together, and get in each other’s way.  So it’s always been there, and it’s certainly there in the DIE RPG.

What’s more there is a certain critique of nostalgia – it’s like how nostalgia can sicken. It’s not that time any more – what has changed with you? Worse, what hasn’t changed? How much have you failed to escape the person you were there, and the desires you had? I normally describe the comic as comparing these teenage dreams with adult realities, but transformed into an RPG it becomes about the two periods in the persona’s life. They were there. Now they are here. How has their live gone awry? What are they going to do about it?

Nostalgia turned creepy is certainly the another element. There’s one optional element in the design we call the Box Of Crap, which the GM drops on the table at the start of the Persona section of the game, claiming it’s the actual game that a bunch of kids were playing when they disappeared back in the 1990s. The box contains anything the GM collects – I suggest old RPG supplements, and the game dice as a useful minimum, but we cram in anything in there. I’ve included some of my own teenage RPG maps I drew, and character sheets, for example. If a group is okay with it, putting stuff from their own real life games in there is also a move, and very much fourth-wall blurring (as in, putting player nostalgia in the mix, as well as persona nostalgia). There’s not much with the box in the current beta rules, but in terms of stuff in the Arcana (i.e. what I’ll be releasing as optional weird rules) it’s basically used as a tarot deck during play as a device for inspiration.

I’m fascinated by the deeper fantasy world, since it reflects the Personas and the characters themselves. This is something that’s rarely codified, even if it’s alluded to in games. What is this like for the Master and the players to experience? What does it end up looking like to play in?

In terms of what it’s like to experience, what I’m trying to evoke is the experience of being listened to

What happens in the world riffs off what this persona a player has invented. Rather than a lot of games where narrative creation is direct (i.e. a player gets to define a world directly) DIE tends to primarily works as a once remove (a player invents and the GM twists and gives it back). The magical thing is that it’s both the big things the player are aware of (for example, if a player’s persona spends some time talking about how they’re closeted and are scared to come out, that may as well be an explicit ask for that to be a theme in the game) but also what they’re saying without being aware of (for example, a player’s persona making a joke about a random TV show they’ve binged watched, having elements of that show pop up in conjunction with their main theme). One of DIE’s core bits of GM advice is taking one of those big things the players want included and adding an element which the players may not actually have ever expected to be integrated. One core thing, and a twist, both of which show they were being listened to. It’s like being given a present, even when it’s horrific. Sometimes it’s really subtle, with just grace notes. Sometimes it’s just incredibly obvious – in a playtest where all the persona were people who met on a Buffy fanforum back in the day, I just downloaded the map of Sunnydale and went from there.

It’s always a way to externalise a persona’s problems and have them deal with it. It’s how DIE the comic works, and trying to get that explicitly in a game, and codify ways for players to make that work easily at the table was absolutely what I was aiming for. An early playtester noted that the DIE RPG is kind of a manual and mechanisation of how to create a Kieron Gillen Style Story, which made me nod in recognition. Trying to nail down specifically what the story does, so it can either be turned into mechanics or play guidelines was very much what I was trying to do.

It’s been lots of fun. I wish my designer friends had told me how much fun it was to see someone take a structure you’ve created and go and do awesome things with it, as I’d have done it years ago.

The DIE Beta cover with a long haired feminine person in an elaborate dress throwing their head back in response to some kind of impact as light erupts from a stone in their chest and forehead. The red angular pattern of the unfolded d20 over it highlights the title DIE.

Thanks so much Kieron for the awesome interview! I hope you all liked it and that you’ll check out DIE today!

Five or So Questions on Disposable Heroes

Hi y’all! Today I’ve got an interview with Liam and Ren from Sandy Pug Games about Disposable Heroes, which is currently on Kickstarter! It sounds like an interesting take on superheroics. Check out their responses below!

Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes spread out on a table with bright purple, green, and orange backgrounds and lettering and very vivid and action-styled design.
Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes.

Tell me a little about Disposable Heroes. What excites you about it?

Liam: So the basic pitch is a PbTA/Dungeon World based game where the playbooks are replaced by cards that are rapidly cycled in and out of play. We got rid of HP for the heroes, and made it so every hit they take is deadly – when they die, they discard their card and draw a new one – with a new class, weapon and set of stats. Obviously this changes the dynamic of the game a lot, and pushes players to get really creative with their class powers. One thing that I tell people is; you know how every pbta playbook has That One Move. The one that makes you go “oooh snap, yes, this is it right here”? What we tried to do with Disposable Heroes is capture that feeling the whole game. We want players to be hyped and excited and have their minds race when they draw a new character.

