Five or So Questions on Beneath a Cursed Moon

Hi all! Today I have an interview with Michael “Karrius” Mazur about Beneath a Cursed Moon, a roleplaying game currently available on itch.io and DriveThruRPG. It sounds pretty cool, a game with investigation and monsters! I hope you enjoy what Michael’s got to say below!
 

Continue reading “Five or So Questions on Beneath a Cursed Moon”

Five or So Questions on Erotia

I interviewed Ray Cox about Erotia, a game about sex, gods, and communication. It’s currently available on itch.io, and is a super lightweight game materials-wise. Check it out!

Tell me a little about Erotia. What excites you about it? 
Erotia is a small Freeform LARP that I designed with the help of my friend Fin. It’s about sex, gods, and communication. And it is small enough that the whole game fits on one side of a business card!


I’ve wanted to include more sex in my games for a really long time. I’m a professional GM, but the people I play with have never been super into it. Which is fine. Recently though I started Designing my own RPGs and LARPs. And I realised I wanted to make a game about sex, where you can have sex as part of that game. And after a lot of failed ideas, we have Erotia.

Let’s talk about safety and consent. How do you handle these in Erotia? What tools and structure do you use to ensure that Erotia is safe and consensual?
Well so Erotia being a game about sex and flirting, it was really important for me to include some safety tools. It was difficult however to fit everything into the small format. What we went with though was framing the safety tools as the most important part of the game. You always begin with a discussion of comfort, limits, and what you’re hoping to get out of the game. As well as electing a Safeword, which is a concept introduced to us through BDSM.
A person in a black tank top and a chain choker with a pink mohawk.
Ray Cox, the designer.

What is the narrative of Erotia like? What do you play out and do as characters in the game?

Once you have an idea of what everyone wants to explore, the game moves on to play. The play beginning with everyone introducing their gods, and then interacting. Your Erotia might be a dinner party, a picnic, or some divine friends cuddling up on a cold winter night. Part of your introduction of your divine role is telling others how you wish to be interacted with or interact with others. And those are mostly there as prompts for folks that might not be too sure of themselves. If my god likes having their neck kissed than someone could start by saying: “Hi, I’m Apollo; may I kiss your neck?”

The game lasts as long as there are people still in the play space. The game also ends for all players if the safeword is used. This is so that we can focus on giving proper aftercare to the person that needed play to stop.

 

Why did you include the gods as part of the game, and what do you think it brings to the table?
I really like narratives about gods; in particular gods as people with more confidence, and a clearer sense of purpose.
I wanted to make a game where you knew you were sexy. Where you had no choice but to feel confident. For me, pretending I’m a god brings that. And when ever I play RPGs where you get to be a god that is how I play it. So yeah, what I think it brings is a sense of power, and also the knowledge that everyone around you is bringing that too.
What are some positive experiences you’ve had while playing the game that related more to the emotional or social aspect of Erotia?
Well I’ve never played Erotia, and I have not met anyone that has. I do currently have a date scheduled with a Long Distances lover of mine to play the game when next we meet though. I’ve done the character creation part of Erotia a fair bit. I often use it as a creative exercise to help refine my gendermood, or to pump myself up before going out. You can also use it to flirt. Aforementioned lover and I have been sending each other fliracious letters with text like “I am Rei, the season. My domain of power is change. I am worshipped with loving praise, & offer submission in return that we might make out till sunrise.”

But if you’re reading this interview, and you’ve played Erotia, I’d love to hear what you thought?



Thanks so much Ray for the interview! I hope you all enjoyed it, and that you’ll check out Erotia on itch.io today!


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A Looksee into The Dark Eye and The Warring Kingdoms

Today I have an interview with Jasmin Neitzel who contacted me about a supplement on Kickstarter for The Dark Eye [TDE], The Warring Kingdoms, from the publisher Ulisses Spiele. I was intrigued because The Dark Eye isn’t something I’ve seen much about. This supplement to The Dark Eye follows up their Ennie-nominated setting, The Dark Eye: Aventuria Almanac. It sounds like a great project and I hope you enjoy reading what Jasmin has to say!

