Five or So Questions on Over the Edge

Hi all, today I have an interview with Jonathan Tweet on Over the Edge, an RPG currently on Kickstarter! I hope you learn something fun about Over the Edge from Jonathan’s responses below!

Tell me a little about Over the Edge. What excites you about it?

Of all the RPGs I’ve designed, Over the Edge is the one that means the most to me personally. It started as a pet project of mine, not meant for publication, so it’s weirder than anything I would have conceived for a broad audience. The rules are also free-form and story-driven. That was a rarity in 1992 when the original released, but it’s more common these days. It’s exciting to be able to reboot this game and update it so that it’s ahead of the curve again like it was 25 years ago.

The team I’m working with is also really good. Atlas Games published the original, and they’re doing the new version, too. The producer, Cam Banks, is a big fan from way back, and so is Chris Lites, who contributed a lot of creative material.

What have you had to do to make Over the Edge modern, both in consideration of real life issues and what we conceive as paranormal or “weird” in the modern era?

In terms of real life, I had to ramp up the stakes. The setting is now set up with the expectation that a final reckoning is on the horizon. The world of 1992 was relatively peaceful, when the Soviet Union was defunct, Francis Fukuyama was touting the end of history, and Samuel Huntington’s so-called “Clash of Civilizations” was a new idea. These days, things are worse. Teenage girls who revere the Peacock Angel are burned to death in cages for refusing to be sex slaves in the army of the “Caliphate”. Carbon is heating the planet and killing the coral. Russia annexed territory by conquest, which no other country had done since 1975. Inequality has skyrocketed. Nationalism and racism are in fashion from one democracy to another. To compete with all this nightmarish stuff, the setting had to become more menacing.

The original game debuted just before the worldwide web, so the online aspect of modern life was missing. Interacting with the online world in Al Amarja usually means logging into the corrupt, State-run social network called Reba Online. Yes, the State is logging all your activity, but how else are you going to find a coffeeshop that has soy milk?

The paranormal elements of the game hardly needed updating. Paranormal beliefs reflect consistent human biases, such as magical thinking, so 25 years later you’ll still find ESP, interdimensional visitors, past lives, subliminal messaging, curses, etc. One new thing to add is epigenetics. Lay people tend not to understand what epigenetic changes really amount to, so you can sort of invent all sorts of weird abilities and say that they’re epigenetic. 

The Over the Edge cover with a woman in a head covering and face paint, a television showing an image of a man holding a knife behind his back, a morphed skull, a baboon, a person covering their face all but their eyes, and a plane flying off into the distance.
The Over the Edge cover is quite nice!
How does paranormality affect the average person in Over the Edge, from a narrative perspective and from a mechanical perspective?
The paranormal of Over the Edge is the sort of paranormal that fits right into everyday modern life. It’s like the paranormal that people actually believe in: prayer circles, horoscopes, alien contact, mind-control chemicals in the drinking supply, a parasitical skin disease from outer space, chakras, past lives, energy vampirism, subliminal mind control messages, chem trails, exorcism, reiki, rebirthing, or even child slavery on Mars. These sorts of paranormal elements are the sorts of things you find in Over the Edge, only in the game they’re weirder and more powerful.

The island of Al Amarja is a paranormal power center and a weak point in the reality manifestation matrix, so there’s more crazy paranormal events going on beneath the surface there than anywhere else. The people take it for granted that the government’s propaganda posters are some sort of mind control program, that messages are hidden in television broadcasts, and that the Internet is haunted. The most public face of the supernatural is Sister Cheryl, the leader of the Temple of the Divine Experience. Seekers who turn to Sister Cheryl can find all manner of shrines, disciplines, rituals, penances, psychoactives, prayers, book clubs, and animal sacrifices to help them progress along the spiritual path.

For players, the paranormal opens up a degree of freedom when they invent their characters’ traits. A player in my campaign, for example, invented a Christian Necromancer with a YouTube following. The game is set in the modern day, so players can bring in references to anything happening in the real world, and including references to the paranormal, such as necromancy. An important point is that the game doesn’t have mechanical subsystems. It doesn’t have a combat system or a magic system. It has a system for determining success and failure, along with possible good and bad surprises. That system works for psychic powers, street fighting, counterintelligence, and Christian necromancy.

What does the resolution mechanic feel like in play when supporting this rich fiction – is it punchy, does it leave a mark? What are any differences from previous versions?

From now on, that’s my new tagline for the dice mechanics in Over the Edge: a dice mechanic that leaves a mark! In the new system, players throw dice only when the results are consequential. With every throw, in addition to succeeding or failing, the player might get a “good twist” or a “bad twist”, which are surprising results that are outside the binary succeed/fail dichotomy.
Every throw of the dice matters. Fights, skullduggery, and paranormal efforts that would have taken several dice rolls in the original version are handled now with a single throw. A player’s dice throw determines how the conflict turns out, so a failure for the player is a success for the enemy. That’s a trick I learned from Vincent Baker’s Apocalypse World. So every dice throw matters. For most throws, everyone at the table stops and watches. Each throw is that important.

Mechanically, a conflict is resolved by the player rolling two dice. If the player-character has a big advantage, the player can reroll a die once or twice. If the PC is at a serious disadvantage, the GM can force the player to reroll a die once or twice. After all the rerolls, the total on the dice indicates success (high roll) or failure (low roll). In addition, if a die shows a 3, that’s a bad twist, and if a die shows a 4, that’s a good twist. Good twists are more common with a higher roll, but you can fail the roll but still get a good twist, as when you throw a 4 and a 1 for a total of 5. Likewise, you often get a bad twist even with a success. The twists add a new dimension to the resolution system, a discontinuous result that can take the action in a new direction. The old system was serviceable, but it didn’t “leave a mark” like the new one does.

What are you doing in narrative and mechanical design to support a more inclusive, respectful play environment, considering the content you have in the game?

My roleplaying games have been marked for the way they have promoted women and people of color, especially Everway from 1995. It’s been gratifying to see the rest of the RPG industry follow the lead of those of us where on the front lines 20 or 30 years ago. In the original 1992 game, I made the leaders of the island women. That was back when D&D had officially removed the pronoun “she” from their rules, and it felt great to push back against “the man”. Putting women in charge was one small step toward counteracting the preponderance of powerful men in RPG settings. The great news is that today it’s no big shock for there to be powerful women, such as our own President Clinton. In order to continue to challenge stereotypes, I changed the ruling family, the D’Aubainnes, from French to black African.

More generally, the Atlantic island where the action all takes place is a mish-mash of germ lines and cultures. Seekers, fugitives, and spies from all over the world converge here, and the local population includes genetic contributions for all sorts of ancestries, including Neanderthals and probably Homo erectus. (It’s a long story.)

