John W. Sheldon is a tabletop game designer and graphic designer in the Pittsburgh, Pennsylvania area. His history includes work with the U.S. Army Reserve preparing news shows for the Army in Iraq. He has been playing RPGs for most of his life, and since becoming involved with the indie RPG scene has gained a lot of knowledge about the demographics and interests of the players and creators in the community. This video showcases diversity in the tabletop roleplaying community through personal interviews with creators, players, and academics in the RPG industry.
Category: Archive
Archive of all posts prior to October 2021, including the interviews, reviews, and theory posts about tabletop roleplaying games.
Playtesting Bluebeard’s Bride with Sarah Richardson!
Yesterday I had the pleasure of playing a session of Bluebeard’s Bride with Emily Care Boss, Hannah Shaffer, and J Li, with the fantastic Sarah Richardson as our GM. (Note: this was an amazing group to play with. WOW.) Sarah Richardson, Marissa Kelly, and Whitney Beltrán are the creators of Bluebeard’s Bride and I was very excited to get into my second playtest of this gorgeous game.
Up front for people interested in this game: First off, this game is still in development and has not been released. Everything in this has the possibility of changing. It is not a game for kids. It often contains very twisted material, including seriously NSFW and graphic descriptions. This review will cover some sexual content (I’ll try to keep it relatively vague), generally creepy stuff, and violence against women.
Bluebeard’s Bride has a really awesome initial setup. It’s currently based on Apocalypse Word mechanics, but it’s quite far removed from that material. The game is about the story of Bluebeard, a fairy tale that has seen many different interpretations. The core of the story is that a woman marries a man with a blue beard, and instructs her that she can explore his whole castle except one room, then leaves for business. Eventually she opens that room, and finds that it is full of the corpses of Bluebeard’s previous wives. Bluebeard finds out that she’s opened the door, and kills her (in some versions she is rescued, but the regular story results in her death). How this plays out in the game and how it ends is something you’ll just have to find out through play! My two experiences with this game have been quite different, so it is one of the few games that is kind of encapsulated in one specific story that has a ridiculous amount of replayability.
The general idea in this game is that there is one bride, and the players play different parts of her psyche. The playbooks we used were the Animus (physicality, masculine bravado, and independence), the Fatale (sex, sensuality, and intrigue), the Virgin (innocence, exploration, and critique), and the Witch (transgression, magic, and power). There is also a playbook called the Mother, but we didn’t try that out.
The playbooks are one of my favorite things. They include six sections: Wedding Preparations, Sisterly Bonds, Token Tracks, Stats, Burdens, and the Trauma Track. I don’t want to overcomplicate this review so I’ll just talk about my favorite things: the Wedding Preparations and the Burdens. Wedding preparations are basically character generation. There are questions about whether you trust your husband or not (I didn’t), what gift did you give him (a stag’s head and the knife I used to cut it off with, to demonstrate my power), and then a question about the physical appearance of the bride, with a second question about the way other people influence her appearance. This was a fascinating exercise.
The Burdens are basically playbook specific moves. I am a huge fan of these. The Animus has one presently (though this could change) that involves investigating objects by breaking them. This was so my thing. I was super excited to play it.
Okay, I do have to mention the other playbook sections: Sisterly Bonds are relationships between you and the other Sisters (pieces of the bride’s psyche). To my knowledge there is not a specific mechanic. The Token Tracks are Faithfulness and Disloyalty tracks that are marked when you exit rooms to help determine some of the details of the end game mechanics. Stats are self-explanatory. The Trauma Track is effectively harm. I can’t remember exactly what happens when your Trauma Track reaches max, but it’s called “shattering” so that’s pretty cool. 🙂
The play involves passing around a ring from player to player in no specific order (the player with the ring chooses who it passes to for the most part). There are moves for investigation, supporting or interfering with other Sisters, and some other really good ones – my favorites are shivering from fear, which is typically called on when the GM sees you get really creeped out (this is an awesome body language thing to me), and dirty yourself with violence, because yesssss.
There is a cool thing where you leave a room and you have choose a token kind of representing what you discovered, which I think is cool because it makes you reevaluate everything having to do with that room. There are also a few instances where the game asks you what the scariest thing or most horrible thing that could happen is. I love how it gives players the agency to terrify themselves.
