Game Design Brunch 1-19-14

We had a game design brunch on Sunday. This time it was just four of us, thanks to the plague hitting Pittsburgh and taking out multiple members, plus people being busy due to work, etc. I missed people but it was still good to get together and do the business we needed to do.

First up was Clash. I’m taking Clash to Dreamation in February (OMG NERVOUS), which is exciting and challenging all at once! Problem is, I’m terrible at pitching games and explaining what they’re about. Cue me bothering my Game Design Brunchers for phrases, keywords, and the like about Clash.

(the following is not verbatim)

Marc said: It’s a game where you give up what you want in order to get what you need.

Rachel said: It’s a game about relationships and how strained they can be.

Everyone agreed that it really is a game about conflict and that I should zoom in on that, and the sacrifice aspect. I also asked for a few examples of stories that could be told with Clash. Number one, as usual, is Romeo & Juliet. I wish I knew more about the play! Others included our current game-in-progress (the Untouchables vs. the Mob), as well as high school rivalries (which can get surprisingly messy), and John says Eastern Europe during WWII. I know nothing about WWII so I’m not helpful there, but it seems rich for the taking.

Finally, for Clash, I had some thinky time about how the game requires specific things, based on comments at the table. John, Marc, and Rachel said that they noticed that they needed to have time interacting with each other, so it’s hard to do people on distant battlefields, you need people forced together in space. One of the best examples of this in media I can think of is North & South, which I saw multiple times as a kid. I’m sure it’s epically problematic, but I <3 Patrick Swayze and was a big fan. The big thing about the miniseries is that the characters are literally at war with each other but still find themselves in the same places – family gatherings, business meetings, etc. That’s the kind of thing I’m looking at for Clash. Take tons of bad blood and problems, shake ’em up, and put everyone into one place. Bam. Done.

With this in mind, I added a new mechanic to the game. Locations are now like, a thing! And there are mechanical bonuses based on your location, plus some narrative stuff with locations. I’m pretty excited about that.

Up next, we discussed Tabletop Blockbuster and the possibility for going back to positive and negative traits. So far, all of our players have liked the idea, we just need to playtest it now. I think it will work out just fine.

Finally, we did some work with Marc’s Legends of Bardic Distortion game, which he needs to be writing more about. We helped out putting together some new talents for the Kensei tier of talents, and it sounds like we also figured out some stuff that he’d been sitting on. Cool beans.

It was pretty damn productive! I love these brunches.

Five or So Questions with Martin Ralya on New Game Day

I interviewed Martin Ralya from Gnome Stew about New Game Day, upcoming on February 2, 2014, as well as Gnome Stew and Engine Publishing. Today’s Five or So is a special edition to give people time to plan for the holiday!

Tell me a little bit about Gnome Stew, and about this new holiday you’re starting, New Game Day. Why should I be excited?

Gnome Stew is a system-neutral, multi-author GMing blog that’s been running since 2008, with over 2,400 articles (all free). We’ve had almost 2,000,000 visitors to date.

New Game Day is my attempt to jump-start a gaming holiday in the vein of GM’s Day (March 4): a free annual event for tabletop gamers worldwide, dedicated to playing new RPGs and board games.

You should be excited about it for lots of reasons: it’s fun to play new games, and even more fun to share them with friends; it’s fun to celebrate our hobby with shared events like this one; and because playing new games expands your horizons in good ways.

It was one of those ideas that hit me and wouldn’t let go until I’d done something about it. It seemed so simple that I was surprised not to find it out there already. So I put together a website, hired my friend Darren Hardy to create a logo for it, and now I’m trying to get the word out.

What goals do you have with this New Game Day?

New Game Day happens on 2/2 (yes, it’s also Groundhog Day — and, this year, Super Bowl Sunday), and the idea is that folks will get together to play new RPGs and board games, or just one or the other, and share their love of games.

Who should be interested in the New Game Day?