If you’re asking about respect, however, you might be asking the wrong person. Have you looked at the manuscript? The whole island is a mess of exploitation, lies, mind control, personal excess, social neglect, narcissistic self-aggrandizement, mental dysfunction, and conspiracies. Respect is hard to find. Instead, I’m an equal-opportunity disrespecter. The most powerful public figures on the Island are two black sisters, and if they’re powerful, that pretty much makes them villains. That said, if any GamerGater thinks that this is the game for him because the most prominent villains are black women, I hope he buys the game so he can be harshly disappointed. In Al Amarja, all sorts of people are terrible.

Thanks so much to Jonathan for the interview! I hope you all enjoyed it and that you’ll check out Over the Edge on Kickstarter today! Remember to share the interview with your friends, too!


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Making the World Real (#RPGaDAY2018 Inspired)

The RPGaDAY 2018 chart

An August tradition, I suppose, is to respond to the prompts for RPGaDAY, and the 2018 prompts have a lot going on. I figured something I could do today is use one of them as a prompt for a blog post, because it’s something I’ve been thinking about, too.

Today’s prompt is How can players make a world seem real?

Two character sheets, one labeled The Lover, the other labeled a Snake.
Character sheets from a game of Turn I’m currently playing.

I think this can be a bit of a personal thing, but one way to do it for me is to give everything reasoning and give everything a story. NPCs, events in game, etc. all should have some flavor to their existence. It ties directly into collaborative worldbuildimg. This has been really growing for me while working on Turn, a game where everyone has loads of narrative control, and while playing D&D with my partner Dillon.

I’ll talk about Dillon first, because it’s super exciting to me. I’m not naturally a huge D&D fan – honestly, it’s a big game and a lot of the fiction bums me out. But, in the game I’m playing with Dillon, we’ve been rewriting a lot of it. The mechanics mostly remain the same, tho were using house rules and I’m playing cosmic horror investigation type fiction instead of the average adventure. But the fiction!

Two guards in front of a castle door. Overhead, a figure silhouetted by the moon creeps on a parapet.
Credit: John W. Sheldon CC-BY 4.0.

Dillon let me be a part of the world building for the main setting. This is something I once did in a game run by my husband John, where I got to make up dieties and religions and contribute to the fiction for the different species. Dillon is letting me do much the same thing! Collaborative worldbuilding means I get to see things I’m interested in integrated into the world I’m playing in, which inherently makes it more real to me.

For example, we were building up my character’s family and Kelt, my PC, is half tiefling, half half-orc, and I was talking about Kelt’s dad being a cleric. I said how it felt to me, due to some of the other background stuff we’ve done for the game, that tieflings aren’t demonic, they’re more druidic, nature based.

A black and white goat, photographed up close.
You know, more mountain goat than Black Phillip. Photo by Brie Sheldon.

Dillon and I discussed it, and he liked the idea, so we changed the way teiflings work in the game to have them even physically be more based in nature with antlers and ram horns rather than demonic horns, and it suited their culture that we’d developed, too. Now I have more knowledge about my PC’s dad’s history, the world around him, and I have a personal touchstone because I got to be a part of it!

And it reflects in that “everything has a reasoning, everything has a story” too – my character takes public transportation as we’re set in a near-industrial world, so Dillon had a newspaper I could read and gossip I could listen in on, but also he does something that’s important: when I suggest a frivolous detail for the scene, NPCs, etc., he considers it and often accepts it!

Like if I were to pass by someone and they rudely bump into me and I say,

“I bet they’re rushing off to a meeting with their mistress!”

Dillon runs with it, something like “actually, it’s his boyfriend and it’s their anniversary!”

I may never encounter that NPC again, but it feels real.

A green tinged campfire site where someone wearing an antlered mask calls out to a dog running towards the viewer, while another dog sits at their side.
Credit: John W. Sheldon CC-BY 4.0.

This is likewise with how Dillon’s treating Kelt’s dog, Orion, who is his familiar and tied to the Void (Kelt’s patron). It’s awesome when I play knowing that I’ll get to have my character deal with stuff like making sure Orion gets enough play time, or that his leash works in spite of his magical ability to phase through objects (lead lining helps!). Things like how Orion always wakes up to bark at the window-knocker and trolley actually make my in-game experience feel real!

So as a player, I engage back with these things, bring them up, ask questions, offer input. Making the world mine is part of the experience!

And this is all relevant to Turn. In Turn, I’ve tried to design some of this in. The worldbuilding you do with the town creation gives players deep engagement to the roots of the town and all its trappings, letting you understand the relationships and founding and themes before you start play, and you can add to it.

A town map from Turn, just circles and lines with text
A town map from Turn.

You also have vignettes each session with NPCs and the town dealing with real life needs that can be stressful and risk exposure of your shifter identity, even if it’s just going to pick up milk at the farmer’s market or trying to have coffee with your cousin. When players are engaging with Turn, I’m hoping they’ll ask questions of the town and NPCs too, and give reason to things that might seem otherwise random.

As a player in Turn, I’ve been lucky enough to have all of these experiences. John is often my GM in games and in Turn he does a spectacular job executing these ideals I have for a “real” world. He is the source for my researching the Storyteller section of Turn, and will be consulting heavily on it.

I’m so lucky to have two partners who are such amazing GMs and who let me make the world real from the role of a player!

Hope you enjoyed the post today and that you find it useful!

 


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Last 46 Hours: Behind the Masc

This is the last 46 hours for the game zine I’m curating and contributing to, Behind the Masc, which is currently on Kickstarter. I wanted to write a quick post to remind everyone!

Behind the Masc is a collaborative effort with a team of great creators: Eli Eaton, Patrick Lickman, Raiden Otto, Adrian Heise, Lemmo Pew, Alex McConnaughey, Lawrence Gullo, and Tracy Barnett. They’re all making something new and original for this project! And they’re all non-cisgender masculine people like me, across the spectrum.

To my knowledge, Behind the Masc is a first of its kind as a crowdfunding project in indie games focusing specifically on our goal of reenvisioning masculinity – especially one by entirely non-cisgender creators. We’re using historical and mythological archetypes to show our perspective on masculinity and do so while making cool game products that work with existing games like the Demi and Minotaur skins for Monsterhearts 2, the Apocalypse World Trickster playbook, and the D&D 5th Edition male Baccae character background and Sorcerer recreation.

We’ll also have standalone products with a Twine game about the protector and my audio-text game, Echoes, about the hero. It means a lot to me. Last night, I wrote the first draft of the text for Echoes and I’m really excited to make this game!

My only stretch goal for this project is a higher pay rate for the contributors at $3000. We’re not trending toward that on Kicktraq, but we’ve raised those numbers a bunch throughout this campaign! We can work toward it, with your help!

Behind the Masc is new, and niche, and I knew that going into this project. We’re a collection of creators that make cool things but might not otherwise be noticed – and that’s part of the point. I would love to see more people back the project and potentially raise the pay for the contributors, but I will say now that I’m grateful we’ve come so far, that we’ve funded, and that the community has shown enthusiasm for the project!

