Five or So Questions on Comrades

Today I have an interview with W.M. Akers about Comrades, a tabletop RPG currently on Kickstarter! W.M. Akers is also author of Westside, a mystery novel you can find on preorder. Check out the interview below!

A red background with yellow text in all-caps saying "Comrades" beside a raised fist.

Tell me about Comrades. What excites you about it?

Comrades is a new RPG about life in the revolutionary underground. I’ve been working on it off and on since 2017 and I am just in love with it. I created it because I wanted to give people who fall anywhere on the left of the political spectrum a chance to engage with their history and remember how it feels to fight, body and soul, for a cause. 

The game is based on the Apocalypse World engine, which I love both because it’s so perfectly designed for depicting the dynamics of tightly-knit groups of adventurers and because it’s jaw-droppingly easy to teach. I designed this game for hardcore gamers and novices alike, and the Apocalypse World system is the best I’ve found for welcoming new players to the table. 

A red background with yellow text in all-caps saying "The Patron" next to a black outline of a black woman holding a drink.

How have you altered the AW engine to suit Comrades as a system?

I tinkered with a lot of different changes to the AW engine, and found during playtesting that the simpler I kept things, the better the game played. There are a few basic moves deliberately crafted to evoke the revolutionary atmosphere of Comrades—”Start Something,” for instance, which gives players a way to incite a crowd to riot, protest, or strike. Any other changes I made were designed to make the system easier to teach and understand. 

I’ve also created an optional system for structuring the campaign, Pathways to Revolution, which allows parties to advance along one or more of five tracks, each of which represents a different approach to making a revolution. Each level offers advantages, culminating in an opportunity to seize power in the method best suited to the group. 

What gave you the idea for Comrades, and what are some steps you’ve taken in design to make it happen?

I’ve been obsessed with leftist history since I was in high school. The Russian Revoluton, the Spanish Civil War, the guerrilla movements of the ’60s and ’70s… I am fascinated by the way that the ideals of those on the left collide with reality, and the endless tragedies that result when their dreams are destroyed by infighting, cynicism, or simple bad luck. I wanted to make a game that dramatized the infighting and quixotic daring common to revolutionary movements throughout history, and to give players the chance to express their own frustrations with modern politics in a fun, constructive way. Because of its emphasis on the dynamics of tightly-knit groups, the AW engine was a natural fit.

A red background with yellow text in all-caps saying "The Mystic" beside a black outline of a bearded man in a loose shirt.

Tell me more about Pathways to Revolution. It sounds fascinating! What sort of experiences do players have in these tracks, and what kinds of tracks are there?

There are five tracks: Force, Organization, Zealotry, Mayhem, and Fellowship. Each one correlates to one of the game’s five stats, and each is designed to give players the opportunity to make a revolution in their own way. 

If the party is interested in forging a legitimate path to power, they may pursue Organization, which provides logistical bonuses while making the party more acceptable to the mainstream. At the fifth rank of that Pathway, they can call for elections and attempt to win power democratically. If they prefer to rely on the support of the mob, they’ll rise through Zealotry, which eventually gives them the opportunity to win power via a series of massive, wild demonstrations. In most campaigns, of course, different factions within each party will want to pursue different pathways—creating the tensions inherent in any revolutionary movement. 

I designed these both to reflect the wide variety of real-life revolutions, and to give players more than one way to “win” the game. Because there are bloodless ways to gain power, players who choose to pursue a more violent Pathway—like Force or Mayhem—must reckon with the consequences of that choice.

A red background with yellow text in all-caps saying "The Thug" next to a black outline of a woman holding a baseball bat.

How have you elected to handle and frame violence as a part of the game, and what do you feel is important about that?

Violence is a part of Comrades, just as it is for nearly every roleplaying game. Because this game takes place in a more realistic setting than most RPGs, it was intensely important to me that it be presented in a responsible way. Players are free to do whatever think necessary to achieve their goals, but the GM is instructed to make this “a game of consequences, in which violence solves little and no death—even that of a villain—goes unmourned.”

I believe that all violence is abhorrent and all life is sacred, and while I think it’s okay to act out violent situations in gameplay, it has to be done with thought and care. I hope that the rules I’ve written will empower GM and players to do just that.

A red background with a raised fist in yellow.

Thanks so much to W.M. Akers for the interview! I hope you all enjoyed the interview and that you’ll check out Comrades on Kickstarter today!

Five or So Questions on Jinkies!

Today I’ve got an interview with Toby Strauss on the new game Jinkies! Jinkies! is currently on Kickstarter and is very Scooby-inspired, so I’m excited! I hope you like what Toby has to say below.

Tell me a little about Jinkies! What excites you about it?

First off, I was beside myself with happiness when you spelled Jinkies! with the exclamation point.  During my research, I was amused that the original 1969 “Scooby Doo, Where are You!” used an exclamation point, and not a question mark, on the title card.  Isn’t that odd?  But I love it.  There’s a certain energy to the (incorrect) punctuation that I find kitschy and charming.  I couldn’t not use it for the game.

Jinkies! is a powered by the apocalypse adventure game based on the Hannah-Barbara cartoons from around 50 years ago.  If you’ve ever seen Scooby Doo, Josie and the Pussycats, Jabberjaw, or Dune Buggy, you’re on the right track.  Like Monsterhearts or Dungeon World, the players can choose from playbooks based on the archetypes from the shows.  These characters go on adventures, unmasking bad guys and ne’er do wells pretending to be nefarious monsters.

One of the things that I’m especially excited about is how Jinkies! handles clues.  Visual clues and puzzles are really hard to do right in tabletop RPGs.  Most of the time, the GM drops the “path critical” clues in the laps of the players just to move things along.  I really puzzled over how to handle clues until I realized something important: Hannah Barbara cartoons aren’t about the mystery.  The mystery is just a setting.  The cartoons are really about the adventure, the creepy suspect, and the wacky gang.  Jinkies! approaches clues with the mindset that it is the adventure, not the clue, that’s important.  This means that the bad guy for a given module can change from playthrough to playthrough, but I think that’s ok.  This is why I used PbtA for my mechanics.  Players and GMs in Jinkies! are just playing to find out.

Another thing that I love about Jinkies! is that there is no combat in the game.  Interestingly, combat was in the very first draft of the game . . . and it was a disaster.  The playtesters overwhelmingly rejected it; the genre is nonviolent by design and combat just didn’t feel right.  Instead of swords and hitpoints, Jinkies! turns on scares and “fear” points.  Its a great system that makes the world feel scary and dangerous without misplaced violence.  I’m proud of how it turned out! 

How do the mechanics work to result in scares and fear points, and what do those do?