Agency is actually something really important to me in games. Bluebeard’s Bride actually, imo, does a pretty good job with it. First of all, I don’t know if the other creators do this, but Sarah did get in touch with players in advance and allow us to flag any major triggers. This is hugely appreciated for me, because the game is filled with a lot of really upsetting things. She also allowed use of an X-card in game. On top of that, Sarah is an incredibly perceptive GM, which I think helps a lot. If you plan to run horror games, I think that it is way valuable to have a good read on body language.
Another part of the agency is that how the players approach the materials – like in other AW games – tends to influence the type of horror and danger, as well as the severity. This allowed us to take things in worse directions for some subjects, and better directions for others. When the game asks “what is the worst thing that could happen here?” the GM can see by our responses what is really working, and where buttons could further be pushed.
Also! I liked that this game has a very elegant way of violating perception. Like, when we play games, they are fiction, and we can have our characters experience stuff like hallucinations – particularly popular in horror. This, however, is a story where we are expecting bad stuff to happen and when the horrific stuff happens it’s very easy to assume that it’s actually happening! Because the game is contextually horrific, seeing horrific things is very easy to accept as reality. This is able to be turned over its head by the GM revealing the mundanity. It’s very cool because it has this element of “this could be real, but it could also not be real, but what is real?!” while still keeping a great flow to the story.
Beyond the mechanics!
The session was SO fun. I am just going to cherry pick some stuff, because while the story changes with every session in a lot of ways, I want to leave a lot more mystery regarding the structure.
In one scene, while the bride was investigating the bathroom, a mosaic on the ceiling depicting a standing man and woman changed by looking into the water in the bath below into the man strangling the woman. While the bride was examining this, a shade of some sort came from behind her, and began to strangle her and shoved her into the water. Upon waking, the bride discovered no markings or other indications that it had happened, except that she was now lying in the bathtub. While examining herself in the mirror, the shade came behind her, and when she tried to attack it, it grabbed her shoulder, and seemed to physically break something. The pain continued throughout the session.
In another scene, the bride was examining some locks of hair and the Witch tried to divine whether they were from violence. The response was for the walls and ceiling to start bleeding, and blood to pour over the bride. When she tried to wipe it off, her skin peeled off as she touched it, coming off in ribbons. When she screamed for help, the maid arrived, and there was nothing happening at all. Instead of the locks of hair on the dresser in front of her, there was a large, wooden dildo. The scene that followed with the generally creepy maid involved a disturbing kinda BDSM scene where the bride was somewhat involved, as well as a second maid.
Later, the bride went into the dining room to discover a huge banquet of food, all of which smelled just like what her mother cooked at home. A third maid offered her a small pie, all the while talking about how the bride shouldn’t each very much. The bride eventually dug in and ate a little bit of everything, and by then the other two maids had arrived and they started shaming her, talking about how Bluebeard didn’t like chubby girls. Since the Animus (me) was in charge of the character at that point, that resulted in a little violence – the bride hauled off and punched one of the maids, and then two of them held her while that maid punched her in the stomach. When they left, the bride was so full of rage at everything – the maids, Bluebeard, and especially her mother for forcing her to do this – that she shattered a ton of the now-bare plates. That led to another discovery…
The ending scene was incredibly dramatic, and super fucked up, but it was great! The whole exploration of both the house, Bluebeard’s character, and the bride herself was fascinating. I fully recommend checking Bluebeard’s Bride out soon – playtests are currently rare, but I think it will soon be coming to us all on Kickstarter. I, for one, am hella excited!
This post was supported by the community on patreon.com/briecs.
Supernatural Evil vs. Real Evil: When Reality Bites
As a fan of many varieties of fiction and genre books, films, television shows, and games, I have seen a fair share of villains. Bad guys are, actually, one of my favorite things. Without villains, where would be heroes? Without evil, is there actual “good”? It’s a big question. The one thing that keeps coming back to me, however, time and again is the question of what is more frightening, more evil: supernatural villainy, or villains who could step out of the next corner shop?
Starting with my earliest exposures to the good vs. evil storylines, I watched a lot of cartoons. Cartoons are, for the most part, about unreality. The characters are not supposed to be super realistic or like anything you might encounter. In Disney alone, there are Maleficent (Sleeping Beauty), Ursula (The Little Mermaid), and the Evil Stepmother (Snow White) – they are all frightening to children and adult understanding of their motives definitely show that they are fucked up and evil, but for me, they are not nearly so frightening as Frollo (The Hunchback of Notre Dame). There is a supernatural element to the Hunchback cartoon film, but Frollo is all too real. He is a man very dedicated to his religion, who sees beautiful women as vain and condemns their sexuality, and he considers himself better and more pure than those around him (which, imo, is terrifyingly real).