I’m also really pumped about the art design. We’ve tapped into the electro-neon-funk of Jet Set Radio and Lethal League where possible, lots of vibrant and loud colors, high energy, thick line art. Stuff rarely, if ever, seen in TTRPGs. It’s mostly being done by my partner Ren, who also came up with the core concept and who I’m assisting with the game, but if funding goes well we’ll also be bringing a bunch of guest artists on board to do a set of the cards – and they have a wide wide variety of styles that we’re really excited to showcase. Like so many Sandy Pug projects, I guess what I’m most thrilled about is getting to show off the amazing talents of other folx.

This sounds very cool! How have you altered the PbtA type system to suit this, beyond HP, to make the disposability snappy but still really grabby?

Liam: Honestly, not a whole lot had to be done to adapt the system itself – We encourage GMs to run things so that whenever they can inflict damage as a move, they do so, and we made armor ablative rather than subtractive (That is, it acts as a HP pool for characters that have it). The rest of the changes really come from applying the PBTA system to a card game. Making moves around the deck and drawing and such. Dungeon World already feels, at least in my opinion and experience, snappy and exciting. Making it so you’re constantly getting new tools to solve problems just amplifies what’s already there in a big way.

Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes with bright purple, green, and orange backgrounds and lettering and very vivid and action-styled design, this one for the Humpback Whale or The Bard character.
Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes.

That art sounds amazing. What are some of the benefits of a variety of artists and how it presents the characters in your game?

Liam: For a start, it means your game looks amazing. I’m a big believer in the idea that having lots of perspectives and ideas makes a project grow and pop more than anything. All the artists have their own really cool takes on the characters who are, remember, just a class and a name and an animal for the most part. To see them take those ideas and make this logo that screams a ton of personality is worth it all by itself for me.

On a more mercenary level, having a big team has always helped Sandy Pug Games punch above our weight. One person yelling about the game they made is one thing, having 10 people doing the same yelling amplifies things a whole bunch, and I’d be lying if I said that wasn’t a consideration when we were kicking around ideas. As for how it changes how characters are presented – you know how people tend toward the same kind of themes for their characters in TTRPGs sometimes? I know I’m a big fan of Fighters With Cool Weapons and playing Tieflings all the time, I find artists tend to have a “vibe”, and while Ren’s vibe is really freaking awesome, it’s rad to get a bunch more “vibes” on the project.

Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes, with bright purple, green, and orange backgrounds and lettering and very vivid and action-styled design, this one depicting the Barbarian, Bruiser, detailing stats.
Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes.

What are the heroes like? Who these one-punch people?

Ren:They are Delivery beings just trying to get the job done and go home in one piece! I say beings because we like to allow players imagination run wild on this one. The heroes are anything from literal animals, animal humanoids, or humans dressed up with ears and tails and process said animal characteristics. As the artist, I particularly found it amusing to imagine a literal whale using a hovercraft pool as a means to get around on land. The art in particular allows for creative leeway and a more versatile cast. 

What are the activities like in Disposable Heroes? What do players encounter?

Liam: Although the Heroes’ main goal is delivering a package, their missions take them through treacherous, neo-future dungeons. The game is essentially a classic dungeon crawler; our heroes solve puzzles, dodge traps, fight monsters, and the usual. The only real twist is the package has to remain intact and undamaged, then instead of facing off against the Big Bad Guy at the end, they simply deliver it. Gotta get that 5 Star Rating!

A promotional image featuring mockup/Work-in-Progress prototypes of the cards for Disposable Heroes, with bright purple, blue, green, and orange backgrounds and lettering and very vivid and action-styled design. It notes the Kickstarter launch September 15th.

Thanks so much to Liam and Ren for the interview! I hope you enjoyed it and that you’ll check out Disposable Heroes on Kickstarter today!

Five or So Questions on The Tingleverse

When I found out Chuck Tingle released The Tingleverse, an RPG set in the world of his Tinglers books, I was immediately on board – and super excited when Chuck granted me an interview! Check out Chuck’s responses below.