If you watch one of the old Hannah-Barbara mystery cartoons, you’ll notice that no one gets hurt.  Instead, there’s a sort of asymmetrical nonviolence between the protagonists and the antagonist.  The protagonists act through ensnarement and logic–capture the bad guy and explain the crime.  The antagonist acts through fear–if the kids are scared enough, they’ll run away and let the bad guy finish his misdeeds.

I tried to mirror this in Jinkies!  The player characters “assault” the bad guy by 1) finding clues, and 2) setting and triggering a trap for the bad guy. They cannot inflict fear points on the bad guy, but the bad guy can inflict fear on the player characters.

Fear works a lot like HP, but it is only inflicted by the bad guy, and it leads to fainting from fear, not physical harm.  So let’s say the ghost pirate flies right through Joe the Leader.    That’s pretty scary!  Joe takes a point of fear.

There are a number of ways that fear can be mitigated.  Several playbooks have the ability to avoid taking earned fear points (“Joe, using his inner strength, shrugs off the ghostly attack!”).  The “weird one” playbook (think Shaggy from Scooby Doo) not only gets fear mitigation, he can use fear to fuel unique abilities.  The weird one in these shows is always afraid–I couldn’t help but give him fear fueled powers!

When it all comes together, its a surprisingly seamless experience.  No one seems to miss combat and the asymmetrical nature of the game is almost invisible when the game is played.

A purple and white panda with a milkshake necklace and the text "Jinkies!"
Purple Pandalot, the mascot for Jinkies! by Lil Chan.

What was playtesting like for this game, with the elements of it being so cartoonish?

A lot of my inspirations are obscure and probably unknown to many of my players–but almost everyone has seen something with Scooby Doo in it.  The original cartoon aired way back in 1969 and there have been dozens of spin-offs, movies, and sequels–not to mention the lasting power of syndication.  That ubiquity has made Jinkies! accessible to almost everyone who has played the game.  The vast majority of my play testers have very naturally leaned into the cartoony roots of Jinkies! with little prompting.

I can only think of a single play test where the game didn’t feel like a cartoon.  The players decided play the game really straight.  They even decided that their animal mascot was not magical and could not talk!  It felt like Dragnet, or maybe a Nancy Drew mystery.  It wasn’t a bad experience, but it also wasn’t a funny one.

That play test was early in my process and I did a bit of soul searching to try and figure out how to “fix” what had gone wrong.  It just didn’t feel right.  In the end, though, I didn’t change very much.  Most people who sign up to play Jinkies! are looking for a light-hearted, cartoony mystery adventure.  My game isn’t going to be all things to all people, and that’s ok.  Better to focus on making it the best at what it is!

How are you changing PbtA fundamentals to suit the different tone and themes, like rewriting basic moves and so on?

Interesting questions!

If a player came to Jinkies! from another PbtA game they would find the mechanics familiar.  Jinkies! is still very much a “play to find out” game.  There are basic moves, playbook moves, and animator moves.  Jinkies! uses 2D6 for its randomizer.  Very PbtA in the fundamentals.

I diverge pretty heavily in the moves themselves.  PbtA was developed for a very blood-thirsty setting, after all–and Jinkies! is based on a family-friendly cartoon!  I excised ALL combat moves and added heavily to the investigative moves.  I also changed the Animator moves, hewing closer to the genre than Apocalypse World moves could.

I also break with most PbtA on principles.  One of the guiding principles of Dungeon World, for example, is “think dangerously.”  The world of Jinkies! is sometimes scary, but it is never dangerous.  I’ve rewritten the principle as “think comedically.”  Another principle I changed is saying your moves out loud.  This is a big no-no in most PbtA games but I actively encourage it.  The Hannah-Barbara formula practically requires naming your moves.  When Velma tosses Scooby a treat, she doesn’t just give him a knowing nod, she inquires “will you do the task for a Scooby Snack?”  Scooby snack, in this case, is TOTALLY a move, and the verbal component is a very important (and cartoony) part of creating the feel the game is after.

What are you doing in regards to guiding table content safety, since there’s a lot of ways this could go a little gonzo or maybe just hit an unseen button of discomfort?

To the safety question: every RPG carries risks (bleed, content and trauma triggers, etc).  Jinkies! is no different.  In fact, I would argue that the risks of things going sideways are greater in Jinkies! than in D&D.  First, it’s a comedy game.  Comedy is, by definition, transgressive–and those transgressions can cut in surprisingly deep ways.  Second, there is a certain subtext to the “teenagers with a wacky sidekick solving mysteries” genre that is off-color.  The “Shaggy Busted” episode of “Harvey Birdman: Attorney at Law” does a great job of poking fun at this subtext, if any of your readers are curious.  Its fun and its funny, but it is also emotionally dangerous waters.

I’ve attempted to have my cake and eat it too by baking in two presets for content control, “normal” and “Behind the Music.”  I certainly don’t object to sex or drugs being in the game–so long as everyone at the table is comfortable with it.  This way the players must actively choose the “blue” version of the game, and it prompts a lines and veils-type conversation.  

Second, I recommend the use of an X card system.  Even in a game where boundaries have been drawn ahead of time, things can get messy fast.  I find that X cards are indispensable safety tools.  Finally, I explicitly instruct against gameplay that I find to be irredeemably offensive, like racism or misogyny.  For example, a common trope in 1970s Hannah Barbara cartoons is the villain kidnapping a woman.  This is lazy storytelling, its sexist, and it makes the game suck for the player who has been removed from gameplay.  Bigotry has no place at my table or in my game.

Thanks so much to Toby for the great interview! I hope you all enjoyed the interview and that you’ll check out Jinkies! on Kickstarter today!

Beep is live on itchio!

The cover!

My game Beep which I made after being inspired by the #sadmechjam, the loss of Opportunity, and my own disability is now live!

Check it out here at briebeau.itch.io/beep or back my Patreon.com/Thoughty to get it for free!

Official Statement on Perpetrators of Harm

I have puzzled for days on how to make this statement, so I hope this ends up being good enough. The Twitter statement was brief and to the point, but this needs to address some things more specifically. I do appreciate your patience.

Content Warning: Sexual assault, sexual harassment, harassment, grooming, threats, doxxing, rape, missing stairs, abuse of authority.

It starts out bad.

There was recently a statement released by Mandy Morbid and two others, Jennifer and Hannah, all ex-partners of Zak Smith (a.k.a Zak Sabbath, a.k.a. IHitItWithMyAxe, a.k.a. dndwithpornstars). The statement described domestic and sexual abuse by Zak towards the women in some detail (link here, content warning for domestic and sexual abuse, ableism). It was followed up by a statement by Vivka Grey reporting similar issues (link here, content warnings for domestic and sexual abuse, toxic objectification).

The internet in indie and OSR gaming erupted. It spilled elsewhere, too. Zak has been a troublesome member of our community for some time – people have been reporting his harassing, threatening behavior for around a decade, including many marginalized people who were pushed out of the community by the bad behavior or by backlash after reporting. Some people were pushing to excise him immediately, others wanted his story. Some of us got caught up in community in-fighting that served to muddy the waters, but I think it’s beginning to clear.