I was around 4 or 5 when I saw my first Stephen King films. Thank you television for doing re-runs, and thank you parents for leaving me alone with the television. I saw, in a sweet double-feature, IT and Carrie. They are both pretty well-done films, and completely compelling for a kid who loved ghost stories. I still have nightmares about those movies, but they are two very different types of nightmares. With IT, it is the standard “holy crap evil clown”, teleporting, monster-morphing scary that is easily expected. With Carrie, it is so much different. For me, the villain of the movie is not Carrie, or even the cruel teenagers. It’s Carrie’s abusive mother. See, in IT, the clown is a scary villain, yeah, but even at that age I knew that those things weren’t real. Abusive parents, though, were something I could definitely imagine (and had been witness to).
Further on we go – scary movies with werewolves and vampires and ghosts, right up next to Law & Order, CSI, and the serial killer shows and documentaries I latched on to. No matter how many nightmares I had about monsters, it never compared to the constant anxiety I felt day after day knowing that there were real people out there who were, from my perspective, far more evil than their paranormal peers.
One of my favorite book stories is, no surprise, Harry Potter. In the books, the biggest villain, the embodiment of evil, is Voldemort (Or He-Who-Must-Not-Be-Named for those of you who like to use extra words). He’s a torturer, murderer, son of a rapist (love potions are not consent, FYI), and straight up asshole who is willing to murder everyone who doesn’t fit his ideal concept of humanity. There are multiple descriptions of the shitty stuff he does, and the shitty stuff his followers do. And yet, they do not scare me anywhere near as much as Dolores Umbridge. Anyone who has read the books knows how awful Umbridge is. She constantly, as a human who is not supernaturally altered in any way, chooses to do harm and induce suffering on anyone she doesn’t deem worth or doesn’t like. She’s racist (and advocates for awful things against half-human or non-human species), and revels in the pain of others. Torturing children is shown to bring her actual pleasure and satisfaction. She is, in many ways, the perfect example of someone who would claim to have “just been doing their job” when all shit hits the fan, but who secretly really got off on doing awful things in the name of her cause – and the cause, in this case, seems to just be a convenient excuse.
I think that it is easy to see why realistic villains are more terrifying than supernatural villains (in most cases! There are always exceptions!). Bellatrix Lestrange is pretty fucked up and terrifying, but there is no way she compares to the Bitch of Buchenwald (Ilse Koch, from the Buchenwald concentration camp during WWII, Google with great care). Knowing that there are real killers, torturers, and rapists out in the world is way worse to me than the fantastical idea that vampires might suck my blood.
In games, we can always use fantastical monsters. That’s something that is super common in RPGs – hell, in a lot of games we play the monsters! But when running a horror game, the choice between real horror and fantastical horror is a very careful decision. Some GMs might know their groups well and be able to run it without a question. Others might need to really talk to their players and make sure it’s okay.
If you want to run a horror game with a realistic villain, but you don’t want to spoil the whole plot for your players, there are a lot of ways to get the information you need. The first is to have a boundaries discussion. Ask your players, “If you were playing a realistic game, what kind of bad guys, type of violence, and other content are you comfortable with and not comfortable with?” Give them the floor, and then feel free to bring up specific items, including ones you specifically don’t plan to use in the game. Examples of stuff that might come up: rape, harm to children, domestic abuse, torture, sexualized violence, stalking, harm to animals. None of these are things people should feel bad about vetoing, and it’s important not to shame players or try to bargain or bribe them. It’s more fun when people want to play the game without caveats.
Other options that are great are, like I mentioned in my previous post, using consent and content tools like the X-Card and Script Change. The biggest thing to do, though, is to talk with your players and ensure that they’re cool with moving forward.
It isn’t a bad idea to talk about this with your players when you are using supernatural villains as well. While we have seen that in the Netflix TV show, Daredevil, Wilson Fisk is an amazing villain without any supernatural ability, the new show on Netflix, Jessica Jones, the character Killgrave (known as the Purple Man in comics) has supernatural abilities and he’s simply chilling to see on screen, and his abilities are truly some of the worst.
There is a lot to gain by finding what really makes your heart pound, and your hair stand up on end, and it’s often fun to pursue it. Still, there is no reason that a person should be put in a place in a game where they can’t escape or stop the source of their distress. Players deserve to have a good time, even if that means they’re quaking in their boots!