Please back the project on Kickstarter if you’re interested, or share it on social media if you’ve already backed/can’t back! Tell your friends and colleagues about it, post it to message boards and raise awareness! We have less than two days to raise funds, and I’d love you to have a copy in your hands when we fulfill. Thank you!!

Hear me talk about Behind the Masc:

Modifier Podcast
The Lounge
[insert quest here]

(Cross posting to a KS update!)


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Five or So Questions on Power Outage

Hi all! Today I have an interview with Bebarce El-Tayib on Power Outage, a superhero game for kids that’s currently on Kickstarter! Bebarce has given some excellent answers to my questions, so please check it out below!

The words "Power Outage: Be a Hero" in yellow and purple. The O's in Power Outage are lightbulbs, one of which is broken. In the P, the hollow space is a lightning bolt.
This is a logo that was announced post-launch!

Tell me a little about Power Outage v 1.4. What excites you about it?

Power Outage 1.4 is a large leap in a series I’ve been developing for the past 4 years. It’s a Super Hero themed tabletop roleplaying game designed to be played by kids and GMed by adults. This would be the first attempt at making the book something I’m comfortable with being available in Print.

It’s exciting to me for a ton of reasons aside from the fact that it’s probably the largest and longest running creative endeavor that I’ve ever taken on. But I would have to say that the biggest excitement comes from the scope of change between 1.3 to 1.4. It’s a monumental shift. There is a completely revised mechanic system, much greater resources for crafting your own adventures, and the biggest thing of all is the expansion of guidance to not only include differentiation, but also a focus on creating more accessible gaming tables. Plus its just the inherent potential of creating something that introduces a new generation to a hobby that I and many others love.

Two character sheets, one more complicated design (labeled before) and one refined visually on the left (labeled after).
An example of the result of the Kickstarter funding on the character sheet.

When making games for kids, your point about a accessibility is super important. How do are you designing and developing Power Outage to be accessible, and why does it matter to you?

My work in Public Education as a technologist has me dealing with data often. Part of that involves creating considerations for Special Education, and managing Special Education Data. So when it comes to creating accomodations I realize the monumental task in front of me. As soon as I started I realized there was no end, so I’m tackling it from two fronts. In the book I have a section dedicated to Accessibility guidance. I broke the sections into 5 specific domains outside of general guidance. Physical, Communicative / Receptive, Behavioral, Cognitive, and Emotional. What I’m essentially doing is tackling the topic from a symptomatic approach, rather than a cause approach. Tthat limits me to an extent from the specificity inherent with conditions, but allows for the broadest spectrum of guidance. I have 2 directors of special education I’ve worked with helping to ensure that the information I’m providing is safe, sound, and that the terminology is effective.

Seperate from that I created a wiki called www.accessible-rpg.com It is currently under developed, and tailored primarily to children, but eventually I’d like it to become a free resource to people developing games or running tables, to create a more accessible gaming table. It’s a larger goal than Power Outage itself, and its only going to be successful with community involvement. That’s why it’s built in the wiki format. It has to be populated with information from the people who are directly effected. It has to be live, and continually changing. I plan on jumping right back into it once I’m done with the kickstarter, and pulling in as much guidance as I can get.

As to why it’s important to me, I could try to relate to work, or family members, or some forms of tangible relationships to be people I know that have disabilities, but in all honesty, it is something that we should ALL be working toward. Roleplaying games allow all of us to not only break free of the limitations we find in our every day lives, but express our real selves through our avatars. We bring our strengths and our perceived weaknesses and allow them to shape a world we actively create. The absolute NEED to make that process available to everyone is imperative. We need to be accessible. We need to be inclusive. We need to bring everyone to the table, and if we can’t, then we need to drag that table over to them.

A muscular character in a cropped jacket with a toaster for a head, a carafe as a gun, and a waffle press hammer labeled "BREAK FAST"

What are the mechanics like in Power Outage? How do you encounter and overcome challenges?

So we’re working with kids. That takes “expectations” and throws them into the waste bin. So the idea behind Power Outage’s mechanics is in compartmentalizing game play so that kids can be playing their own individualized game while still contributing to the greater narrative. It’s taking the concept of differentiation from the classroom and applying it the gaming sphere.

What it boils down to is the idea that the game is more a guide then a hard set dogmatic codex that must be followed. GMs provided guidance to players based off of their capabilities, and to do this effectively, the mechanics have been made so that it’s easily accessible to everyone involved.

Characters have 4 attributes. IMPACT – which effects basic human characteristics POWER – which effects their super heroic capabilities OHMER – which is the stat that IMPACT and POWER compare againsts and YP – Yield Points – which is the point pool that Heroes have before deciding them must Yield or regroup. There is no death in Power Outage.

The 4 attributes covers a lot of types of conditions, but is a reduced amount of record keeping so that not only are kids able to focus more on roleplay and story elements, but so that GMs can more easily manage groups of kids who for instance may not be able to read yet, or add large sums.

In order to allow creative freedom for kids to make the heroes they want, Power tables are provided with effects are provided and grouped to Combat, Support, and Utlity. Kids work with the GM to determine what their heroes can do, and the GM helps match the power to an effect on the table. So if you’re doing 1d4 damage from up to 20 spaces away, it doesn’t matter if that effect comes from a flame torch, or a snow ball, or lightning bolt or psychic shock. In short, Power Outage provides the effect, and the hero provides the flavor.

One last thing I’ll mention is the CAPE system (Combat, Alternative, Puzzle, and Exploration) It’s a way to compartmentalize adventures so that you can cherry pick what you want for your play sessions. In the prewritten adventures (to be released, although one is included with the core book) it becomes a choose your own adventure mechanic. Do you prefer to not have violence in your session, Alternative Components match up to every Combat Component. Are puzzles too difficult? Move around them directly to exploration. It allows GMs to build adventures that pertain to the needs of their group.

All of this comes from the game kids want to play, rather than the game kids are forced to play. And it happens at all levels. From something as simple as the character sheets “Character image” section being enlarged because kids want more room to drawing their characters, to color/symbol coding Attributes so that a GM can easily say “Tell me the red number” or “Tell me the number with the boot symbol”

letters and symbols in primary colors: C with a fist in red, A with a shield in green, P with a puzzle piece in yellow, and E with a magnifying glass in blue.

The five regions for playing in sound really fun! What are they like to play in? What exciting elements do they have in store?

So not only are the 5 regions different stylistic settings, the settings themselves allow for potentially uniquely suited playstyles as well.

The Atomnyy Zavod is a always night gothic soviet atomic punk city. It’s gritty, and confusing, and the some of the starker elements are only highlighted by the oddity of it’s semi-futuristic elements. You’ll see old-timey vehicles driving under nuclear battery powered street green glowing street lights. But this is the perfect setting for gritty noir mysteries. You’ll use Exploration and Puzzle solving components just as often if not more often then Combat/Alternative.