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

The Warring Kingdoms Nostria and Andergast are part of The Dark Eye’s core setting, the continent Aventuria. They are two smaller realms caught in a hateful struggle that has been going on for generations. Taking a toll on the countries, depriving them of economic and social growth. Neither Nostria nor Andergast are in the focus of sweeping metaplot events or the plans of bigger realms. They are very much focused on each other. The setting very much is a down to earth approach to fantasy, going for a middle ages feel. It feels grounded, lived in and true to life and human experience. It is a setting where nature, history and magic have their own mysteries and where war has a real cost. But without going grim dark with it. There is room to be heroic and for good people to succeed in the end, even if not everything is black and white and there is room for moral choices to be made. This medieval fantasy feel is showing in the artwork and the text, making Nostria and Andergast into specific places and not just pastiche.
There are a lot of elements and plothooks in the setting that I am really excited about. Like the city of Nostria ravaged by a plague a few years ago and in decline since, with empty rows of houses that serve as home to gangs of criminals. The labyrinthine castle above the city home to the educated Queen Yolande, trying to be a wise ruler to her backwards country. The storm swept coast, where free farmers are holding back the sea by building dykes. Something that speaks to the northern German in me. The deep and endless forests and what might lurk within, places where nature makes all manmade borders obsolete and the woods themselves are the true sovereign of the land.Personally I also like how The Warring Kingdoms as a setting allows us to examine accepted fantasy tropes. There is a lot that sounds very familiar here. A feudal order, knights, kingdoms in endless conflict. But the way it is portraited [portrayed] and rooted in the setting gives it weight and allows to ask questions. The feudal order is just as playable from the peasant perspective and what it means for them. The wars take their toll, yeomen are recruited to fight, farms and castles are damaged. Conquered villagers have to swear fealty to a new liege. But there also is an emotional cost. The inherited hate and prejudice after generations of fighting, even if in the borderlands only the rulers are changing and cultures are mixing. Where often picking a site in the conflict would be the only way to go, striving for peace, however uneasy it might be, and an understanding between cultures is portraited [portrayed] as just as viable as becoming a war hero. War itself is, unsurprisingly with a title like The Warring Kingdoms, one of the big themes. It will never be truly won or over. The war is as much a force of nature and creeping background threat as a sandbox to play in. But to give a heroic fantasy aspect to it there is a totemistic aspect to the war as well. An ancient quarrel between Animal Kings, the firstborn of their species and a mythic Root of Hatred the players can engage and appease. But even if they succeed there still is the resentment of generations at war, looping back again and grounding it in human experience.

Another trope that gets examined is gender roles in the tropes of medieval fantasy. Aventuria as a setting has been explicitly equal rights since it’s development in the 80s. Allowing for female fighters, rulers and artisans on the same footing as their male counterparts. Andergast however is one of the few patriarchies on the continent. Which culturally isolates them from their neighbors. By putting them next to and in conflict with Nostria it put “medieval” gender roles in contrast with a emancipated society and shows their injustice. But without painting every Andergastan as an evil cliché. It is an aspect of their culture, that is hard to unlearn and without contact to others not often question. Cultures are an important part of a The Dark Eye character and have weight in the rules on equal footing with their species and profession. So you are not a human fighter but an Andergastan Forest Knight and the Warring Kingdoms gives this culture weight and a setting to use it in.

As a supplement, how does The Warring Kingdoms integrate into The Dark Eye? What makes it unique beyond other settings and supplements?

With Nostria and Andergast focused on each other and the region providing a lot self-contained of hooks and conflicts while on the surface level fitting the European flavored take on a medieval fantasy setting, The Warring Kingdoms work well as the first regional supplement. Before this we had the core rules and the Aventurian Almanac, describing the whole continent, in less detail for each of the regions of course. With The Warring Kingdoms we are zooming in on this two realms and the setting they provide. They are not only geographically in the same place but united by narrative themes and a similar feel. You will just need the corebook and to a lesser extend the Almanac to get full enjoyment from The Warring Kingdoms, everything that you need to know and all rules to play in the setting are collected in the setting supplement. But the setting book is not the only thing that we offer. In the Kickstarter it comes with a adventure modules for the region and playing into the themes. New Bonds and Ancient Quarrel for example is about securing an uneasy peace, starting with a political marriage. We also provide a novella and a comic set in the Warring Kingdoms and, if our backers are generous, a soundtrack album. So there is material to engage with the setting in a lot of ways. The setting book being the core and working on it’s own. So within The Dark Eye you are getting a lovingly detailed and ready to play setting.

I would say the european, specifically german perspective on a grounded, sometimes fairytale like medieval fantasy setting. Written by people who just need to walk a few steps to get a view on a real life castle. We are inspired by different landscapes, our own culture and history, when writing fantasy and I think it shows in a lot of small details.

more below the cut!