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Meguey Baker on Playing Nature’s Year
I was lucky to get a chance to interview Meguey Baker about her new project, Playing Nature’s Year, which is currently on Kickstarter.
A couple things really stand out for me. I love the old songs and fairy rhymes and little pieces of folk tales that I grew up with, and felt there were games there that could be as sweet and simple and strange. The first game, The Holly & the Ivy, came into my head so complete I nearly shouted at Vincent and Eppy to stop talking because I had to write it all down quick right there in the coffee shop. It felt a little like the magic I hoped to capture in the rest of them!
I loved the constraints I used in this cycle: each player always has ten d6 to start but each game has different mechanics; I had six weeks in which to design and write and find art and a song or poem for each game; each game had to do one thing well and be playable in under an hour.
Beyond that, the biggest thing is the idea of playing games with people you don’t really usually play games with. I’ve played some of these games with my little nephews, with folks brand new to gaming, with the parents of kids in my youngest son’s class, and I look forward to playing them with my mother-in-law over Thanksgiving.
Where did you feel you pulled your most valuable inspiration for these games?
What inspired you to use the constraints you did, and how do you think they influenced your design choices?
Could you share a story of when you playtested these games that you feel exemplified their concepts?
The first time I played The Holly & The Ivy, I was surprised by the intensity of my own wish. That was quite a rush, because it told me the design was solid and that everything worked precisely as I intended it to, even for me.
I playtested the third game, Bless the Seeds, with my 9 year old son. It’s a game about perseverance and gardening, in which you talk about work you are doing in your garden. Tovey described the most wonderful seaside garden, with tidal pools and sea glass and sand dunes and a hammock. It was utterly delightful to watch his imagination unfold and to see him respond so enthusiastically to the structure of the game. The very best part though was after the game ended and he ran to tell his older brother all about the game and his garden in great detail. It had clearly captivated him, and that was exactly the outcome I was hoping for.
I did a final playtest of At the Stroke of Midnight at Metatopia, and two of my players were moved nearly to the point of tears at the end, where there is a conversation with the Beloved Dead. That was really rewarding, to have the ritual of the game support such willingness of emotion in people I had never played with before.
Do you find any special challenges when designing games that appeal to people of all ages and experience?
Finally, what do you hope people get out of playing the games in Playing Nature’s Year?
Make sure to check out Playing Nature’s Year on Kickstarter, and thanks to Meguey for sharing her thoughts and process!
This post was supported by the community on patreon.com/briecs.
Content Warnings and Trigger Warnings: They Are Not What You Think
Content Warning: I’m going to talk about trigger warnings here, so if you don’t like hearing about that, click away now.
Hey humans!
I want to talk about what content and trigger warnings are, and why they are important. Let’s first establish what these things are:
Trigger Warnings:
Trigger warnings are related to psychological triggers, like those from abuse and trauma. Triggers are things like sights, scents, sounds, and sensations that can produce flashbacks, painful memories, or anxiety/panic reactions in people who have experienced abuse and/or trauma.
For example: I have been sexually assaulted. When I watch movies, play games, or read books that have sexual assault in them, I can become panicked, stressed, and uncomfortable. This feeling can last anywhere from a minute or so to days or weeks. Some people I know are triggered by scents like smoke, sounds like yelling, or sights like specific violence in media or even something like being on snowy roads in winter.
Triggers are not something of cowardice. They are a psychological reaction to traumatic experiences of someone’s past. No one can define the severity of someone else’s trauma. Even when it comes to professionals, they can’t read someone’s mind. When someone is triggered, they can have complex and extreme reactions, or just some stress and a desire to remove themselves from the situation.
Content Warnings:
Content warnings have some things in common with trigger warnings, but they are not the same. We see content warnings all the time – at the movies (Rated R for language, violence, and sex!), on TV (This presentation may contain material that could upset viewers – just like Law and Order), and on video games (Rated M for content). They are not new, and anyone who is surprised by them may have been living under a rock.
Content warnings are not in regards to people’s mental health or put together to avoid panic attacks or flashbacks. Content warnings are there so people can prepare, or decide what they should let their kids see. They are not censorship, and they are not any restriction on media. They are there to guide consumers to media they want, or away from media they don’t want.
Common Objections:
“Trigger warnings and content warnings are for cowards/babies/wusses/immature people!”