Shorai City is it’s opposite in many ways, with it’s soaring Neo-Japanese inspired towers, flying cars, and robotic servants. This city has become a gathering point for many big heroes and villains, and often becomes the setting for large confrontations. This setting is great for large Beat Em Up style baddies that hearken back to the Golden Era comic days. Villains include Mrs. Roboto and The Tempuritan.

The Overgrowth is by far the most expansive region of Outage. The product of Outages once barren but strange landscape, had tests done on it in the early stages of American involvement causing the worlds largest forrest to grow. That forrest however was both invasive, aggressive, and sentient. Still outpost seem to coexist within the Overgrowth. A musical troll city, a city of Outcast Powers (the name for people with Powers in Outage), and a School for Sandwich Magic are just a few examples of what is discovered, but certainly more mysteries lie within under the canopy. This setting is great for all sorts of Campy Adventures or Mythical Fantasy type games. One area might hold dragons, and the other might hold dinosaurs. Ancient civilizations come to light or scientific outposts. Villains include Treestache and Swagneto.

The sink is a geological anomoly. It is a peninsula on the south eastern coast of Outage. One end appears to be sinking steadily in the ocean while the other side of it emerges from the ground far inland, seemingly with intact ancient structures. At it’s tip, the sink features a floating shanty city of disreputable individuals known as The Scum. Under the ocean as the sink delves further into it’s depths lie ancient cities under the water, sealed off from the ocean that surrounds it (for now). This is a great city for acting a bit rebellious enjoying some not so squeaky mission, confronting morale dilemmas, or just outright exploration. Whether you’re in the muddy bayou, exploring submerged catacombs or getting into naval battles with or against pirates, it’s usually a nonstop adventure. Villains of note include The Boat Rocker and InstaGator.

Finally, Seward’s Refuge is central to the island continent. It is an American run scientific and military facility, that serves often as a waystation between regions, a central government, a barrier to the Overgrowth, and it’s Space Elevator even provides access to the stars. This region is great for multi-region adventures, political intrigue, science gone wrong, or incursion/spy missions. Villains of note include Agent Orangutan and General Specific.

Each region has areas that aren’t directly drawn out leaving exploration up to the imagination and creation of the GM. There is also a section in the book detailing potential other locations including Dimensional and Temporal options. It’s a huge sandbox that kids and adults can play in. You can build just about any game you want to in the world.

A character with short hair, goggles, and augmented clothing - armor with radar antennae, a claw hand, and braces at the knees.

With all of the efforts that you have put in, do you have any hopes moving forward for Power Outage and even other games to become more accessible for kids?

Yes, I think you’ll see a lot more of this cropping up. There is a positive shift in the culture of gaming that not only lends to more voices being heard, but a general awareness of the roles we play in inclusiveness, accessibility, and security. A lot of people grew up with these games, and are looking to share it with their kids. In he end, getting families around the table and talking and gaming with each other was the seed that my game grew out of. And as we learn more and more how games effect the ability to understand and retain knowledge, to become flexible and willing to learn new things. It’s becoming an imperative.

The Power Outage cover including an imposing image of a toaster-headed being in the background next to turrets, with a knight-styled character with a cape in the front holding a horse staff, next to a person in crash-test dummy styled costume.
What a nifty cover!

Thank you so much to Bebarce for the interview! I hope you all enjoyed it and that you’ll check out Power Outage on Kickstarter today!


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approachable theory: Destructive Design

The approachable theory logo, with the text "approachable theory" and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.

Hello all! Many of you have likely seen me mention the methodology behind my design, destructive design, and I thought it was due time I broke the idea down a little bit. I thought approachable theory might be the best place to do it, because simple is good. I’ll talk about the origin of the methodology, how it’s applied, and what’s the difference between destructive design and hacking. I hope you enjoy the article!

Origins

Destructive design has existed informally, for sure, for a long time. From the first time someone took the time to examine a game’s design and use it to construct something new, the roots have been there. For me, personally, they’re rooted in the approach my dad taught me for repairing engines and similar things – I talked about this a little on [insert quest here].

My dad can take anything apart, put it back together, and fix the problems it had – his repair skills are legendary. He taught himself a lot of the skills necessary for it using the root of the mentality for destructive design. He would take things apart entirely – whole engines, down to the nuts and bolts – and put them back together. In the process, he could find the root of what wasn’t working just right, learn how the machine worked, and find opportunities to improve things. He taught me this when I was a young kid, and it stuck with me.

When I started in games, I kept finding games that were almost there, nearly right, but not quite what I needed. I wanted to fix it, and the only way I knew how to do that was to take it apart and put it back together. A common misconception is that my games and things I create with this method could be that they’re the put back together part – but that’s not how it works. I build something new – maybe making molds of ideas or pieces, but never copying right over – and try to make what I want to see, whether it’s like that other thing at all or not.

After all, my dad – an engineer – did that, too. He could take what he learned from those engines and build new designs for machines and tools. And it was pretty cool.

a man in a ball cap, tee shirt, and jeans sitting on a large rock near the ocean, holding a fish
My dad also likes to fish. Photo by Bonnie Cousins.

 

Application

It maybe isn’t easy to do destructive design, depending on your approach, but the core ideas are simple:

  1. Have a concept or mechanic
  2. Break it down into its basest parts
  3. Examine it in detail
  4. Build it back up again and look for cracks and loose bolts in the process
  5. Build something new from what you’ve learned

For an example, we’ll look at Struggles in Turn. Turn is a game about shapeshifters in small towns who must find balance between their human and beast identities. Struggles are what might otherwise be moves in a Powered by the Apocalypse game. There are just some slight changes, but they matter. Moves in Monsterhearts are one of the first parts that I broke down.

a text box containing the turn someone on move from monsterhearts: When you turn someone on, roll with hot. On a 10 up, take a String against them. • On a 7-9, they choose one: give themselves to you, promise something they think you want, give you a String against them.
The “turn someone on” move from Monsterhearts.

Here are some of the base parts of moves*:

– Descriptive prompt (when you ____, roll with _____).
– Requires die roll
– Stats can be penalty or bonus
– Success ladder (10+ succeed, 7-9 succeed at cost, 6- fail)
– Narrative options
– Mechanical options
– Risk of failure

When I designed struggles, I started with a different set of assumptions based on what I learned here. First, I built the pieces back together and realized that one of the key elements of these moves was what I wanted to avoid: failure. In Turn, while it might take time and will have consequences, you always succeed at what you do. So I struck out “risk of failure.” Next, I wanted struggles to exclusively be something that happened when you were doing something that your opposed form didn’t want to do, or that it might resist, or in situations where you were trying to hold your opposed form back from doing something. When you look at Monsterhearts moves, they’re only when you’re actively doing something, and you’re assumed to want to do it. I decided to make you always rolling a penalty to these rolls, so I took out “stats can be penalty or bonus.”