Anyone who plays tabletop RPGs and board games (including wargames, card games, etc.). There’s a lot of overlap between those two hobbies, but if you don’t already do both New Game Day is a great excuse to try the other one. And if you do already play both kinds of game regularly, take it as a challenge instead: Play something outside your comfort zone, or see how many games you can play in one day.

Gnome Stew is also sponsoring a giveaway to celebrate New Game Day, with over $300 in prizes just for dropping by to tell us what you play on 2/2 (Click here for the giveaway!).

Tell me a little about your work with Engine Publishing. What’s new and upcoming?

I started Engine Publishing in 2009, and I’ve worked with the authors of Gnome Stew, as well as other talented folks, to produce a book a year since 2010: Eureka, Masks, Never Unprepared, and Odyssey.

Our fifth book, also a system-neutral resource for GMs, is currently in editing. I’m not ready to talk about it yet, save to say that it’s different than the first four but should appeal to the same audience.

What big plans does Gnome Stew have for 2014?

We’re going to be hiring a couple of new gnomes (authors) to replace Patrick Benson and Kurt Schneider, who left the site in 2013. We have a conference call and a bit of discussion between us and posting that announcement, but it should happen sometime next month.

Apart from that, we’re going to keep doing what we’ve enjoyed doing so much for the past six years: writing about GMing, talking about GMing with our readers, collaborating on Engine Publishing books and other projects, and featuring articles by our readers.

Unexpected Side Effects of Gaming

One of the suggestions I was given for a blog post was “Unexpected side effects of gaming.”

This is going to be a lot of stuff, but I’ll try to keep it coherent and brief!

The first thing that comes to mind is scheduling! When I’m not gaming a lot, I have a lot of free time and I don’t have to make a lot of plans. When I am gaming regularly, though, I have to work my schedule like magic in order to get in all of my gaming time, plus regular socializing, and that’s with work, school, family, and even conventions in the mix. It’s kind of wild.

Next, there’s stuff like con drop and creativity exhaustion. Con drop is, in case you’re not aware, is a sudden feeling of depression or generally feeling “down” after a convention. I experienced it for the first time last year and WOW. I wasn’t prepared. With a history of depression already, I’m sensitive to things like that, so I got hit pretty hard. On that same note, creativity exhaustion – when you’ve been so creative and done so many creative things for such a long period, like during a con or a gaming marathon or during the design process, and you just reach a peak then crash – is a real thing and it’s really exhausting and kind of paralyzing.

The opposite of that side is the euphoria and creative bursts. I spend a lot of my time in pain and exhausted. At cons, though, and during great gaming sessions or gaming events, I find that I get these strong bursts of positive feeling, my pain eases, and I’m on fire. I wake up earlier, can stay up later, feel more refreshed. It’s pretty awesome. Likewise, after great gaming sessions or game discussions or cons, I get energized and want to write more and design more. Bursts of creativity are great!

One negative thing is the associated drama and social stress. Gamer groups are like any other group of friends – people fight, break up, have differing opinions – and damn, it can get overwhelming and really frustrating. I hate that aspect of relationships in general, where things are contentious and filled with drama-llamas. But, it’s basically a fact of social existence. There’s also a lot of social pressure. Pressure to know games well, to GM, to play a certain way, to know about game design theory, to like certain games, to dislike certain games, etc. That gets old pretty fast.

I would say one of the better things, though, in spite of all that, is the social growth and professional growth I’ve had. Gaming gives me an environment to enjoy myself, learn, and de-stress. It’s given me a place to write and do editorial work and that’s awesome! It’s also given me a lot of good friends that I wouldn’t have had otherwise. As a whole, gaming is a great impact on my life, and even the bad side effects are worth it.

Five or So Questions with Tracy Barnett on Iron Edda

Today I have an interview with Tracy Barnett, who is currently Kickstarting Iron Edda: War of Metal and Bone. I’m so excited to have him on the blog! Check out the five or so questions below. 