I will give full disclosure that, by my experiences, Zak has made my life more difficult. The actions of his supporters have done so, as well, including some people who will go on without ever apologizing or making up for it, I know that. I don’t trust a lot of people because of Zak. I think his actions have threatened my professional career and they have been part of the impetus for the clinical acute paranoia and trauma triggers I suffered that partially led to me having to leave my rather lucrative corporate job in 2015. Yes, I was vulnerable in the first place. That doesn’t mean that making it worse through ill behavior was a kind and loving thing to do.

That means it is easier for me to make a statement that I will not publish articles supporting his work, that I will not go to conventions that support his work. However, Zak is not the only missing stair in our community (link to blog post about what missing stairs are, content warning for sexual assault and rape). There are people I used to work for who have done harm too, and one of those has been public since around the Harassment in Indie Games series I did in 2017, but I didn’t make a public statement. I should have.

It gets worse.

Matthew McFarland, someone who I have interviewed for Thoughty and who I have worked for while doing the Demon: Interface project, is a serial predator. Cheyenne Grimes came out about this in 2018 to IGDN (link to Cheyenne’s recent post, content warning for sexual assault and trauma), and the investigation that occurred then is being re-investigated because at the time, Michelle Lyons-McFarland was IGDN president. When Matt was removed from RPG.net as mod, reportedly Michelle was still a mod and helped to prevent further survivors from speaking up. Some of those survivors like Luka Carroll have spoken up publicly (link here, updated link here, content warning for grooming and assault and specifically noting relation to trans individuals as targets.)

I am angry about this. I am bitter that this entire situation occurred, that Matt could keep doing harm, that it was covered up, that people were ever harmed at all. I am angry I ever promoted Matt, or considered him a friend. The thing is, Matt is not the only person I have had an experience like this with.

There is a situation some people find themselves in where they know secrets. These secrets are very important, and if they confessed them, maybe someone could be protected. But if they confess them, maybe someone could be hurt very badly. This is the peril of knowing about missing stairs in the community, and knowing on behalf of their survivors or yourself. I know about multiples of these and until I am authorized to do so by the survivors or those currently affected, I won’t release the information. I made that choice. It still feels absolutely vile. I am angry about it every single day.

In for a band aid, surgery later.

That’s part of why I have taken on some specific rules that I talked about on Twitter.

  • Understand forgiveness is hard and complicated.
  • Work toward it anyway.
  • Don’t harass, doxx, or threaten anyone for any reason ever.
  • Take care of yourself.
  • Take care of each other.
  • Remember that infighting is what bad actors want.
  • Center the survivors.
  • Try to love, if you can.

Sounds harder than anything right now, honestly. But, I’m trying. With these comes people making statements, and sometimes those statements are less than great. I’m not linking to the good ones or the bad ones. I don’t have that time.

What I do have time to do is give my statement. The official Thoughty word, as it were, here on the blog, not just on Twitter. This is what I can do right now. What I will do going forward, a bit, but it’s a now. How do we fix our fractured community? How do we build bridges between indie and OSR and trad when somehow they’ve all been blown up by this? How do we deal with the fact that there are missing stairs everywhere, and they mostly remain some charismatic fuckers? I can’t tell you that.

I can tell you to learn about DARVO, the way abusers behave when called out (link here, content warning for discussion of abuse and trauma), and when someone is an asshole, don’t blame it on the internet. I can tell you to practice apologizing well. I can tell you to check those rules I just shared and follow them. And I can tell you this:

I love you. Even if you fuck up, I will love you. All I ever ask of you is to try to be better. If you are doing bad things, stop doing them. Apologize. Try to make up for it. Don’t hurt the people any more than you already have. If you’re not doing anything bad, keep an eye out for the things that might make you slip up. We all fuck up. Thoughty isn’t a site only to promote and praise the perfect, but we had better do a damn good exercise in trying if we want to make the world stay alive for tomorrow. I expect you to be better. Every chance you get.

The Official Thoughty Statement

Thoughty supports survivors of abuse and harassment and believes them.

This platform is not a space for anyone who perpetrates acts of harassment, abuse, or violence, especially against marginalized individuals. Thoughty will not post to promote or endorse these perpetrators on the main site or on social media.

I will not attend or endorse conventions without an effective and enforced code of conduct, and if I know a known perpetrator is a guest, I will not attend or endorse.

Thoughty can and will refuse any and all submissions for interviews, features, reviews, or endorsement if there is a publicly or privately known allegation of abuse or harassment that I can in any way reference.* If I am made aware of an allegation after posting an article, I will assess whether it is safe to contact the accused to let them know they can appeal, and whether it is or not, I will take the post down or post a warning at the top of the post based on the perspective of the survivor if I am able to obtain it.

I reserve the right to take down posts or apply warnings at the top for any reason, even beyond this, because the safety of my readers is paramount.

If you are aware of a post I have up that supports a perpetrator of harm in our community, please notify me using my content form and I will assess it as appropriate. Please understand I am running the site on my own, so things may take time, but they will be resolved to the best of my ability.


Thank you for your time and attention on this big post! And thank you for taking this in, and moving forward for the better. Believe survivors!


*ETA 2/16/19 5:31pm – changed “confirm” to “reference.” The former is not what I meant. I just mean I need to know what the allegation is.

Five or So Questions on The Playmaker Awards

Hi all! Today I have an interview with Richard Williams, who hosts The Playmaker Awards and is running a Kickstarter focused on them! This sounds like a fascinating initiative and I hope you’ll all check out the interview below and the awards themselves!

A pair of cards thanking Sean Nittner for his work at Big Bad Con with a Thank You note from Sean.
This is so cute!

Tell me a little about The Playmaker Awards. What excites you about them?

The Playmakers are a set of awards not for great rpg designers, game-runners or even players, but rather for the people who work hard doing the admin and scudwork creating spaces for others to play roleplaying games.

So this might be someone who runs a convention, or the rpg track at a convention, someone who keeps a local meetup or open gaming group going. It could be in-person or online. Or it could be an entirely different way of creating space for others unique to them.

I think we often under-value and underestimate the time and labour that goes into these roles. Or just don’t think much of it at all. When I’m heading to an rpg event I’m going there to game and that’s where my focus is, and of course I’m aware that people organised stuff so that there’d be a room and table and chairs and other players, but I don’t see that effort. I just have the end-result presented to me so I can game and enjoy myself.