The success ladder is just handy, and I did want to require a die roll. I also wanted to include mechanical and narrative options for any pick lists. But with the ladder now, the 6- wasn’t a failure – it was just a giant pile of consequences. You do want you want, but the ladder represented the severity of consequences for succeeding. The base parts of struggles are now like this*:

– Descriptive prompt (when you ____, roll with _____).
– Requires die roll
– Stats are penalty
– Success ladder (10+ no or few consequences, 7-9 more consequences, 6- all consequences)
– Narrative options
– Mechanical options
– Guaranteed success

A text box showing the mind your manners struggle in Turn: Mind your manners – when your Beast threatens to speak first, roll -Honest. On 10+, choose two. On 7-9, choose one. You don't betray your nature and don’t mark exposure. You don't cause offense with your directness. You don't give too much information or reveal an uncomfortable truth.
The “mind your manners” struggle in Turn.

If you swapped these two mechanics – put struggles in Monsterhearts and moves in Turn – the games would be radically different. Giving characters in Monsterhearts guaranteed success could end up with towns overrun with monstrous teens, meanwhile making it so the stats could be bonuses could make shifters in Turn even more dangerous. It would change tone, and alter how people play.

The process of breaking these things down is really exciting sometimes! It is good to see what’s lying beneath the surface, what’s grinding the gears – and when put into application, destructive design can be revealing and instructive.

*Not necessarily an exhaustive list.

Destructive Design versus Hacking

What’s the difference between destructive design and hacking? Well, they’re not mutually exclusive. In fact, plenty of people who hack games use destructive design. The real core differences are that with destructive design your goal is to create something notably different on a structural or conceptual level, while some hacks intend to be similar, matching structure and concepts but with different dressing – and destructive design is an active and purposeful process.

Destructive design can happen even on the smallest mechanical or narrative design level. Some people do it, but wouldn’t call it that, because we don’t always label how we do something. Meanwhile, I use the term because it helps me align my methods and do things with intent. A person could consider Turn to be a hack – and some people do – but I don’t, because I think that I used destructive design to change fundamental concepts and structure. Like all parts of game theory, though, people’s perspectives differ.

A praying mantis on a pink background with the text "don't be a dick."
I love these animals from ravensribbon.tumblr.com.

Examples

One of the most significant examples of destructive design is Turn, which is currently in production. Turn was born of playing Monsterhearts and finding it wasn’t quite hitting the nerve I wanted, and then sitting there with my ideas piled up for like four years before I finally wrote anything down. There’s definitely evidence of Monsterhearts in Turn, but it is a completely different beast.

Another example of destructive design by me is Script Change. It doesn’t seem like it would be one! It’s just a content and safety toolbox, right? Well, some could say Script Change was inspired by the X-card… except the inspiration was to break it down into concepts and try to make it what I wanted. After using the X-card for a while and talking to John Stavropolous and so on, I realized it was a great tool, but not the right one for me. I examined it, watched it in play, and then figured out what worked best for me.

Many of my works are destructive design – including Let Me Take a Selfie! All of the games inside come from the root of seeing other selfie games and wanting to see how I could use a mechanic I cared about to tell the stories I wanted to, but not by using the same methods as the other games. None of them are directly inspired, none of them are intended to be similar at all to other games – they just come from the root of “break down this idea and build it back up so I can build something new.”

Conclusion

Destructive design is a methodology – a concept, and a potential way to do game design. It is based on the idea of taking something apart to understand it better, and using that knowledge to make something different and more suited to your needs. I hope this article gives good explanation to it and helps others explore design from a perspective that might not always be tidy, but certainly gives opportunity to learn something new!
 
Thanks for reading! Check out other approachable theory articles here!
P.S. If you’d like to write an article for approachable theory, email Brie at contactbriecs@gmail.com with a one paragraph pitch, your name, and your pronouns. 

 


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Five or So Questions on Delta Green: The Labyrinth

Hi all! Today I have an interview with John Scott Tynes on Delta Green: The Labyrinth, which is currently on Kickstarter! I pushed John on a few things I’m curious about with the game so I’m excited to share the answers below! 

Notes: Mental illness and its handling in horror and cosmic horror media, including Lovecraft, is discussed in this article, as well as the general topic of inclusivity in this type of horror media. 

Also, John uses the term “savages” in quotation marks in this, referring to the stereotype of “savage” people in historical media. This use does not intend to validate any racist perspective, but is used in context of the fiction being discussed. 

Tell me a little about Delta Green: The Labyrinth. What excites you about it?


I love building new worlds and new mythologies. When we took twenty years of Delta Green sourcebooks and fiction and brought them all forward into the present with Delta Green: The RPG, we wrapped up and killed off nearly all of our old enemies. Villainous groups like the Fate, the Karotechia, and Majestic-12 really defined the classic era of Delta Green, but it was time to wipe the slate clean and start fresh. The Labyrinth is where I’m rolling out a whole new set of enemies that will define a lot of Delta Green campaigns for the next decade, and that’s incredibly exciting.

The new enemies I’m designing aren’t just targets in a shooting gallery. They’re in it for the long haul and they have their own story arcs to work through as your campaign continues. Each group has three specific stages of growth or change they go through in response to the actions of Delta Green.

Just as an example, and I’m going to avoid spoilers here by not using any names, there is a nefarious group I’ve designed who on the surface don’t seem too terrible. They have horrible origins, and long term they’re a huge problem for humanity, but they’re not trying to blow up the White House or whatever. Yet as Delta Green begins to tangle with them, the group reacts. First they start securing everything they’re doing to avoid detection. Then they start hiring muscle to defend themselves and even proactively try to assassinate the Agents. Finally, if Delta Green is still hitting them around the world, they launch a crash program to train large numbers of their members as sorcerers and dramatically escalate their supernatural power.

In other words: because Delta Green attacked them, they actually become more villainous and more powerful than if they’d been left alone. But if you leave them alone, then long term they’re a huge problem for humanity.

That’s the approach I’m taking as a game designer. When the players try to solve these problems, they will generally make the problems worse before they can make them better. I think that’s a much more interesting and dynamic way to think of enemy organizations and one that really lends itself to campaign play. It also ties directly into some of DG:RPG’s key mechanics, where the more time you spend as an Agent, the more your own connections to life, family, and home corrode and fall away.

And the book isn’t just enemies. I’m also designing a bunch of groups who can be allies. But as with the enemies, the allies also go through three stages the more they interact with the Agents. So a character who starts out really helpful may eventually turn on you, or let their life fall apart because they buy into your crusade, or they may endanger themselves and others because you haven’t actually told them the truth about the dangers they’re facing. Over time, you’ll see these allies rise, suffer, and fall — or even become your worst enemies.