Nope! Trigger warnings are there to prevent people with past trauma from experiencing further trauma. Believe it or not, a lot of people suffer from trauma, and it is not something that you can just “tough it out” most of the time. Soldiers who return from war with PTSD (diagnosed or not) can have trouble because of triggers. People who were abused as children can have triggers. Not just soldiers have PTSD, and people of all ages have experienced trauma in their life. This is why trigger warnings are valuable. When you expose someone to a trigger, it has a psychological impact. In some ways, it is like an allergy. If someone were allergic to peanuts, would you tell them to eat peanuts anyway, because their allergy is just “all in their head”?
“Trigger warnings and content warnings are censorship!”
Nope! Slapping a rating or a simplified list of the content of media on the package doesn’t censor anything. The media is still produced, and available for consumption. It might be limited by age, but parents can buy for their kids, so that isn’t a significant issue. People who are triggered by the content might be upset that the product exists – and that’s okay! They can talk to other people about it and say, “hey, if you don’t like this stuff, don’t buy this thing!” and maybe other people won’t buy it. Maybe they still will. People can make choices!
“If people see trigger or content warnings that have stuff they don’t like in them, they won’t buy it or consume it!”
Not necessarily true! While everyone, regardless of their issues with triggers, might decide not to consume a product, there are plenty of people who still will. People can, and often will, still consume media that has objectionable material in it, and that has triggers for them. Seeing a trigger warning isn’t always “That’s not for me!” It might be “I can watch this when I am having a good day” or “Maybe I will save this until when I am not in a depression” or “If I get a friend to watch this with me, I’ll be great” or even “Maybe if someone tells me what part to skip, I can enjoy the rest of the thing!” Also, we are not in the business of forcing people to buy things. No one has to buy what you are selling. It’s not like creators walk beside people in the store just putting things in their cart and telling them that it’s something they should watch, even if they don’t like it. That’s like forcing people who like action movies to watch Oscar bait.
“People will abuse them to get out of work/school/responsibilities!”
Totally! And you know what? That’s okay. It’s okay because those people will be few. It’s okay because people use excuses to get out of work/school/responsibilities already. It’s okay because the people who use trigger warnings and content warnings for their own wellbeing and awareness will, a lot of the time, still take the classes or go to work or fulfill their responsibilities. People abusing systems is nothing new, and we shouldn’t put other people through difficult and often dangerous situations just because some people are jerks.
ETA: “You can’t possibly list all of the triggers, how am I supposed to know what they are?”
Well, for one, you can’t list all of them. That’s okay. You don’t have to list them all, but that doesn’t mean you shouldn’t list any. Part of the point of trigger warnings is demonstrating that you are aware of your audience and willing to listen to them. You can try to focus on the common ones: graphic violence, sexual assault and abuse, domestic/child abuse, and rape. From that, most people can get an idea of whether it’s their kind of media. Trigger and content warnings are not an all or nothing tool. You can talk to your audiences or potential audiences, you can check around in forums and on social media to see what your potential audiences might have issues with. Even if you don’t do that, you can still be considerate even with limited information.
Why are these things important?
A lot of reasons, actually! I have covered a lot of them already, but I’ll summarize.
- Many people have been affected by trauma in their lives, and it is important to provide support for them to feel safe and still able to enjoy their lives in any way we can.
- A lot of people prefer to consume different types of media for many different reasons. Some have kids, some like to compartmentalize their media, and some people just don’t enjoy all types of content.
- We should respect psychological issues just like we do physical issues. They are valid, and denying people the ability to avoid things that hurt them is, honestly, just rude.
- Everyone should have choices in their media! Everyone is different, and we shouldn’t force everyone to enjoy one thing just because the majority enjoys it, or because not liking it makes them seem judgmental.
This post was supported by the community on patreon.com/briecs.
Women with Initiative – Wendy Gorman
Hi all!
Wendy shares a little about her here:
Here are some questions I asked Wendy!
You have written some really amazing things. One of the previous cons I attended, many people played Still Life and said it was amazing. How did you find inspiration for such a unique game, and what kind of experiences do you think uninitiated players would have?
It’s funny you should ask about Still Life, because it has really been a huge surprise to me. Still Life is a mystery! My friends and I were play testing Jon Cole’s larp design work shop, Larp Jam, and our prompt was “pebblestone lifestyle.” I desperately did not want to write a Flintstones larp, and we were on the shore of a lake, with rocks surrounding us, so I guess it was easy to run with the rocks/nature theme. As for the uninitiated playing it, I’m sure experiences will differ! It’s a very low-key larp, with lots of sitting and quiet time, so if someone went in expecting to run around hitting people with foam swords, it would probably be a disappointment. That said, I’m told it’s a great game to play when you’re tired, because you really don’t have to move around very much at all!