Tell me a little bit about Iron Edda. What is it? Why should people be interested?

Iron Edda is a Norse fantasy setting where the dwarves rose up against humanity in large, metal destroyers. To fight back, warriors bonded their spirits to the bones of dead giants. It’s epic in scope, and personal in nature. It’s a great setting because there’s room for grand action, personal stories, and everyone who comes to the game table should find a place for themselves in the setting. I’ve worked very hard to make the setting as diverse as possible.


What sparked the idea of Iron Edda?

I pitched the initial idea to Machine Age Productions for their Apotheosis Drive X Kickstarter. I wanted to write for that game, but mecha is not my strong suit. Fantasy, however, is. So when I thought about how to do mecha in a fantasy setting (with some inspiration from Skyrim), the dwarves in destroyers and human as bonebonded came to mind. Turns out that it’s a really sweet idea.

Inclusiveness is important for you. Why? What made it a priority?

I’ve lived a pretty privileged life. And as I’ve come to realize that privilege, I’ve also realized that I can turn it to good ends. There are so many amazing voices in the sci-fi/fantasy, and RPG communities that don’t get heard. I want to do the best I can to provide exposure through paid work, and diversity in the projects that I create. It’s just the right thing to do. As well, I’ve come to realize that I’m transgender. Specifically, I”m genderqueer. I don’t always identify as male, or as female. I want a space for myself in games, also. And if I’m going to advocate, I’m going to advocate intersectionally, meaning that I’m going to advocate for space for everyone.


What does Iron Edda mean to you, as a project?

That’s a difficult question to answer. One one hand, it’s just my next project and gets all the care and attention that any of my previous projects got. On the other hand, this is the biggest, most in-depth project that I’ve ever done. If it succeeds in the ways I think it could, it would go a long way toward making my dream of writing and designing full-time a reality. That means a lot to me.

What has been the greatest part of the Iron Edda project so far?

Absolutely it has been the response I’ve gotten to it. People seem to really dig the concept, and those that have played it have had a good time. I love seeing a thing that I’ve made prompt a positive response. That means a lot to me. And if I can throw a second thing in there, working with the team I’ve assembled for this project has been amazing. So many talented people working towards a unified goal is a wonder to behold.

Don’t forget to check out Tracy’s Kickstarter for Iron Edda

Favorite Games Evar!

Title coined by Meguey Baker


I realized recently that I’ve been gaming for about 10 years! Like, wow. I know I’m still a n00b in comparison to many people out there, but that’s a pretty long time for me to keep up with any hobby. It’s so cool to realize I’ve been doing something for so long!


I asked G+ what I should blog about and Meguey suggested I write about my Favorite Games Evar! which I thought was a great idea. I neglected to ask whether she meant specific games or game systems, so here’s a little mix of both.


This is going to come as no shock to a lot of people, but one of my favorite games of all time is Shadowrun 3rd Edition. I haven’t played any of the other editions. I know the mechanics are kind of wonky and that it’s crunchy as all hell, but the gameworld is so rich and flavorful that I couldn’t help but love it. My first session of Shadowrun was one of the first tabletop games I ever played, and I only lasted 5 minutes in the session before my character was gunned down with poisoned syringes and killed. With probably any other game I might not have ever played again, because character death without meaning is one of my biggest turn-offs when it comes to games. But not Shadowrun! I have played MANY sessions of Shadowrun, multiple campaigns of varying length, and built tons of characters.


I don’t think I have a favorite Shadowrun game, but I have a lot of favorite characters. Enough to fill a different post, so we’ll wait on that!


This is kind of a confession here: I actually like Pathfinder. Not a ton of people are fans of it, because it’s kind of a remix of D&D 3.5, but I enjoyed playing 3.5 with houserules. Pathfinder fixed a lot of the rules so we didn’t have to houserule it as much anymore, plus I really like some of the world they have put together. It’s inclusive and exciting.