And finally, I’m excited that The Labyrinth is all about America. Delta Green has always resonated with the mythic American themes of sheriff and outlaw, the civilized East and the wild West, and the power of the government versus the freedom of the individual. But today we’re seeing more schisms, more oppression, more prejudice in this country than I’ve seen in my lifetime. It feels like we’re tearing at the seams. And it’s those conflicts and those tensions that are driving my thinking with this book. I want to capture what this country feels like in 2018 and transmute it into inspiration for a new generation of tabletop storytellers to shape in their own directions.

When you talk about capturing this country in 2018, how are you approaching that? The US in 2018 is volatile, and hard for a lot of people.
Fundamentally, Delta Green is in the horror genre. That means that for any avenue I explore, I end up looking for a particularly horrific version of it. That doesn’t always mean monsters and cultists, however. In some cases it’s the horror of a good person who starts falling apart. In other cases it’s a completely non-supernatural situation that is nonetheless genuinely awful.

Horror is by its nature triggering. What I work to avoid is being exploitative. As much as I love the horror genre in principle, in practice I have little interest in most horror media. So much of it repeats the same tropes over and over and often in ways that feel deliberately, even leeringly exploitative. There’s a thread of horror creators who seem to take joy in the depiction of suffering or degradation, who cross a line between shining a light on the dark corners versus snuffing out that light to entrap and even victimize the audience.

I’m writing some horrific material, but I really work to come at it from a perspective of humanity. I want the reader to be not simply triggered, but moved. Fear is a powerful emotion, but at the end of the day I can do a better job of scaring you if you’re emotionally engaged by what you’re experiencing.

As for America in 2018: the news regularly outdoes my best efforts as a horror writer. I could never outdo the wretched things humans actually do to each other every day. What I want to accomplish with this book is to take some of those situations and agendas and put them into a fictional framework that challenges the players. I want to give them hard problems, even human problems, and see how they respond. I want them to question the society they live in and even the narrative structure they’re playing in: because as much as Lovecraft’s Cthulhu Mythos is presented as corrosive to those who encounter it, the same can very much be said for Delta Green itself. As a creator, my own creation has things to answer for.

The cover of Delta Green: The Labyrinth with a large, colorful mass in the background, and in the foreground, various people and esoteric figures like a baby head with glowing eyes and an arcane symbol.
What themes are you engaging with, and how are you addressing your own potential blind spots?
My work is largely intuitive rather than planned. I get the kernel of an idea, I start drafting, and I usually can see just far enough ahead to steer in the right direction. This means themes tend to emerge organically. To some degree I learn what I was writing about in the rear-view mirror and then it’s in the revision process that I flesh out what has emerged and shape it into coherency.

At this point in the project I’d say that an emerging theme is embodied in the ancient Roman question, “Who benefits?” When you look at any conflict in American society and study the actors involved, that question can illuminate their motivations. Who benefits when women are bullied? Who benefits when the right to vote is eroded? Who benefits when nascent social norms are opposed and rolled back?

The question of blind spots is a good one. I’m a middle-aged cis male caucasian and I surely have them. Life experience is part of the answer. I have made my own journey — bumpy at times — into greater understanding and awareness of how multifaceted humanity is and that happened because of many different people and moments in my life.

When I create characters for this book, I take time to think about each one: where they’re from, their family’s culture, their perceived race and gender. I’m not trying to tick boxes on a checklist but when the fictional context coincides with a particular character trait and some kind of frisson occurs, I go with it.

In college I got my degree in journalism and my first step with nearly any idea is simple: do the research. For my 1999 novel Delta Green: The Rules of Engagement I interviewed several people including a staffer at the Ft. Leavenworth military prison and a random guy I found online who’d recently taken a vacation to Vieques Island. I think the most fundamental trait any writer needs is curiosity. The more you want to know about the world, the richer and more diverse your writing can be and the likelier you are to fill in your own blind spots. And we live in a golden age for satisfying our curiosity.

In the current chapter, I have a female character whose parents moved here from India before she was born. I wanted her to grow up in a mid-sized American city and Tulsa, Oklahoma, came to mind. So then I wondered what life was like for Indian immigrants there and an internet search led me to the India Association of Greater Tulsa. My conception for her character blossomed the more I learned and curiosity is what drove me.

In what ways do the enemies and allies in The Labyrinth differ from earlier Delta Green work, narratively and in inspiration?

Delta Green’s original antagonists were great but also fairly straightforward. I mean we literally had Nazis you could go punch! Plus sinister government conspirators and evil occultists, all straight out of the villain playbook. We did great things with them and we brought a lot of historical context and creative juxtaposition to the table, but that was twenty years ago.

When I look at the world now, I have to see the Cthulhu Mythos not as an end but as a means. Why would someone start worshipping a tentacle god? “Because they went insane!” is just not a good enough answer for me anymore. Everyone wants something — who benefits? — so when I look at the supernatural in Delta Green I ask how people would exploit it, not just worship it.

Even so, those kinds of rational motivations only help you understand how people start exploiting the Mythos; on a long enough timeline, they really do go insane and howl at the moon because that’s Lovecraft’s universe. But these days I’m much more interested in that early phase, when they have one foot in the unnatural and one foot in the mundane and you can still see the terrified human behind the mask of insanity as the door of reason closes on them forever.

The concept of insanity is one I often get curious about with games, as a person with bipolar disorder and PTSD, both of which often get made into a mockery. How do you write about these kinds of cosmic “insanities” – minds overwhelmed by some supernatural force – without sounding hackneyed, and without repeating previous work you’ve done for the game?


Unlike a novel, in game writing we mostly deal with externalities. We don’t typically get into inner monologues or thoughts or even much dialogue, so the usual ways writers depict mental issues in fiction don’t come up. Instead we rely on actions, agendas, and backstory to communicate character and that is where, in Lovecraftian gaming, we express our ideas about the mental states caused by exposure to the supernatural.

Fundamentally, the mental issues Lovecraft described were what “normal people” experience when their rational minds encounter the supernatural and experience an existential crisis that challenges their religious faith, their sense of the natural order, their belief in humanity’s primacy, and their logic and reason. At the climax of “The Rats in the Walls,” for example, the narrator’s discovery of his family’s ancestral secrets causes him to regress to a wild, primitive, and cannibalistic state.

But it’s noteworthy that Lovecraft does not necessarily treat his cultists this way. Wilbur Whateley in “The Dunwich Horror,” for example, is a half-human child of an Outer God and a human cultist mother, but he has no serious problems checking out library books or navigating human society. Herbert West, while not exactly a cultist, is a classical mad scientist but is fully functional and even rational in his extreme experiments. The unnamed cultists around the world in “Call of Cthulhu” are presented as typical “savages” — dancing around bonfires, conducting sacrifices, that sort of thing — and are probably the closest to the RPG’s conception of madness in this sense. But I believe their behavior is presented more as a cultural phenomenon, the result of their secluded upbringing and indoctrination, rather than madness per se.