How have you made The Warring Kingdoms mechanically interesting, beyond just being part of The Dark Eye? Are there new items, new roles to play?
The Warring Kingdoms are introducing rules that support and reward thinking about your character’s culture. There are traits you can pick that give you a little bonus and a little drawback for something that is typical of your culture. Using this rules we are also giving an identity to the culture of smaller regions within the Warring Kingdoms. While the core rules only featured Nostria and Andergast as a whole. That way the verbose Nostrians can lose time when a skill check involves talking but depending on fishing for a living they get a small bonus for that. While Andergasters from the eastern Steppes are not just stubborn than the rest of their culture they also deal with horses for a living and get some bonus there, but their rough homeland and dealing with orcs gives them less courtly manners. So small mechanical benefits that also tell you something about what life in that character’s homeland is like.
We are also featuring new schools of magic for mages and new familiars for witches supported with some new spells. If you want to throw exploding fireballs as an Andergastan battlemage or if you want an owl friend as a witch of the Silent Sisterhood, this book has you covered. As a faction important to the setting we are introducing druids as a new school of magic with their own set of rituals, spells and tradition. Our druids, called Sumes in the Warring Kingdoms because they worship the earth goddess Sumu, are more like the priest of celtic and pagan Europe than the shapeshifters of D&D.
New items are featured with all the rules to use it and some description in the sourcebook. But if you want even more details we also offer the Armory of the Warring Kingdoms with illustrations for each piece of equipment and some optional additional rules and some deeper descriptions. There are of course weapons typical for the Warring Kingdoms. Like the Nostrian long bow or the Andergaster, a 7ft long two handed sword. But there are everyday items as well, like clothing typical for the Kingdoms, tools to build a dyke or works of art.

What inspiration have you used to develop the setting of The Warring Kingdoms?

We had a history to build on, since the setting, like most for The Dark Eye, has been around for some decades. People used it before, first as a setting for novels and later adventures. There has been another sourcebook describing it, as well as the computer game series Chains of Satinav. So we could build from there and expand on those ideas. But of course we did set the focus to support the themes we found interesting and wanted to put a spotlight on. Another goal was to describe those things that enhanced the play experience foremost.
As a feudal setting with knights, longstanding feuds and wars we of course took inspiration from classic tales about knights. So even if the setting is not Arthurian there is some inspiration to be found. We of course couldn’t ignore Game of Thrones. But Grimm’s fairytales and Ottfried Preußler’s Krabatt and Astrid Lindgren’s Ronja the Robber’s Daughter did lend a lot of inspiration as well. European history and the image we have of the middle ages as well as real historical research also played a big role. Some sources on inspired certain elements of the setting. You can find a lot of the hanseatic city of Bremen and its harbor Bremerhaven in the trading hub Salta and Slaterhaven for example. While the steppes of Teshkal in Andergast are in a lot of ways draw inspiration from Rohan in the lord of the rings, which is not as big an influence on the rest of the setting.
Do you think that there are significant differences between The Dark Eye and USian games like Dungeons & Dragons, and that this has influenced The Warring Kingdoms?
 
I think there is a difference in playstyle that developed over the years and influenced the design decisions that went into creating the rules for subsequent editions of The Dark Eye. TDE is less combat and encounter focused in it’s scenarios. Instead pushing for engaging with the background, it’s lore and NPCs. There are a lot of social challenges in adventures for the dark eye as well as a big metaplot that often is featured and engaged in published scenarios. But there is also room to just experience the world, featuring scenes of exploration, fluff and sight-seeing. Which is something our players enjoy. There are of course American settings that do similar things Glorantha comes to mind as a setting with very deep lore and the World of Darkness featured a metaplot. But The Dark Eye as the defining game of the market it changed what mainstream assumptions look like in Germany and is it’s own mixture of stylistic elements.
Players of The Dark Eye usually enjoy to have their character’s backstory and connection to the world of Aventuria represented on their character sheet. So there are mechanical representations of mundane things, that mostly offer flavor. They of course can feature in scenarios. We offer mechanics that allow players to zoom in as deep as they like. For some players it is okay to know their character is from Nostria. Others take one of the cultural personality traits, others arrange their stats to have their fighter be good at fishing or their mage to know how to build a dyke. Making the stats tell a story about your character is something the system has to do and something we expanded on in The Warring Kingdoms. Of course it still has to be able to also handle fights in a balanced way and all the other things a traditional rpg design demands. A character who learned how to build a dyke will be rewarded in a scenario where that plays a role, that is delivered with the Kickstarter. Even if it will not come up too often, it still feels important then. But it might define what the character is like, even if it never is the skill that saves the day. To allow for builds like this TDE has a pointbuy system with roles defined by the setting. Similar to Shadowrun I would say. [Beau says: Shadowrun 3e point buy is my favorite crunchy game build ever so this like, is totally my jam.]
Of course this influenced The Warring Kingdoms. To provide a working metaplot you have to give players room to do their thing and be the most important people in the setting, at their table at least. But you also have to give a few hints at what can happen in the future. So we have to decide what to hand over to the players and never touch again, so they are free to use it and what to point out as something that we will pick up in the future. We are marking NPCs with chess pieces for example. A pawn we will not mention again, a knight will remain in the setting but can for the plot be easily replaced with any npc the GM likes, a king will be important later on and it is important for later developments that this person show up in this scenario. So metaplot considerations featured into designing the setting. Within The Dark Eye the setting is trending towards being less metaplot heavy and leaving a lot in the GMs hands. We still put in a few hints that will keep people interested in what the future holds.
The description of the setting is providing plot details as well as challenges and conflicts as well as a lot of cultural details and interesting fluff. Necessary to explore and feel the setting through your characters perspective or to give a deep background to your character, even if you play them in another culture. So The Warring Kingdoms is not only describing a field to play in, a destination to travel, a series of storyhooks or a set of difficulties to measure up against but also a lens through which a character can experience the world.