But I don’t think that any of these playmakers do it for the recognition; I expect most of them consider it a sign that they’re doing a good job if the public don’t see all the effort behind the scenes – that they have as seamless and smooth as an experience as possible. But that just makes it more important that these playmakers do get recognised by others, because they’re not going to put themselves forward and yet their effort is so critical to the hobby. I played my first game at a local convention. I rely on them, both to play new games and to keep in touch with people who I only otherwise see online. What would this hobby be without them? A shadow of what it is, to be certain.

As to what excites me about the Playmaker awards: every stage of it so far. When I asked for nominations I was fascinated to see who would be put forward. When I contacted people to tell them they had won, some of them were bemused to win an award they’d never heard of, but some others – I don’t know – I think it might just have come at a time when they really needed that kind of appreciation. Announcing them was exciting as well, to see word spread. And now I’m into interviewing some of them for the Playmaker zine kickstarter, which really is a privilege for me; these folk spend so much time working for others in the hobby already, it’s very generous of them to spend more time so I can find out more about what they do and why they do it.

How are you determining who fits the category to be nominated or win?

I tried to describe as best I could the folk I wanted nominated and then I’ve trusted the people who took the time to reply to one of my posts with a nomination. My basic criteria was whether someone created space for others to play. I specifically excluded rpg design-work – I think we have a variety of different ways already of recognising great designers – and game-runners (such as DMs/GMs) and players as they are the ones who get to sit down and play.

In my mind, the most obvious candidates are con organisers – the many folk who I’ve seen standing behind a desk or walking through the con who’ve given up their weekend (and I don’t know how many hours before) so that _other people_ can play. However, I also wanted the awards to go further. I don’t know what play spaces are out there today, nor what’s involved in organising them, and so keeping the nominations more open was another means of discovery.

What is the judging process like and how do you decide winners?

I knew I definitely wasn’t the person to judge or rank the level of contribution made by each nominee. And what would the benefit be of saying that this playmaker who runs the rpg track of a massive convention is more or less deserving than this other playmaker who has been running a small rpg club all by themselves for twenty years? What criteria would make sense to use? What other factors would you consider? If I’m not the right person to judge, who is?

I saw the judging process as a big minefield and ultimately antithetical to my overall goal of both recognising their efforts and building a network of goodwill in this time of separation and fragmentation. So, in essence, I pushed the judging process to the nominators as well. If someone else thought you met the criteria and thought enough of you to nominate you then – assuming I could contact you and you were the person broadly doing what you were being nominated for – then you were a playmaker in my book.

The final judge I should mention was the playmaker themselves. My first question for all of the winners was whether they accepted (and, in fact, one of them didn’t). I wanted to make sure that everyone was comfortable, both the people nominating and the people being nominated.

And I feel trusting folk and being led by their nominations worked. While I did go back to a few nominators to get more details on their nomination, I haven’t rejected anyone for being outside of the scope of the awards and I’ve included a bunch of playmakers who I perhaps wouldn’t have heard of if I had been more restrictive.

A card thanking the Gauntlet with quotes from their supporters.

What do you think the benefit is of an awards process for playmakers?

I think it’s different for the individual and the hobby as a whole.

For the hobby, I feel that awards help define its values. I previously did annual awards for the London Indie RPG meetup and I had an award for most played game but also one for most played designer because I didn’t want someone to miss out because they’d produced a batch of fun games rather than a single one.  I also had an award for most popular game runner, partly as a thank you but also to encourage others to run games as well. Finally, I included special awards that were at my discetion and went to anyone who’d brought something a bit special to the group during the year such as coming in costume or fulfilling a vow to run a certain game for someone. I think it showed that we as a group valued those who brought that little extra joy to our lives.

Similarly with the Playmakers, by having such an award and by having others support and endorse it shows that creating space for others to play is a service that we value and appreciate. Just as certain holidays remind us to thank significant people in our lives and events like GMs Day remind us to thank those who run our games, so too the Playmakers reminds us and gives us the opportunity to thank these folk as well.

As to what benefit there is to the individual? To be honest, from the beginning I knew I couldn’t provide much. I did want to give each of the Playmakers something more than just a ‘thank you’ and a blogpost, something to make the award a little more substantial, to show my own sense of gratitude and so I settled on a $20 DriveThru voucher figuring that, as the Playmakers spend so much time for others enjoyment that it’d be nice for them to buy something for themselves. At a friend’s recommendation I reached out to OneBookShelf (who are the people behind DriveThru) and they very generously agreed to sponsor 25% of the total, so I put in $15 and they made it up to $20. I knew that, depending on the response rate, by advertising the voucher while nominations were open I was essentially writing a blank cheque, but the awards were not so popular as to put me in financial difficulty!

I was fully prepared that when I started reaching out to the winners that the general response from them would be ‘Errr… thanks, I guess… who are you again?’ (and I did get that a couple of times!) But actually it was far better than I expected. Most of these folk who are so generous with their time working for other people were equally generous with me, and interested to see who else were receiving awards.

And in a few cases, just winning the award struck something deeper. I don’t know what stage each of them are in the hobby or in their lives, but I do know from my personal experience that there are harder moments. Times when I reevaluate whether my time and effort is actually benefitting anyone else or even noticed. I think in maybe a couple of cases this award has come through at one of those more reflective times and been all the more appreciated because of it.

In all, I think in some cases the best thing that has come out of it for the winner is the nomination. When I asked for nominations I didn’t really expect anything more than ‘Person A for doing Thing B’, but some of the nominations are far more detailed and far more thoughtful. And I think it’s this personal message from someone a playmaker has helped can be the greatest benefit.

Recognition cards for Réka Korcsmáros about her online RPG community and including a thank you from her.

How would you encourage playmakers to act and what would you encourage them to do to make them a more likely candidate for the awards?

Just to keep doing what they’re doing! If they’re still enjoying it then keep at it, or change it up or take a break if it’s just become a labour.

I don’t intend the awards to change anything about what the winners do, rather I’m really hoping that it will inspire others to do the same. I did originally think that the awards would end with simply announcing the winners, but further it progressed the more I realised that this would be a disservice to the concept. The nominations have been great but they’re only a tiny glimpse of the Playmakers’ stories.

To that end, as part of Kickstarter’s ZineQuest initiative in February, I’ll be crowdfunding a collection of new interviews some of the Playmakers, getting into more detail about what they do, why they do it and what they need to do it better.

It’s been great to give these folks an award and a thank you, but it has been so much more interesting to dig deeper. I hope that the final product will be a unique perspective on the state of public rpg play today and that hearing their stories will inspire others to do the same.

Thank you so much to Richard for the interview! I hope you all enjoyed reading it and that you’ll check out The Playmaker Awards and the Kickstarter!


Thoughty is supported by the community at ko-fi.com/Thoughty. To be featured on Thoughty, check out the contact page!

Designer & Devourer Episode 7: When Love is Not Enough

Designer & Devourer Episode 7 link here!

Lots has happened since our last episode of Designer & Devourer… too much to list. Here are a few important things:

Script Change has some changes!