Tell me a little about The Tingleverse. What excites you about it?

first question is good but it has many answers because WHERE WE ARE RIGHT NOW IS THE TINGLEVERSE this is just layer of reality we are on (these are in stacks that go from top to bottom) and outside of this is THE VOID. so each layer of this stack is a potential timeline they are infinite and together they make up the tingleverse. but i can say that GAME of the tingleverse is an important way to explore other layers or timelines that buckaroos might not have been to mostly the timelines that i write about in my books. so i think if you are fan of tinglers by worlds greatest author chuck tingle then you will definitely like this important game because it will give you a chance to trot as a unicorn or a bigfoot or a raptor and maybe even a human to. i think that games in this way help with empathy and understanding that we all have our own unique trot and that is a WONDERFUL THING i think this is proof of love thats for dang sure

What was it like collaborating with others on making The Tingleverse into a roleplaying game?

thank you not really sure if this is reference to something but i did not really collaborate much in this way it was normal edited by son jon and there were playtests way but i do not really see this as collaboration just helpful buds along the way. this does not mean they were not important in fact they were VERY IMPORTANT mostly to say to man name of chuck ‘wow this is good and this works you should keep going’ so i appreciated that way for buds. sometimes you need an extra voice to say ‘ you can do it bud’ this bit of encouragement is nice even fore worlds greatest author. but mostly i think i was able to make game because of unique and important way my brain works with is very methodical way and says that if you take things piece by piece they might not make sense but eventually they will make BIG TIME SENSE just gotta but head down and work a little every day thats how you prove love at the end of the road buddy

What were some of your favorite elements of your Tinglers and books to bring into the Tingleverse RPG project?

i think i enjoyed being able to talk on the lonesome train as this is very important to me and i have a lot of anxiety on its way and its call. so anytime i get to prove love is real by speaking about it and making it into a force that I CAN HANDLE by putting it into a game is very good. DEEP DANG DOWN i think this makes me feel better but in broader sense i think this is a way of the artistic bud to take issues that we have and to turn them into something that you can process through a game or a story or a song and then reflect on these issues in way that MAKES SENSE TO YOU. so i would say talkin on the lonesome train felt very nice in this context and other times it can be a difficult way.

The Tingleverse book is pretty big! It had to have taken a lot of time and love to put it together. Did you have a particular process for developing the game and organizing the book?

thank you for saying book is very big i think so to it took LONG DANG TIME to make and was sometimes very daunting process made me shake and drool on a number of days thinking ‘dang this is a lot of work’ but now that it is done i can look back and think even though it was a work time it was a fun time, and now i am working on monster book so whenever this makes me shake and drool i feel same way and that helps. but i would say most of all process was to ask self ‘what would YOU be wondering right now?’ normally in books you ask this to think about journey of reader feelings but in instructional book like this it is journey of readers thinkings but it is basically same at the end of the dang day

I’m a game designer who has mental health struggles but fights through them to try to create projects with messages of love, so this project appeals to me! When you look at The Tingleverse RPG project, why did you feel it was a good suit to put forward the stories you tell and the messages you like to send?

i am glad you have put up a first in your struggling way to say GUESS WHAT BUDDY TODAY IS MY DAY NOT THE DAY OF SOME SCOUNDREL INSIDE MY WAY THAT IS NOT REALLY MY WAY so i think that is so important and i think that you have proved love very much. and also when you make an artistic way with love at the core it will only bring people towards it and that is very special but also powerful. so i will say that with TINGLEVERSE GAME i think it is a good way to tell stories and prove love because it is community game and it makes me think of good times trotting with buds, and i think that it is nice to make something that others can used together and maybe laugh and maybe cry but most of all love. it is okay to have this journey on your own with a dang good but and i have written many of those so with this i just thought ‘what the heck lets try something new’

The cover of The Tingleverse: The Official Chuck Tingle Role-Playing Game with a Bigfoot, a pretty woman, a raptor with a green human-like body wearing a cowboy hat and chaps, and Void tentacles curling up around them in front of a Billings, Montana landscape with a beautiful sunset and western-styled lettering for the titling.

Thanks so much to Chuck for the awesome interview! I hope you all enjoyed it and that you’ll check out The Tingleverse today!

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Homunculus Assembly Line Kickstarter!

Hi All!

It’s been a big week for me – yesterday, the Turn books arrived to ship out to backers after a bundle of effort, and today, I’ve launched Homunculus Assembly Line on Kickstarter, led by John W. Sheldon! John is my business partner at Daedalum AP and also did the art direction and some of the art on Turn, as well as the layout. We’re excited to get this project live and moving!

Homunculus Assembly Line is a really fun experimental zine project focused on RPG art that will include some RPG material written by yours truly and some written by John, and focus on several illustrations by skilled and fantastic artists in the RPG scene including Juan Ochoa, Evlyn Moreau, Sandy Jacobs-Tolle, Thomas Novosel, Alex Mayo, and John himself!

If rad art, supporting diverse artists, and trying something new in games sounds like your thing, check out Homunculus Assembly Line on Kickstarter today!