What do you mechanically to handle social interaction in The Dark Eye, and how is it reflected in The Warring Kingdoms? What influence does the setting have on the understanding on the mechanics for social situations?

It can be done done as a skill check, where we have a variety of skills divided by approach. Either as a contested check between two characters (PC or NPC), just going for a success and seeing how good you rolled or a long time task, where you are accumulating points, till you reach certain milestones for a full or partial success. Each of these three core mechanics are there for every skill check. They can be applied to social interaction depending on what your goal is. The quick roll for a success works best if it isn’t too important how long a task takes and what the other character is doing. The contested roll is important if you want a defense and to compare two characters against one another. It is used between player characters or between player characters and important NPC. The long term task works well if you want to convince people over time, turn asking around for information into a montage or do other long term things like counseling someone in a time of grief.

There also is a ladder of attitudes people can have towards each other ranging from bitter enemies to unconditional love. You can roll to move people along that scale or to just get them to do something. Which gives more of a choice and makes a difference between long and short term goals. Those rules are covered more in depth in the Compendium, which is not yet released in English.

Your social status and other traits modify your roles or sometimes allow you to roll for things you otherwise wouldn’t be allowed to roll for. In The Warring Kingdoms it is important where you stand in the feudal hierarchy. A peasant will have trouble addressing the Queen in a forthright manner and it would be a harder roll for the player. But if the peasant plays into his lower status and pleads instead of demanding, that might make the roll easier. On the other hand the Queen will not have it easy if she is trying to speak with the peasant as equals or if she attempted to mingle with criminals to gather information. It is a medieval world, with distinct social classes, which is reflected in the mechanics. But we also allow characters to rise above that system and interact as people. There are a few scenarios where looking beyond the feudal system and showing compassion for both sides will lead to the best outcome. Still feudal rule is normal for most of Aventuria and certainly The Warring Kingdoms.

For The Warring Kingdoms specifically we used some mechanics to have the rules interact with the themes of resentment and enmity between Nostria and Andergast. The cultural personality traits we talked about can provide hints how to play a character from a certain region, also having a small mechanical impact. One trait you can pick up for any Nostrian or Andergastan is the inherited hatred between them. So interacting peacefully with someone from the other country gets a bit harder. There is a “animosity track” you can use to see how much a character is influenced by hate and to reduce it or raise it in steps by using social rolls. You can tie this into the mystical background of the Root of Hatred as well.

There are a lot of modifiers and use cases for the rules described in the core book that come from The Warring Kingdoms but the core mechanics remain. Rather traditional skill check, social class, culture and approach matter. There are a few ways to have more than binary success, like the animosity track, long-term tasks or the attitude scale.

Tell me more about the schools of magic! What can you tell me about new familiars and druids? How do they interact with the setting and mechanics?

The background of The Dark Eye determines what approaches there are to magic. There are different of traditions that shape how your character casts their spells. Shaping the general outlook a spellcaster has as well as some of the flavor of casting spells. Like if they need incantations, gestures or just force of will.

The guild mages have a scientific approach to spellcasting, write books and have academies. There are three recognized guilds of mages, all with protection by the laws. Except in Andergast, where those laws never were established. Still there is an academy in Andergast, the Combat Seminary. The mages trained there are ready for war and the rough manners of a rough land. They do not seem like your typical bookworm, instead often serving with the Andergastan troops, using their staff and magic as weapons in the skirmishes against Nostria. They have some of the most destructive spells in the system in their grimoire. So an Andergastan Guild Mage is a good pick for a fighting adventurer.