I talked about Keep the Lights On pay!

I talked about projects that end!

Turn funded at $20,708!

There’s also been tons of interviews, and more to come, plus some articles about design, projects, and games. I’m getting a new website soon at briebeau.com, which currently redirects to the Blogger site y’all know. The Google+ exodus has begun and in a couple months it’ll be no more!

The last of these recordings didn’t properly upload to Google Play because I messed up my SoundCloud upload, but working on fixing that. I’m not great at tech stuff!

This recording is mostly an update on what I’ve been doing, and some thoughts about love. Specifically, loving your work and doing it without burning yourself out, and what to do when all is not enough.

Our recipe this week is what I call scratch cake, found here, even though it’s a family recipe too!

The music for this episode is by Yakov Golman, Reflection, and was found here.


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Five or So Questions on Kiss Her Before the World Ends

ETA: Sorry, now with links! Blogger borked.

Hey all, today I have an interview with Alice Grizzle, who has a really cool name and made an even cooler game: Kiss Her Before the World Ends. I’ve heard nothing but praise for it and her design since its recent release, so check out what Alice has to say!

Tell me a little about Kiss Her Before the World Ends. What excites you about it?

Kiss Her Before the World Ends excites me because it prioritizes how the PC’s feel and allows space for all players. My main goal when creating the game was to create a game that encourages romance while still letting everyone play characters like themselves. Be the ace, pan, aromantic, polyam, etc. I think it achieves that.

There are so many games about being a badass, that focus on violence. I wanted to make a game about being vulnerable in front of other people. My hope is that people will see games like mine and realize that relationships and romance can be the centerpiece for your game. Tabletop games have the same ability to be about anything that every form of media has.

Alice Grizzle, designer.

What do players typically do and experience in a standard session of Kiss Her Before the World Ends? What did you do in the design to allow or encourage players to play inclusively, whether they are playing characters like themselves or choosing to play characters unlike themselves?

Kiss Her is an emotional game, stressful even at times which is by design. The use of a timer puts a lot of pressure on the players to say what they have to say before they’re no longer able to do so. It simulates the same pressure the characters feel really well.

During the design process I had to think of broad definitions for things like what it means to want Intimacy. That’s hard enough to quantify, especially while still being inclusive to ace and aromantic folks. I settled on “Intimacy is the desire for closeness” which is open to lots of interpretations. All the definitions for the types of Needs are equally interpretable.

What are the mechanics like in Kiss Her and how do players engage them?

The two main mechanics in Kiss Her Before the World Ends, the ones that control the flow of the game and what the game is about, are Needs and the timer. Needs are the things people want and they come in 4 types: Intimacy Needs, Empathy Needs, Escapism Needs, and Validation Needs. The main focus of the game is the characters negotiating how to get what they want while also fulfilling each other’s Needs. At certain points in play the players will clear Needs that they’ve resolved and replace them with new ones. Priorities change as the end draws closer.

The timer is the outside world collapsing around them. It is what pushes the characters forward, and hopefully towards each other. It also controls the pace of the game. Scenes can end whenever the players feel like they should, but none can go past the length of the timer.

What do you like best about the game and how it plays, from a design standpoint?

Probably the different types of Needs. Those four types and the definitions for them really feel like they incapsulate a huge part of what it is we as people want from our relationships. I feel like they push players into immediately playing interesting, conflicted characters.

I would say I also really like how we’ve formated it primarily with mobile viewing in mind. It encourages spontaneous play in a way that you just can’t do if your game is a full book. I seriously think that books almost always being the default way we present our games is to our own detriment. Games should be presented in the way that makes them most accessible and encourages players to play in the ways you want them too.

Two feminine figures, one lit in sparkling pink from the galaxy-like background, the other silhouetted, moving towards each other as though they are about to kiss. The title is in capitalized white text: "Kiss Her Before the World Ends".
This cover is super gorgeous, and looks great in the mobile format. The book itself is designed to work great on mobile, which has gained a lot of praise from those who have bought the game to play!

Thanks so much for the interview, Alice! I hope you all enjoyed it and that you’ll check out Kiss Her Before the World Ends today!


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Script Change Changes, Reflection

Hi y’all!

I recently made updates to Script Change (itchio) and wanted to break them down a little! You’re going to get some of my recent photography with it, also, because I wanna.

All photos by Brie Beau Sheldon (c) 2018-2019.

Whatcha got for me? Charlie is ready to go!

Sorting it out

Some of this was just some reorganization – I wrote this document originally starting like 2012-2013 and it went through some shuffles over that time, and some organization for clarity and approachableness was vital. Now there’s a more smooth flow, and the layout is tidied a little bit, too. I also added what I think is an awesome table handout with brief explanations of the tools, with larger text so it’s more accessible! There are ways I can expand this, but I gotta take my time sometimes.

Figuring it out

I needed to ask what Script Change was doing in regards to addressing different needs at the table. One of the recent discussions about the topic of safety tools was the Luxton Technique, discussed on Google+ (I’m asking the author of that post if they’d like to duplicate it here, since G+ is dying, but that’s where it is now), which addressed the ability to not pretend something didn’t happen, to give more narrative control, and to change the way we approach when content comes up in game that we don’t want to have ruin our play experience.

One way I wanted to address this was ensuring that it was clear you discuss potential triggers, squicks, etc. up front. Since Script Change approaches this with a “control all content, even without triggers” focus I tried to frame the initial discussion as choosing the rating, then addressing categoric avoidance, noting that they should be recorded but do so without listing player names (because for me, personally, being the person with a giant list of don’t-wants is actually really upsetting and makes me less comfortable sharing).

I am considering further expansion by making a printable “triggers, squicks, and dislikes” list where people can print it out or save it (make it digitally editable) and have it separated to “do not use, fast forward if used, pause to ask if used” or something like that. This is a challenge because some of this stuff changes, but if I remind people it can be altered at any time, that should be okay. This is a “next time” piece – I wanted to get the latest update out when I did.

Next I worked on how the actual tools work. I did an expanded explanation of how each tool works, including expanding that pauses can be used for discussion, ensuring that you identify what the content is that’s an issue, and noting that you can identify subjects that frame-by-frame is always used for. This is probably the deeper game design part, so I’ll try to detail a little more later. I also, however, added a full question and response to address the issue of pretending things didn’t happen.

Every release lately has felt like I’m traveling up a steep hill, with no other side, so I gotta get done what I can.

In one q&a, I detailed how you can discuss together what it means when you rewind – is it a dream? is it a prediction of a possibility that didn’t happen? Or is it simply cut on the editing room floor? Nonetheless, I noted:

However, final rulings do reside with the person who called for the tool to be used – in some cases, people may want to just say it didn’t happen and there’s no narrative representation. If this is what is safest for them, we must respect that – just like we should respect people in different scenarios asking to have it be represented as a part of the fiction, if they are the one who called the tool.