I think where Lovecraft was coming from was that ordinary people who experience this kind of crisis may break down, but those who have accepted the truth of reality can live their lives even if they’re unusual ones. The Whateleys are doing just fine. And even some ordinary people, such as Doctor Armitage, can challenge the supernatural and emerge intact through force of will.

When Chaosium first created the Call of Cthulhu RPG, they took Lovecraft’s “Cthulhu makes you crazy” idea and applied fifty years of psychology to present a diverse array of game-able mental problems that went far beyond the general hysteria or depression Lovecraft evoked. Of course, they were generally neurotypical designers writing for a hypothetically neurotypical audience and weren’t necessarily considering the reaction of people who fall outside that range.

Our Delta Green RPG’s focus on Bonds is, I think, a more productive approach for the future. You can stay away from the cliches of diagnoses but still demonstrate the trade-offs our characters make in this fictional context between home and work, family and obsession, socializing and isolation. We didn’t jettison the old Sanity approach by any means, but Bonds are a narrative way of expressing the fundamental corrosion and I think a more frequent and meaningful tool at the table.

With The Labyrinth, I’m not concerned with specific labels or diagnoses. When I write of a character who is slipping into obsession and madness, my interest lies in how this impacts their life and what it means for the Agents who have to deal with the consequences. From a narrative perspective, that’s much more useful and interesting than declaring that a given character has Borderline Personality Disorder, for example.

I’m really interested in the stretch goal with props! How do you plan to create those props and interesting bits and pieces? How do they integrate with the sourcebook? 
The Labyrinth is a sourcebook, not a set of adventures, so it’s somewhat unusual to create handouts for it. But my hope is that for many Handlers, the Labyrinth will infect their campaign and even hijack it. The characters you meet from the book have their own agendas and arcs, and even when the Agents aren’t thinking about them, they’re thinking about the Agents. And every organization in the book has connections to several other organizations, so once you enter you can really go in all kinds of directions.

Our hope is that the handouts will transform the Labyrinth’s organizations into an organic, dynamic campaign that just goes even if the Handler isn’t using a prewritten scenario for a given session. They will provide clues and connections that can lead from one group to another, introducing more characters, opportunities, and challenges.

Ultimately, I’d love for a gaming group to have a corkboard covered in Labyrinth handouts with push pins and strings connecting them together so that their friends and family wonder: are they totally losing it?

The cover of Delta Green: Those Who Come After in which a creepy femme person lurks behind a white haired masc person while they examine a carved wall, in the background, someone is silhouetted as they come down from the opening of the cave.


Thank you so much John for such a fun and informative interview! I hope you all enjoyed the interview and that you’ll check out Delta Green: The Labyrinth today on Kickstarter!


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Five or So Questions on Tiny Supers

Hi all! Today I have an interview with Alan Bahr on Tiny Supers: Minimalist Superhero Roleplaying, a game currently on Kickstarter! Tiny Supers sounds like big fun in a small design space, so I asked Alan some questions. Check out Alan’s responses below!

A masked black woman superhero in a leather jacket and gloves over plain clothes, deflecting bullets while protecting a frightened white man with glasses.
Bastion, one of the GallantVerse Iconics! Art by Nicolás Giacondino

Tell me a little about Tiny Supers! What excites you about it?

Oh, that’s hard to answer. I grew up loving Superheroes. I’ve struggled with mental illness for a very large part of my life, and comics were a big part of that recovery and healing process for me. I’m a person who needs a goal and aspiration, and superheroes provide that to me. Tiny Supers and the GallantVerse are my love letter to one of the most formative parts of my life.

How do the narrative bangs and pows of Supers integrate with the mechanics of TinyD6? What have you done to create the heroic “feel”?

Well, Narratively, the powers in Tiny Supers aren’t focused on “ranks” or who is stronger. It’s focused on the needs of the narrative. Much like comic powers vary based on the writer, Tiny Supers has some “flex” inside it’s system, due to it’s nature of a minimalist game line. We’ve worked extensively to make sure powers are flexible, interesting, and dynamic. 
A superhero in a blue metallic armor suit, racing fast and leaving clouds of dust.
Ryker Swift, aka Velocity! One of the Iconic GallantVerse Heroes. Art by Nicolás Giacondino
What is the GallantVerse like? Who are some of the major players and what’s at stake?
Well, the GallantVerse is a fledging supers universe. Most of the supers are under 5 years of tenure. A majority of the lead-in stakes revolve around heroes learning the limits of what being a hero means in the eyes of the public and their own conscience. It focuses on hope, optimisim, and being a beacon. There’s a lot that can feel oppressive, cynical and bitter, and while we shouldn’t avoid confronting the harsh and hard things in life, having a place to escape where it’s a little easier to be a hero can be fantastic. That’s the Goal of the GallantVerse. We have a slew of Iconic Heroes like Gallant (our Paragon), Velocity (a Speedster), Bastion (the leader of our teen hero team The Bulwarks), and so much more. 
What does a typical Super look like in Tiny Supers, mechanically?
TinyD6 functions on a simple system of 1, 2, or 3 six-sided dice. Heroes will roll a number indicated by their abilities/powers and if any dice results in a 5 or 6, they’re successful. Power Traits often will increase chances of success, either by granting the third d6, giving a better range of success, or allowing a unique set of actions. Heroes will have an Archetype that gives them a special Trait, and then they’ll select 3-6 Traits/Power Traits. That’s it! It’s very easy to make a character. 
What makes a Tiny Super look the most different from a character in another Tiny d6 game?
The Power Traits, and Nicolas Giacondino’s fantastic art! Our book is so beautifully illustrated because Nic does such great work.

A woman superhero with a G on her chest, styled in purple and grey with shoulder-length light brown hair.
The Iconic Hero and paragon of the GallantVerse, Gallant! Art by Nicolas Giacondino

Thanks so much to Alan for the interview! I hope you all enjoyed it and that you’ll check out Tiny Supers on Kickstarter today!


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Five or So Questions on Nunami

Hi all! Today I have an interview with Thomassie Mangiok on Nunami, which Thomassie describes as “the first Inuit designed board game where a player can win by leading a balanced cohabitation with another player.” Nunami is currently on Kickstarter and I’d love you all to check it out, so here’s what Thomassie had to say!

Plastic hexagons with insets where paper triangles with designs on them are placed.
Here is an example of board layout.

Tell me a little about Nunami. What excites you about it?

Nunami is a game of probabilities where each player will set the layout at each start in order to change how they explore the land; the game will play out very differently each playthrough. The game is meant to encourage through fun people to live with others, in respect and understanding.

What excites me about the game is introduction of its concept and gameplay, it is most likely unique and new within a huge library of existing games.

Plastic hexagons with insets where paper triangles with designs on them are placed.
What inspired Nunami as a game? How did you come up with the concept?