In your work for The Things She Carried, how have you been gathering information and historical reference for it? What made you choose that particular subject?
For The Things She Carried, I was inspired by an amazing memoir, Farewell to Manzanar, by Jeanne Wakatsuki Houston and James D. Houston, about Jeanne’s experience with being relocated to internment camps in her youth. In particular, there’s a scene in the book where her grandmother is trying to sell some family heirloom plates that the family has had for years, and the buyer is refusing to give her what she considers a fair price, because the market is flooded with similar items from other Japanese American families who are also leaving. The grandmother gets so mad that she smashes the plates, one by one, rather than sell them. It’s a powerful book, and a powerful scene that stuck with me, especially since so many of these families lived in Washington, which is where I grew up. It’s a side of World War II that doesn’t get talked about enough, but it’s all I could think about when I saw there was a contest for WWII games about women. I’ve been reading articles, I reread the first inspirational memoir, and have been looking at photos on historical archives to try and get a better feel for Japanese women in the 40s.
I am so excited about your solarpunk game! I have been delving into it – tell me more about solarpunk, and about Shemesh!
Shemesh is probably the game I’m most excited about! Solarpunk is an emerging genre that focuses on ecofriendly, sustainable living with an art noveau flair. I love the aesthetic, I love the message, and I love the chance to explore positivity and hope. My game focuses on a city, Shemesh, that envisions a new way of living. I was interested in games about utopia, and couldn’t find any that I felt really fit, so I decided to design my own! The game is about exploring a solarpunk utopia in a diverse city, with a focus on aesthetics, which I love, and working through differences without resorting to conflict and anger. The question I’m inviting players to answer with this game is “What does it look like to approach misunderstandings in a utopia?” To top it all off, I have a backdrop of a bunch of funky fantasy peoples, including giant rats with a hive mind, human-sized sentient butterflies, fae, humans, and sentient robots, who all live alongside each other. I’m really, really in love with the setting and the game, and I can’t wait to release it. It’s sort of an amalgamation of a bunch of my favorite things, such as Microscope, the works of China Mieville, and beautiful, brightly colored stained glass. I’ve had a ton of fun writing it, play testing it, and I sincerely hope that others will enjoy it as much as I have!
What do you do outside of gaming, hobbies &etc.?
Outside of gaming, I’m a cat enthusiast, aspiring writer, and earring fanatic. I’m currently living in Spain for a year, teaching English, which I love. I am a big fan of feminist discussion, and trying to figure out how to make myself a more socially conscious human being. I also love to cook, and to bake, although I lack an oven here in Spain, so it’s put a huge damper on my culinary escapades.
Thank you so much to Wendy for sharing with us! You can find Wendy online on Google+!
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Dustin DePenning on Synthicide
I interviewed Dustin DePenning on Synthicide, his sci-fi RPG planned for Kickstarter next year. He is currently looking for playtesters to help refine the game, so if you’re interested, e-mail him at synthiciderpg@gmail.com.
Tell me about Synthicide. What excites you about it?
You and your fellow players take the role of Sharpers: free agent criminals exploring and looting society’s corpse. By working jobs, you will make friends and enemies amongst gangs, corporations, and pirates. And the Tharnaxist Church, the only thing resembling law, will stay well out of your way. But that’s only if the Church doesn’t catch you killing their pride and joy: a synthetic.
Now that’s out of the way, what excites me about Synthicide are two things: it’s gritty setting and its player tools. The game world is a combination of all my favorite sci fi themes: cyberpunk missions, societal decay, corruption, and space exploration. Each of these themes can become dominant from session to session. As players interact with these elements, their decisions snowball into crazy situations over the course of a campaign.
The player aids make me proud, because Synthicide’s rules are meant to be played, not read. Character battle rules fit on a single page for easy reference, and high speed vehicle chase rules are on a second page if needed. And to help with improvisation, the GM has automated tools to generate NPCs, mission outlines, and even vehicle stats on the fly.
All this makes me really excited to finish development in the coming year.
What would a standard session be like for players as Sharpers?
As sessions add up, the consequences of player choices make the game world more intricate. Opponents from previous jobs might come back for revenge, complicating the players’ efforts to stay on someone’s payroll. If the players mess up enough, they lose their friends yet are left with dangerous enemies. They might have to turn tail and start fresh somewhere else in the Galaxy, continuing the cycle.
Tell me something interesting about the Tharnaxist Church. What is scary about it?