It’s important to note that the experiences happened in real life – whether it was triggering content or just simply off tone, it wasn’t disappeared into nothingness for us in real life. Do not erase people’s experiences. Script Change is a meta-toolbox, and we must acknowledge reality regardless of the fiction.

I think my language could be refined, so I’ll be revisiting this in the kind of quarterly review I do.

A log with fungus growing on it in the sun, with a lens flare in orange and bright pink.

But My Feels

Some people have expressed a desire to educate in response to content they might use Script Change for, or even explain their trauma to others, which is a valid want. My issue with this is that I know how easy it is to trigger a friend when you vent your trauma, and also how sometimes when we’re in need of support, we ask for it in a place that can’t support it. I tried to keep my language gentle here, like I do in most of Script Change.

If you need to talk about it, you can ask for a pause to explain what’s going on, and the other players should listen. It is also good to discuss topics that come up at a Wrap Meeting. Remember to respect each other in how much you ask of each other, and keep in mind that their capacity is just as other players or possibly friends. You should all be generous to each other, and understanding of each others’ limitations.

During this discussion, if you plan to share anything potentially triggering of others’ traumas, make sure to warn people so they can be safe for themselves. If they need to excuse themselves so you can address the topic, be understanding.

Basically, I want people to have the avenue to discuss things, to speak about why they called the tool. But, I also care about protecting everyone at the table, and that includes the people who are unable to handle triggering content for their own private reasons. I know I am often willing to speak up about my triggers and trauma, but I also know I’ve hurt people in doing it. This section is to hopefully help ensure we can do one without the other.

Other Players

I’d previously addressed whether others would take tools seriously, but I expanded this section to cover something I’ve written about before – leaving the group, or finding an alternative way to engage, including using a tool other than Script Change.

If you encounter an issue where you are afraid or uncomfortable using Script Change tools with your group, it’s possible that Script Change is not the right toolbox for you. it’s also possible that the group is not right for you, and you should consider finding an alternative option. If you want to press forward with both of them, the best option is to speak plainly about your concerns. If you trust these people enough to game with them, you will hopefully find the day they respond with care to you saying “hey, I don’t feel comfortable.” If they don’t, then you have a bigger problem that needs to be approached with a longer dialogue – or by ending the dialogue.

Sometimes you gotta have rules on what you’re willing to take.

Speaking of other players, I also encouraged people to speak up for other players! This was talked about in the Luxton technique, too, and is something I have personal experience. Once, while playing a horror game, the story turned and headed into a mental hospital. I froze completely, just totally not okay with dealing with one of my worst fears. My husband John knew I was not okay both by looking at me and by our prior discussions about content, so he tagged an X-card for me. Saved me from a real rough experience! So I broke it down a little:

You can use Script Change tools on behalf of other players! If you notice your friend is acting uncomfortable and something is happening in game that might be causing it, it’s okay to use a tool to either check in with them (like a pause) or to directly address the content (like rewind or fast forward). It’s okay for you to do that and say that you feel like it might be making people uncomfortable, and not put any direct light on the person in question, or to just say you personally don’t want to see that content.

Sometimes, we step up for other people, and it makes the game a better experience!

That was important to me, honestly.

Addressing the Crunch

I personally play some games that are pretty crunchy sometimes, where it might seem like the players or even the facilitator are at the whim of the calculations. I also kind of hate that aspect of it – if a mechanical result is going to traumatize me or ruin my fun, fuck that, I want a different option. So I clarified something that I’ve been hesitant to do, but have been doing for a while: Script Change can change mechanical results. In fact, this has been core in Turn’s design since the game’s inception. Example:

In our current game of Turn, I’m playing Beau, a cougar Late-Bloomer who has struggled a lot. He’s queer, and over the course of the story, he’s had to come out to friends and family members in both shifter and queer identity, and also deal with an ailing adoptive father. His biggest upside is he’s found his true love, a guy named Diego who is also his best friend. Beau currently has one mark left on his town exposure track, meaning he could be expelled from the town or killed if the roll goes badly, because small towns are fickle with their love when it comes to being different.

I might have shared this before but every time I feel kind of sad for being weird I think of these damn pumpkins.

I updated the “don’t wants” kind of list by telling our Town Manager, John, that if Beau has to leave the town, Diego comes with him – no arguments. If I get to the roll and it’s really bad, I could back up the scene using a rewind and approach it differently, and when the roll comes again it could be different. But, at least with this, I know I have the security to get a satisfying end to my character’s story – a character who carries my chosen name, who I have played for like a year.

It may not always be what you want, and I can understand how people might fear its abuse as a toolbox function! So I wrote it in like this:

Script Change can also be used for mechanical results if the group agrees to it. There are times when one bad roll, or one potential consequence, would be enough to make a game unpleasant or even upsetting for us. So long as the group agrees to use it in this context, it’s okay to rewind a roll or fast-forward an unnecessarily long combat. It’s important to remember that when you rewind a roll, you will typically rewind to before you took the action that prompted the roll, and have to take a reasonably different action going forward. This helps to ensure fairness in play!

I personally love it! If someone’s deeply in love with crunchy games (like me with Shadowrun 3e!) or just gets super attached to characters, using Script Change and knowing it takes some thoughtfulness to use may help them have a less risky play time.

Wrapping It Up

The last BIG change was that I added a lot of detail to wrap meetings! I even offered a list of questions to help guide the meetings, encouraging a supportive environment, one where you ask questions and elaborate as you’re comfortable. It includes this section, which I think is important:

If someone is uncomfortable addressing the issue from game during the wrap meeting out loud and at that time, they should be an option to send an email, write a note, or have a later discussion to follow up to make sure that everyone is comfortable and knows what’s happening. This lets people address topics more safely and reduces repeat errors.

I realized just now there’s a duplicate later in the actual PDF, so I’ll add that to the to-fix. But, this part was important to me because sometimes we don’t process our feelings right away, or need to calm down, but still deserve to be heard. So, I’m encouraging using all the tools at our disposal to ensure wrap meetings are effective!

One final change I plan to make in the next revision for sure is changing all uses of GM to facilitator. It was irresponsible to leave it this time – I just didn’t feel like dealing with what it might do to the layout, but GM isn’t the best term. Added to the list!

So that’s that! The work I’ve done for Script Change has been extensive. I do a fair bit of reading, and a lot of thinking and writing/re-writing. The project means so much to me, and I love it a lot. Every time someone shares and recommends it on social media and tags me on like @ThoughtyGames and stuff, it makes me feel proud! I don’t feel proud a lot, so that matters. And it matters most that people are learning about some options for how to stay safer at the table, and have a more fun time. 🙂

It’s sometimes worth it to hold still for a while and see what’s underneath the surface, and watch the water turn to silk and blur. When you see the rough edges, will you try to smooth them out, or flow with them to create something beautiful?