Life in the north, our culture and Star Trek inspired me in general. When I tell people that I am going hunting, the trust is that I am actually exploring the nature, it changes each time I travel, and I love every bit of it. It has been difficult for me knowing what colonization of Inuit has caused, exchanges of cultures would eventually happen but both Inuit and Europeans weren’t ready or well equipped for the damages that would happen. So the game for me is way to encourage people to accept differences, it also intends to encourage players to work with probabilities.

I grew up having a difficult relationship with probabilities because as much as I loved it, it isn’t possible to master it since there are always factors while trying to set a path.

Our culture evolved with small groups of people, so we grew up with open and supportive practices. These are slowly being replaced with what consumerism and capitalism demand, but they are important and should continue to be practiced so we can at least moderate our capitalistic characteristics.

Star Trek series set goals and dreams for me, I just imagine how we can be in the future. So I mean to do my small part towards the future in which I’d like to live in.

Plastic hexagons with insets where paper triangles with designs on them are placed.
The designs on the game pieces are so cute!
What are your favorite mechanics in the game and why?
My favorite mechanics are the dependence of each player to be present – we absolutely need the resources provided by the other player in order to win. If my cards over populate a base, they will automatically be removed. Giving the other player more chance to control the base. The other thing I love is how we can set the start of the game; the layout of bases and the cards change our game experiences and strategies.

Has the inspiration from Star Trek influenced what players do in Nunami, and if so, how?

Star Trek has inspired me and influences me in my actions, the goals of the federation always have resonated with my values. Exploration, understanding, living with beings of different cultures, advancement guided by passion, and so on. My game isn’t directly inspired by anything else except by my person beliefs and love.
Plastic hexagons with insets where paper triangles with designs on them are placed.
Moving away from colonizing narratives is awesome! What do you hope players take away from the game about a co-existence narrative instead?
My hope is that we stop fearing, we often oppose others in fear of being less than others or of being harmed. The easiest way to stop fearing becomes to completely remove those that represent it, not the source. Racism, jealousy and anger are examples of what comes from fear and we as humans have to live beyond them. Why not through a game? I’d be happy if people are enriched by sharing the positive sides of different people, share and adopt what makes us healthier. If someone or something will make us healthier at an expense of our familiarity and comfort, make it a part of us. It is great to be able to share this view.
Plastic hexagons with insets where paper triangles with designs on them are placed.
I like the simplicity of the design and how it isn’t quite like anything I’ve personally interacted with.


Awesome! Thanks so much to Thomassie for the interview! I hope you all enjoyed the interview and that you’ll check out Nunami on Kickstarter today!
 


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Quick Shot: Harder They Fall

Jay Iles has a cool new game on Kickstarter right now called Harder They Fall, with a nifty mechanic: dominoes! I asked Jay a few questions about it – check it out!

The cover of Harder They Fall with a destroyed city and a large titan looking down at an individual person, with the text "A game of climactic combat and toppling titans."

What is Harder They Fall, both as a product and as your vision?

My pitch for HTF is that it brings the tension and melodrama of an end-of-movie blockbuster battle to your table, with zero prep and simple rules. As a group, you build up the conflict that’s bought these two sides together, decide the individual strengths, oaths and doubts of each champion, and draw the battlefield on a sheet of paper. As you play you’re raising the tension in a very real way by setting up dominoes to be toppled over, while the value of the domino decides what choice of questions you have to ask the other players. This last thing is crucial: you’re constantly letting the other players make statements about your character and their place in the fiction, which is what lets it cross the divide from board game to story game.
As a product, it’s an intentional move away from the lavish production values and long list of stretch goals my previous kickstarters have had. I still want it to be a product that’s nice to look at, of course, but I’m aiming for a 20 page pamphlet with everything you need to play in it. Part of my goal for this campaign was to see if there’s a space for small-scale, short-run projects that are less psychologically demanding on the creator than your traditional blockbuster RPG kickstarters!

A winged mech using a laser beam to shoot down giant dominoes.

How did you come up with the idea of using dominos, and how did you playtest them to ensure it has the impact (literally) that you’d like?

Weirdly enough, it came from a Domino’s ad – a domino with 3 pips, their name and the slogan We Did It – captioned with “That’s a 6-, no you didn’t”. I ran the numbers, and realised that drawing a domino from a pool and counting the pips is very similar to rolling 2d6 (more precisely, it’s actually 2(d7-1)). As someone who’s mainly designed in the Apocalypse World format, that was immediately exciting!

When it came to play testing, the main concern was the dimensions – it needed to possible, but not common, for your chain of dominoes to contact and knock down one of their foes’. In play testing, I needed to test how far apart you could place your dominoes to chain them together, how many dominoes in a set vs how many turns there are in a game, that sort of thing. The main point of feedback was that it all hinged upon the toppling of the dominoes – a string of bad draws when setting them up could lead to all sorts of misfortune for the player involved, but so long as knocking them over was satisfying it all worked out.
A sheet with mechanics - the success ladders for channeling power, advancing, and giving ground.
Why do you feel the story game aspects – shared narrative control, storytelling – are so important to Harder They Fall? How do they feel tied together with the mechanics?

Fundamentally, this game is intended to set up a conflict that feels like it could be the climax of a campaign that you just happen to have not played. Part of that is building the sense that this narrative is alive, that it exists between all of you, and the shared narrative control is a big part of that. The other reason the shared narrative is important is to make sure that everyone’s involved in everyone else’s turns. When you take action, you make the initial statement of what your combatant is doing, but it’s your opponents that get the final say on what impact that has on the world. 

This is all based on the setup in D. Vincent Baker’s Mobile Frame Zero: Firebrands, which goes all-in with Vincent’s trademark lists of specific questions. That’s where this most strongly ties into the mechanics: when you draw a low-value domino (i.e. totalling 8 or less) you’ll be forced to ask a question with bad implications for your fighter if you play it to boost their efforts. You can escape that by playing it in one of your opponent’s chains, but that both boosts them mechanically and lets them define more of your character’s doubts, fears and conflicted loyalties. What I really love about this is that players who are mechanically minded and play to win, and players who are there to tell a good story, tend to end up engaging with the system equally and telling a great story as a result.

Two colossally sized dominoes towering over the silhouettes of a city.
The towering dominoes over this city is such a fun image 🙂

Thanks so much to Jay for the interview! I hope you’ll all check out Harder They Fall in its last few days on Kickstarter!


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Nonbinary Tabletop RPG Month

Hey all, check out the Twitter account @NonbinaryTTRPGM to find out more about Nonbinary Tabletop RPG Month and maybe hop on the Discord to play some games with other nonbinary people!

As a nonbinary person, it’s important for me to see recognition of people like me. It’s also important to me to find spaces for nonbinary people to have fun and be safe! Hopefully you’ll find something like that here. 🙂


This post is free, but Thoughty is supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.