The Tharnaxist Church has the most resources and power out of everyone in the galaxy. Their history and influence stretches back to when the galaxy fell a millennia ago, so they alone have knowledge of advanced technology and mastery of robots. None of this power is put to good use, as Tharnaxist Priests aren’t concerned with human affairs. You steal from someone? They don’t care. You murder someone? They don’t care. But as soon as you lay a hand on a robot or priest, they will destroy you.
The problem is that the best jobs a Sharper can get involve attacking priests and synthetics.
The game’s economy is also gritty. Players are frequently in danger of starving to death, but food is expensive. However, the rules don’t track ammunition costs, making violent jobs an easy way to fill a hungry belly.
How does NPC generation work?
NPC generation is the simplest part of the game. The GM uses the automated tool to makes a few selections fitting the concept of the NPC. First choose a type, which is anything from rich man to animal. Next choose a mechanical role, such as a killer or sneak. Finally, choose one unique power, such as extra defenses or an explosive attack. The generator then fills in all the relevant stats and even rolls for loot. You can try the generator out yourself here: http://www.synthiciderpg.com/generator/npcGenerator.html
What do you want players to take away from Synthicide?
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Ian Williams on ACTION MOVIE WORLD!
SUNDAY EDITION!
I had an interview with Ian Williams on his game, ACTION MOVIE WORLD, which is currently on DriveThruRPG for purchase! It sounds like a really fun time!
Tell me a little about ACTION MOVIE WORLD. What excites you about it?
I got the bright idea to make an Apocalypse World engine game about a world where everything from action movies was real. I was working through the skeleton of this idea and my friend, Bret, says that I should make it a game where you’re playing the action movie actors, who are then playing the action movie heroes. That was all brilliant, so that’s the genesis of the game. I set it up so it was aggressively multi-genre; as an actor, you don’t just play one role in your career. You play in lots of movies, lots of characters. So I decided that you would have a character playbook based on what “type” of movie actor you are, a la any other *World game, but you’d combine it with a playbook for your current movie. That would give you moves which lasted only for the duration of a specific movie, 1-3 sessions.
So you end up with what I think it a pretty cool and flexible thing where you can just go nuts with as many genres as you can squeeze into your game. Do ninjas one night, cops the next, etc. So that’s exciting, but I also just genuinely love action movies, particularly the bad VHS fodder of the 80s and 90s. AMW is my way of deconstructing what makes them work as a medium before reconstructing it. It’s a love letter with a stamp on it labelled “Thinking of You”.
Scripts (the name for the movie playbook) give you a move. You pick one from a list which is super genre specific. But those moves last for the duration of that one movie, only. Say you’re doing a ninja movie. You pick a move which lets you drop a smoke bomb and disappear. That’s yours until the movie ends–usually 1-3 sessions. So the combo of these two approaches lets you play both with and against type.
I’m a big fan of team mechanics. Can you talk a little about Camaraderie?
I love that you have a statement about inclusivity. Who are your favorite lady action heroes, and what do you think they’d play in AMW?
The game has leads and supporting characters. Can you give an example of a team with leads and supporting characters from a film, and how they’d play out in game?
A really good example is “Alien” You’ve got Ripley and this cast of compelling, strong characters. And, one by one, the supporting cast are killed off. Ripley wins and she looks even cooler by virtue of the fact that her supporting cast was so strong. Textbook stuff, even though it’s also a horror movie (horror and action are two flavors which go well together).
In game, that would be Sigourney Weaver as the Lead in the movie “Alien”. Everyone else is supporting cast; they get experience when they die. The next movie the group plays is a Tom Skerritt movie. Skerrit’s the Lead, Weaver is supporting cast in that one. Eventually, Weaver gets to be Lead in another movie after everyone else has had a turn. The whole table is happy and buys three more copies of ACTION MOVIE WORLD to show their enthusiasm!
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Jason Pitre on Sig!
Today I have an interview with Jason Pitre about Sig, his new expansion for his previously released game, Spark. It’s currently on Kickstarter!
What is Sig? That questions has a lot more to it than you might think.
On the surface, Sig is an expansion for my previous game, the Spark RPG. It presents a vast new multiplanar fantasy setting to explore. It offers with mechanical refinements and new tools for storytelling. It’s even designed to encourage collaborative world building during play, as characters explore the infinite multiverse.
That’s not what the setting is really about though.