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Five or So Questions on Wolfspell

Today I have an interview with Epidiah Ravachol about Wolfspell, hitting Kickstarter on January 21, 2019! I actually proofread the original Wolfspell released in Worlds Without Master, and I’ve been wishing for a fancy new version for ages – though the WWW version played amazing stories about wolves who were once human to start with. I’m super excited to get to interview Epidiah! I hope you like what he has to say below.

Note: The included art is not the art that will be on Wolfspell! There is new art being created by the same artist, Shel Kahn, for the project – that’s most of what the Kickstarter is for!

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

You were there for the beginning of it, but for the sake of your readers, I’ll recap the Wolfspell origin story. I was writing the short story “One Winter’s Due” for the second issue of Worlds Without Master. That story is about two adventuring sisters who, along with a small band of family and friends, seek to turn themselves into wolves in order to mete out vengeance without violating oaths that they had taken. I am, obviously, not the first person to tell tales about humans turning into wolves. And this wasn’t even that fresh of a take on the subject, but what hooked into my brain at the time–the part I couldn’t shake loose when it came time to dream up a game for that same issue–was this idea of these (mostly) aging, well-traveled folk who have seen it all suddenly finding themselves experiencing the world anew through the mind, body, and in particular the senses of wolves. I mean, you would HAVE to play, right? How else would you learn how to be a wolf? You would run and wrestle with each other, pause to scent the wind, and howl just to hear your own, new, voice. Before that moment, you had lead a hard life of killing or thieving or peering into the forbidding dark, but now you are newly born.

I had a dice mechanic sitting in the back of my brain for quite a while, inspired by the Doctor Who roleplaying game from the 90s called Time Lord. In that game, you rolled two six-sided dice and subtract the lower from the higher, giving you a result from 0 to 5, where 1 is the most likely outcome. I really dug how that worked. I posted about it here shortly after the game was released. In Wolfspell I saw an opportunity to combine that mechanic with the spirit of the Swords Without Master tone dice. You roll two dice, one is your Wolf Die and the other your Blood Die, you subtract the lower from the higher, apply the result to a Apocalypse World style move, but the move is determined to some extent by which die is higher. If you rolled well on the Wolf Die, you can act and think in wolf ways. If you rolled well on the Blood Die, you can act and think in the ways you’ve been used to. But crucially, you need to roll poorly on the opposite die to avoid confusion. Rolling a 6 Blood only helps you if your Wolf isn’t also a 6.


A snowy scene with a carved stone. In front of the stone are five swords stabbed into the snow with two crows resting on them. In the snow, there are human and wolf footprints.
One of Shel Kahn’s pieces from One Winter’s Due,
a fiction piece included in Worlds Without Master.

You mention that the characters are typically aging. How relevant to the story do you think that is and why?

Oh, good! That’s a part of my assumptions I’ve left unexamined. Thank you for asking! Technically, the only way I enforce aging characters in the game is by the identifying phrases players select for their characters during pack creation. They imply, at least to me, folks we’ve been around and seen some shit. “Many have tested my sword-arm and now wait to mete vengeance upon me in the afterlife,” or “I am witness to stranger worlds than most. The arcane and preternatural are to me as wolves and weather are to the farmer,” and so forth. They are not all exclusively evocative of veteran adventures, but as a whole, they hint at a certain field of experience. But it’s not restrictive. A clever player seeking to play a young, fresh-faced thrillseeker could definitely pull it off.
For me, though, the aging bit is bound tightly to the central theme of rebirth. Witnessing the world anew through the scents and sounds of the wild has more meaning if you’ve already seen everything through the narrow scope of human vision.

Plus, I just dig stories about old folks. If you want to play young, attractive folk who transform into wolves to wrestle and groom their way through their sexual tension, you can certainly do that with Wolfspell, but there are many fine–damn fine–games out there that serve that purpose. Now if you want to play broken, old, world-weary rovers who shed their skin-tag-haunted flesh in favor of a lithesome, sinewy wolf bod to wrestle and groom their way through their sexual tension, well that field’s a bit smaller.

Well-managed tone is something many people recognize in your games, and in this game it feels especially stark to me – the tone of the game blossoms from the moment you start play. What do you think creates the particular tone of Wolfspell, and what makes it flourish?

That’s very kind of you to say! For Wolfspell’s sense of tone, I blame Apocalypse World. Or more specifically, the Read a Situation move in Apocalypse World. That thing it does where it says, “Here, here are the questions you are allowed to ask and we must answer,” is so quietly beautiful that I think I’ll be hacking it for the rest of my days. In Wolfspell you may Behold the World and drink it in through your senses. When you do this and roll Wolf, you get to ask specific questions about what your eyes, ears, nose, and instincts tell you–inviting lush description of the world around you. But when you roll Blood, your questions are of a more human nature, about who is in control, what do they want from you, where are you most advantaged–inviting a more analytical response. It limits how you think about the world to the part of you that is most in control at the moment. All of the moves do this in their own little way.

Also, I dig the way the tone presents itself to new players. The first time they roll to wrestle with the other wolves and someone rolls Blood and is awkwardly isolated by their inability to embrace their inner wolf. Or the first time someone howls and the others must howl along with them. Or the first time someone’s hurt…but no spoilers about that.

Or maybe it’s just this rule right here: “You are now wolves. Describe your coat, your size, your scent and your voice.” That’s the very moment the tone is set in most games.



The form factor for the game is interesting and very cool! Can you tell me about it, and why you chose it? 

Wolfspell, like everything that appears in Worlds Without Master, is of the sword and sorcery genre (or sword and sorcery adjacent, but one of the superpowers of this particular genre is its ability to seamlessly welcome adjacent works into the fold). In the 70s rock, prog, and early metal bands would spend long hours in the back of van or bus traveling from gig to gig. To fend off boredom, they would pick cheap paperbacks off the racks wherever the had to fuel up or stop for the night. This was the vector of infection for the sword and sorcery and fantasy genres of fiction into these genres of music. They would read tales of adventure, peril and strange magics, and regurgitate them in song. They would see the covers to these books, illustrated in imagined realism, and demand the same for their albums. Shortly thereafter tabletop roleplaying games followed a similar path, drawing on both sources for inspiration. We’re all spokes on the same wheel, and I wanted to acknowledge that.

Plus, how awesome would it be to show up at a con with a milk crate full of these puppies?