In 3.5, I played a game in a world my husband designed that we eventually ported over to the Pathfinder system. I played a half-giant woman who fought in tournaments, owned her own land the size of Alaska (that was filled with diamonds), and was a serious badass. I also got to build a bunch of the gameworld, which was super fun.


I’ve also discovered I really enjoy Monsterhearts. It’s kind of funny. Up until about last year or the year before, I was very no-sex-in-games, no-relationships-in-games, etc. A few sessions of Monsterhearts changed that pretty quickly. I’ve even made two skins for Monsterhearts . I have really pushed my boundaries as a player and as a person with the game, and I’d love to do more of it.


I’m playing a Rusalka in our current game, and it’s mega fun. This is only the second campaign I’ve been in. I really am enjoying the kind of sex-and-drama-filled mess of a high school we’re playing in!


Finally, Clash and Tabletop Blockbuster are my babies. Tabletop Blockbuster is fun as hell, a rocking good time. My favorite session of it? So far, the one I played as Ransom Bentley, who I’ve been writing a fair bit about. She’s a private eye in a supernatural world. Super fun. Clash I’ve only played a few times, but I love the system I’ve designed. Right now we’re playing the Mob against the Untouchables and it is badass. When the system is really showing off, the scenes are tight and filled with conflict and it’s exactly what I wanted out of the game.


What about you? What are your favorite games?

Five or So Questions Series

Very soon I’ll be starting up the Five or So Questions Series, where I’ll interview members of the gaming community with about five or so questions.

Hope you enjoy!

Clash Playtest 1-11-2014

Yesterday I playtested my in-progress tabletop roleplaying “story game,” Clash. Clash is a game about exploring big conflicts from a small perspective. You fight, you argue, and you look at the moments that change the world. It’s a GM-less, team-based game with a table you roll against to have “The World” act against the players.

Clash has been a big challenge for me. It was put together in a single day and then fiddled with and messed with for about a year before I got the courage to playtest it. I’ve had near-zero luck getting playtesters outside my group to play, but I’ve finally got my group into it. I have a lot of emotional investment in it, as it’s my first solo game, so playtesting was really a tough subject to broach with my group.

Anyway, we finally started playtesting, and this is session 2. We had 4 players and the session was about 3 hours.

The setting is Chicago during the height of prohibition, where one team is playing the Mob and the other team is the Untouchables. We have a pretty nice mix of characters, including a young rookie on one side and the son of the woman mob boss on the other. We’ve fiddled with history a bit in part to allow for some women characters, such as my Untouchable, Penelope Wilson, who is a woman fighting against the Mob and against the discrimination within her own organization.

We had a shoot out, an arrest, threatening notes left on doorsteps, and generally a great time. My biggest goal with Clash is for it to be fun, so that was good to see. Players enjoying themselves, cracking jokes when the time is appropriate (and sometimes inappropriate), getting into the gritty parts of conflict – that part of the game is happening.

The mechanics work. Right now I’m fiddling with some numbers to make it run more smoothly, but it seems to be going pretty much right. I don’t think I’ll have many more changes, honestly, because most of it is rewording or fiddly bits. I haven’t made any big alterations so far, and it seems to be working well. I’m going to keep playtesting for a bit, but more than anything I want to get the game in other people’s hands to see if they run into problems.

The biggest change (addition, really) this time around was to write in rules about how to handle multiple actor conflicts. It was just simply adding some wording and I think the rules I wrote in work great for the narrative and mechanical purposes.

Overall I think the playtest went really well. I’m hoping to do a crunch and play some more but I don’t know how much success I will have there. I just want to play more!

My New Blog

With the new year, I’m making a lot of changes. One of these changes is to start using this new blog, in part to unify my brand and in part to have a shorter, common URL.

What will I post here? That has yet to be seen. Sometimes I might do reviews or interviews, like I did on BravoCharlieSierra. Other times, it might be game design musings or thoughty things that I post on G+ and copy here. We’ll see how it goes.