Sig is the platonic ideal of a city. Cities are actually rather strange places, when you think about them. Thousands of living, breathing souls crammed together in a small patch of land. Every city has some residents whose roots run deep, with generations upon generations residing in the same neighbourhoods. Other residents are newcomers, from near or from distant lands. Cities thrive based on the industriousness of their inhabitants, creating wonders of art, craft and ideas that spread on an international scale. Cities are hungry places, devouring obscene amounts of resources from the surrounding countryside. They are places where religions clash, where ethnic groups mix, and where languages change.
Sig is a lens through which I was able to delve deeply into what a city really means. It gave me a chance to explore how a cosmopolitan city functions and how the vast diversity of the world interacts. It’s a place to focus on those cast out by society, and those laden with privilege. It speaks of how immigration, community-building and gentrification will change the nature of neighbourhoods. Issues of class, of race, of sexuality and of gender identify are all part of the constant dialogue of the City Between.
This sounds fascinating! Can you tell me a little about the mechanical side of Sig? How does Sig tie into Spark, functionally?
So, in order to talk about the mechanics of Sig, I need to give a bit of a primer for the original core system of Spark. Spark was first, big project that I kickstarted back in 2013. It was a game about building worlds and challenging your beliefs within them. The two pillars of the game are those two key activities.
In Spark, you build worlds together. Each person names one of their favourite pieces of media; a book, game, comic, song or the like. Each person then identifies one thing about that media that really inspires them; perhaps the cosmopolitan markets of Babylon 5 or the sass of Rat Queens. As a group, you mix some of those inspirations to create facts about the world you are creating, until you have a solid framework. Those then get fleshed out by discussing the fundamental Beliefs of the setting; things like “Might makes right”, “The Emissaries are traitors” or “Love is stronger than anger”. These Beliefs inspire the various organizations that make up the world, and drive play. It’s a fun mini-game to build exciting settings that contain a little bit of everyone’s personal contributions. I even expanded that into a free product titled “A Spark in Fate Core”, which adapted that to Fate.
The rest of the game is about challenging, or confronting, your Beliefs. Like the setting itself, each character has three Beliefs. Over the course of a number of scenes, the player collaboratively establish scenes, collaborate to roleplay freely, and enter conflicts when people disagree on what should happen next. Each of these situations gives the characters the opportunities to discover evidence that refutes or supports their Beliefs, which provides a currency known as Influence. Players spend Influence to win conflicts they would otherwise lose, to avoid paying the price of victory for conflicts that they do indeed win, and to change the Beliefs of other characters.
Sig runs off the same basic foundation, but adapts it somewhat. While the Spark RPG presents four character attributes (Body, Heart, Mind & Spark), Sig reduces them to two (Spark & Smoke). Sig cares less about how conflicts are won, and more about why they are engaged in. That’s why in Sig, there is explicit discussion of Heritage (ethnicity/species), of urban Factions (guilds) and of the Powers (gods) they serve. These social ties also give the characters more ability to call upon external support through political leverage and divine rituals. The most important NPCs are also expressions of those social ties, sharing heritage, factional loyalty and religious convictions with the PCs.
Can you give examples of stories we could tell with Sig?
The stories of Sig tend to be strangely personal and emotionally gripping dramas with a vast, bizarre multiverse in a backdrop.
One of my friends played a gender-fluid ghost sex-worker who appears to people as lost loved ones and was paid in memories. They aspired to become the god of Lost Children.
Another player was a half-giantess whose conflicted relationship with her massive mother and her frail father drove her.
A third was a bestial, massive man who taught the orphans of Sig, telling himself in the dark of night that his mother hadn’t abandoned him.
Now, there may have been homocidal godlings, raging kaiju, or dragon armies involved in some of those games, but the personal stories are what stay with me.
As someone creating an expansion for an original game, what suggestions do you have for other creators, based on your experience?
Expanding on existing games is tough, both for creative and logistical reasons.
First thing to keep track of is the fact that supplements only sell a fraction of what corebooks do. Even in the good old days of the TSR boxed sets, those expansions and settings barely paid for themselves. If you want to build an expansion, you have to be absolutely sure that the product is compelling.
You need to make sure that your expansion aligns with and supports your core game, keeping the content close enough to be familiar. Paradoxically, the expansion also needs to push boundaries, offering new mechanical systems and fictional ideals to work with. It needs to broaden the scope of play, or examine one specific facet of the core book in detail.
Expansions are difficult things to create, but a successful one can breathe new life into a game.
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Mike Evans on Hubris
This post was supported by the community on patreon.com/briecs.