Another piece from Shel Kahn’s work on One Winter’s Due.
You’ve mentioned the struggles these characters face as they encounter inability to be wolf enough, and I wonder if you could talk a little about the parallel to that, or the opposition I guess. Do characters experience positive feelings more as they progress, finding pleasure or even joy in the experience? How does that happen? 
When you revel in your wolfiness there’s an inherent reward of being able to explore the world through the mind and body of a different being. I mean, that’s why we’re all here, right? To roleplay as something else? The rules feed and reflect that by opening and restricting the paths before you. You act like a wolf, you gain Feral. Feral is the only real stat in the game. It is always added to your Wolf die. So the more Feral you gain, the better you get at rolling a Wolf result. And it feels good to cut loose at peak wolf! No stumbling over human concerns or anxieties. Embracing the wild and running with it! A wonderful way to build this Feral is to wrestle and groom with the pack, to celebrate the life of a wolf the way wolves do.

One of the central questions of this game involves rolling to become human again at the end of it all. Here all the Feral you’ve collected will count against you. Will you return to civilization, your quest complete, or will you be lost forever to the call of the wild?

Hell yes! Thank you Epidiah for the interview! I hope you all enjoyed reading and that you’ll follow Wolfspell and then check it out on Kickstarter on January 21!



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New Year Plans 2019

Photo credits to Brie Beau Sheldon 2018.
a pale blue coffee mug on a cofee table in front of a TV and a window, steam pouring from the top, a teabag sitting in it.

Well, y’all, I’m busy and tired.

I’m supposed to start this post with a fired up enthusiasm about all the projects I’m working on and how I’m gonna be awesome and do a great job! But today? Today I do not have that for you.

Here’s what I have for you, in the immediate.

I’m working on interviews with Epidiah Ravachol on Wolfspell and Becky Annison on Bite Me! so once those are finished up we’ll have something to howl about. I don’t actually have further interviews on the docket, but I’ll work on it. I always do.

(As a reminder, the best way to get interviews here is to encourage your favorite creators to go to my contact page and send me an email with the info! That cuts out like three emails worth of information exchange and shows me they’re excited to be interviewed. Plus, it makes sure that you – my readers – see what you want to see. You can also help me do more interviews and posts of all kinds by supporting via Patreon and sending tips via PayPal or ko-fi! Note: I don’t think I’m charging for this post, even though it took a while.)

I have some other posts in mind, like one talking in detail about the updates I’ve done to Script Change, reviews of a product or two, and so on. It would be cool to know if you have interest in anything, as a lot of the time I’m running on my own ideas here and I don’t even know if you’re enjoying the posts sometimes! With the ending of G+, this will get even harder for me to gauge. Please comment, share and tag me, and so on!

Speaking of comments, I’m looking at a move to WordPress since G+ is dying and I have no idea what will happen with comments here, plus the site has been kind of wonky. It’s gonna cost money and time, like a lot of it, so it may be a while.

On the games front, I’m currently working on a number of projects. Some of them are personal, some are professional, and all of them have unique challenges. The issue is, few are having successes, at least by my count.

A small group of red berries against a dark grey sky and branches.
First and foremost is Turn, my game I Kickstarted in October, which I’m in the production phase for. Now that the Kickstarter is done and we’re into production, aside from a few blips on the radar, all positive feedback has ceased. I’ve also had to deal with a ton of financial stuff that’s very hard for me, our beast artist had to step down so we had to replace them, and my own experience going through the editing process has been rough. Some of this was expected, some of it was not! 
This is hard! It’s also exhausting. Especially when I have to dig into my work each day and I find myself questioning all of my decisions, my ability to do my job, and my ability to make this work. 
Second, I’m working on Leading with Class. It’s not a game, but it’s about games, and we have a ton of work to do on it. We can always use more support over on Patreon to help us reach our goals, and some enthusiasm for the project would be something nice to see. I want to do more with it! Or, at least meet our base goals!
Third, I’m also working carefully or not-working-right-now on a number of other games of varying sizes:
Posers – This is currently at a halt as I can’t figure out the right form factor, which has locked up my design. It’s a game about performing masculinity, and has a weird knot-tying/untying resolution mechanic. No idea when I’ll be working on this in earnest.
At the Lake by Morning – This is a game inspired loosely by Annihilation and is supposed to use water and a mirror in the mechanics, which is going to take some fiddling. I want to explore some feelings I got from the film, significantly looking at self-forgiveness and change. It’s new.
The Unhurried Pursuit of Sloth – This I have all the ideas for, just gotta start digging into the mechanics. It won’t start in earnest until Turn’s finished. It’s a game about taking it slow and self-communion.
Laser Kittens Octopus Hack – I’ve been signed on with Glittercats Fine Amusements to write an octopus themed Laser Kittens hack, which involves the octopus being brought into a marine science lab and (perhaps!) escaping. I’m putting down the first bits of it soon. Glittercats awesomely chose to keep the lights on, so my energy can be more easily directed at this. I’m gonna do my best.
Eldrich Inkling – This is a two-player investigation game where one player sets a cosmic horror story for another, played by mail. It mostly requires research, which takes time, especially with my brain.


Tribute – I recently decided to withdraw Tribute from the Gauntlet Codex as the game is based largely in processing loss of love, and my grief (related to my grandmother’s death) won’t allow me to publish it through someone else, and won’t let me finish it until I resolve some things. It’s strong, but there is something missing. It may have to wait until spring – if it does happen at all. I hope it does.

A bird's nest nestled in trees in front of an overcast sky.

And that doesn’t touch my home projects – specifically, the be-a-better-person & be-healthier projects. Which, you know what, are just as important as my deadlines! I’m currently doing physical & speech therapy for my concussion recovery, plus diving back into psych therapy to help treat my bipolar disorder, PTSD, anxiety, and various related troubles. The PT+speech takes up a minimum of 10 hours of appointments, home work, and recovery from those appointments and home work each week – that’s not counting the normal days I have symptoms from my concussion, or dealing with insurance. With my existing disabilities on top… yeah.

Psych therapy is going slower, but is a lot of emotional work. When you go through cognitive type therapy, you can find you get stronger while simultaneously becoming more sensitive and delicate. Those aren’t words I like for myself, but there they are. I’m working on myself as much as I can, while trying to avoid the daggers that are the world – and they are such sharp daggers, and so many! I wish they were something softer.

A tightly framed picture of a fox red colored dog on a white blanket.

I guess where I’m at right now is like, yeah, 2019, lots of plans. Loads of things I have to do, things I want to do, things I’m struggling to do. And hopefully more on the way. I want to be more successful, to help provide for John and me to have a happy life. I just feel like I keep hitting setbacks, and Thoughty can be a casualty of that – it is hard to do this and do everything else and survive. You can bet your bottom I’m trying to reinvest all of this struggle and pain into games and Thoughty – just gotta filter it, refine it, and find a place for it.

I hope that you’ll stick with me as I keep making things and keep asking questions. I also hope you’ll do those things, too!

And hey, take care of yourselves. It helps me believe that I can make it when we aren’t all falling apart together! Let’s build each other up, and build a better year.


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