In any case, glad to be here and I hope you enjoy what you see.

Interview with Whitney Beltrán – Tinker Kickstarter

I interviewed Whitney Beltrán about her upcoming work on Tinker, a steampunk web series production currently Kickstarting with a few days left. 

Tell me a little about Tinker – what’s it about? 

Tinker is a steampunk adventure themed web series show. It is about a father-daughter duo, Sho and Kimi Tinker, who are savvy inventors in Victorian era alternate history San Fransico. Sho has built a reputation for himself as an incredibly clever engineer, and Kimi is a sort of genius tomboy. Together, they are swept up into a world of intrigue and turn of the century Machiavellian power struggles as old empire and emergent capitalistic entities fight over resources and technology.   
Their adventures range all over, from their native San Fransico to Hong Kong to the British mainland. There are air ships and giant robot fights and organized brothel gangs, spies, assassination attempts (and successes!), romance, action, and needless to say, a lot of danger. There is never a dull moment in Tinker.

What do you think is the most interesting part of Tinker?
I’m biased. I will always go gaga over the costuming on a project like this. Our costume designer is extremely talented and is currently putting the finishing touches on a hand tooled leather corset that is to die for. I basically want to run away with it. However, in reality, probably one of most interesting things about Tinker is its exploration of morality in the face of Western expansion and globalization. Tinker does not take itself too seriously. It’s more of a romp than a thinker, but the undertones are there. 

How did you get involved in Tinker?

Well, I tend to have my fingers in a lot of cookie jars. I was NPCing for a LARP that was going on as part of a fundraiser benefit that an education non-profit, Seekers Unlimited, was putting on in L.A. I made friends with one of the other NPCs, who happened to have a role onTinker. At the time they were looking to fill a number of roles, so she arranged for me to visit the studio. I read some sides for the producer, and I landed the role of Elmira Perkins, who happens to be one of the nefarious spies!  

Do you enjoy working on indie productions? If so, why?
Absolutely. I do a lot of script work and setting development as well as acting, and big Hollywood is awful about crushing creative sovereignty. At the major production houses pretty much everything is decided by a committee of business school graduates. It’s very frustrating. Working with smaller studios is more like working with a family, and negotiating with creative ideas becomes a lot more enriching.    

Do you think the diversity of Tinker is important? Do you think it was a conscious choice?
The racial diversity of the cast of Tinker is off the charts. It’s one of the things that makes me most proud of being a part of this production. I am of biracial Mexican-American heritage. I often struggle to find roles. It is common that the roles I am suited for call for white women. I constantly have to think to myself, “Am I white enough to get away with this?” Sometimes I am, and sometimes I’m not. Being on the set ofTinker is a breath of fresh air. I don’t have to worry about the color of my skin and whether or not I stand out.
It’s also really significant to me that the main characters are Asian and not white. It is the norm in Hollywood that racial minorities are relegated to supporting roles. This is especially significant because this is a steampunk production, which necessarily carries strong elements of imperialism and colonialism. It would have been really easy to stick with a homogenous cast. Instead, our executive producer, Micheal Taglianetti, insisted on a racially diverse cast. So yes, it was a conscious choice. 

What are you looking forward to most in the project?


I don’t know if I should tell you this! There is going to be an episode that involves live zebras. I am really looking forward to hanging out with zebras. I’ve never gotten closer than being at the zoo before. I just hope they don’t bite. 


Thanks, Whitney, for your interview and time! Go check out Tinker’s Kickstarter if you want to learn more!




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ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

Interview with David Pulver – Laboratory of the Forsaken!


Today I have a brief interview with David Pulver, a freelance writer in Canada, just for you! David is working on an adventure game for Crafty GamesFANTASY CRAFT Roleplaying system called “Laboratory of the Forsaken“.

B: David, do you want to tell me a little about Laboratory of the Forsaken?


D: The soon to be released “Laboratory of the Forsaken” is my first adventure for Crafty Game’s FANTASY CRAFT roleplaying system.

It takes place in the Realm, the same setting used in their earlier TIME OF HIGH ADVENTURE book, which features a conflict between the Circle (free-thinking but occasionally out of control scientist-arcanists) and the Church (nice folks unless you get on the bad side of their inquisitors).

The adventurers get to investigate the manor house of Doctor Magnus Croatalorn, a Circle member who has been performing experiments to investigate the origins of life. The Church has decided to shut him down (since he wants to prove life was magically rather than divinely created) but the inquisitors they sent after him haven’t reported back. Magnus has also dropped out of touch with the Circle, however, so they suspect something has gone wrong. 

The adventurers can either be servants of the Church sent on a follow-up mission, or agents of the Circle attempting to protect Magnus and his research before the Church can get their hands on it, or mercenaries who blunder into the situation. As they explore the manor they’ll piece together its secrets from the doctor’s lab notes and experiments. It’s a cross between a haunted house and a dungeon adventure, with elements of dark fantasy or horror thrown into it.


B: How long did it take you to create the adventure?


D: It took about two days to come up with the basic concept of a dark fantasy horror adventure set in the laboratory of a vivisectionist-alchemist who was obsessed with finding the secret origin of life. Crafty Games and I batted the concepts back and forth for a couple more weeks to set the specific details and parameters of the adventure. Then it took about a month to write it.

B: What suggestions would you have for others looking to write adventures – best practices for level design, flavor text, etc.?

D: For me, the key thing is to have a solid, interesting theme and concept and a careful outline. In this case the theme was mad fantasy science, so the adventure contained a lot of research notes, crazed experiments, and so on. Usually I work out a background first, but then get down to the nuts and bolts (e.g., what’s where, paths through the adventure, mapping, and so on).

It’s probably best to leave flavor text for last after you have the skeleton of the adventure. I’ve found that if you start with the flavor text it’s very easy to overwrite and end up with something that is too long.

That said, doing a bit of flavor text first is useful to give yourself a feel for what you’re doing. In my case I wrote a short biographical letter written by the mad scientist (Dr. Croatalorn) to a friend of his, laying out his philosophy, a key event in his childhood that led him away from the teachings of the Church and toward exploration of darker truths. I didn’t actually use this in the game – it was a bit too long – but it gave me a sense of his character and motivations, which helped me.

I did something similar for his wife Lunalia, who is another key character and possible ally of the adventurers in the plot.

Ideally you should playtest an adventure, but often players will not have time to explore all the paths. A trick you can use is to “talk through” an adventure with someone else – essentially skipping all the game mechanics (assume they win all the fights, make all the skill checks, or whatever) but just narrate what they see, who they meet, and have them tell you what they do.

This is a good way to get a sense of whether any mysteries, level design concepts and so on are too complex or too simple, and also it can sometimes reveal options and strategies you didn’t think of when you wrote the adventure.

The most difficult part of the adventure was striking a balance between a coherent, dramatic narrative (e.g., building up action and an exciting conclusion) and giving the players different routes and options. This had to be considered from the very start of the adventure, as Crafty Games Fantasy Craft setting tends to forgo a traditional good vs. evil structure in favor of different factions, any of which the adventurers could be aligned with. The adventure is set in the “Realm” background that Crafty Games introduced in their prior adventure collection Time of High Adventure. This introduced a conflict between religion and magic (The Church vs. The Circle, a group of arcane-scientists).

This became a central conflict in Laboratory of the Forsaken, but I set up the adventure so that the players could choose which side to support, or remain neutral, and also ended up writing three different variations of the adventure’s opening to accommodate different player character motivations or alignments.

Thanks to David for taking the time to share with us about his writing and design process! Check out the adventure, Laboratory of the Forsaken, at DriveThruRPG!


THOUGHTY LOGO © JOHN W. SHELDON 2013. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.