Nostrian mages are very different. Supported by Queen Yolande, who graduated from this school, they study the history and hidden magic of the land. Called the Academy of Light and Darkness they use magic of both as well as magic that transforms objects and the environment. The worldview taught at the Academy is one of strict dualism and a divide between good and evil. They are a good choice to play an academic character in the backwards Warring Kingdoms and someone whose assumptions about the world will be challenged outside the university walls.

The tradition of the witches is more guided by intuition, being in tune with your familiar and the sisterhood of witches that share the affinity to your type of animal. A witch can conjure curses on people they dislike, they can fly on a wooden item (not necessarily a broom) and of course cast spells. They lack the protection by the laws but in Nostria they are not persecuted or anything but respected as advisors and a power factor. We introduce the Serpent Witches in The Warring Kingdoms. A member of the Sisterhood of Knowledge they have snake for familiars and are hungry for knowledge, sometimes dangerous knowledge and known for knowing a lot of secrets. They have snake, divining and disruptive magic.

The owl witches of the Silent Sisterhood are secretive, at home in the wide forests of the warring Kingdoms and sworn protectors of all witches. They do hunt down witch hunters and other enemies of their tradition. They are seen as the best fighters amongst the witches and their magic supports this a lot it buffing her abilities in combat. Growing claws, running up trees or making branches attack their enemies.

The witches are the most important tradition in Nostria. Attuned to the land and revered by it’s inhabitants. Witches being predominantly female, even if other gender identities are found in their ranks, they are a good counterweight to the Andergastan patriarchy.

Andergast’s most important tradition are the druids or “Sumes”,as they are called in the Warring Kingdoms, they influence and advise the king and are seen on par with clerics of the gods, speaking for the earth goddess Sumu. They can influence people’s mind with rituals and use magical obsidian daggers in their spellcasting. Still their magic is attuned to the forests of their homelands which they protect. The Sumes speak for the forest and can decide if trees are to be cut down or animals to be hunted. A privilege that can get them in conflict with nobility.

There are two factions of druids in Andgergast, the servants of Sumu, who are like I just described them, whose magic is of the forstes and the elements. They usually genuinely want to protect the land and keep Sumu, who they see as a dying goddess alive.

The Augmenters of Power are different, in method and often motivation. They still are Sumes and seen as envoys of nature but their magic is more about influencing people. They can tell if someone is lying and cause fear or confusion. Most of their spells take control of someones body or reactions without outright dominating their thoughts. Their workings and intrigues are a big part of the setting and tied to the Root of Hatred. Even if they still try to save the land, most heroes will question their methods.



Thanks again to Jasmin for the interview, and I hope you all enjoyed reading! Check out The Warring Kingdoms on Kickstarter now, and remember to take a look at the Adventuria Almanac’s Ennie-nominated setting

Note: OWL WITCHES!


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

Interview with Danielle Lauzon from John Wick Presents

Hi all, I had the chance to speak to Danielle Lauzon about her work at John Wick Presents, and wanted to share with you what she had to say. Danielle is a staff developer and design lead for the 7th Sea live-action roleplaying game, which is at Gen Con this year and should have a few spots left!. Danielle shared with me some of her background, too, so get to know her below!

Danielle Lauzon
Tell me a little about yourself! What is your background in games, non-game work, and what do you love about what you do?
I’ve been playing RPGs since I was a kid. First trying to get my older brother to let me play AD&D or Magic: The Gathering with him, and then playing Nintendo with my mom. I finally got someone to play a tabletop with me in high school, which is also where I was introduced to Vampire: The Masquerade. When I got to college, I played in my first larp, and well, I’ve been playing pretty much whatever I can get my hands on ever since. I have played in, run, and organized games on every level from small table-tops to large larp events. 
I have a Master’s degree in Animal Nutrition and worked as a neuroscientist for the past eight years, until I slowly transitioned to writing for games full time. I had originally wanted to go to Veterinary School, but when faced with a decision between Graduate School and Vet School, I jumped at research. I loved it, except no one told me that if I wanted to really practice my degree, I’d have to move to the Midwest. Let’s talk about how when I lived in Dallas, the place was too cold and dry for me. Anyway, I made due and put my research capabilities to work anyway. The rest I learned as I went. Now I use my degree to tell my friends why the new fad diet they are on is probably no good for them.
To say that I love what I do now is pretty much an understatement. My hobby has become my life, and it’s pretty damned cool. I get into high level game design discussions with people, and they actually take what I say with gravity. I get to go to larps all across the country as research for my job. I mean, other than the isolation of working from home as a fully fledged extrovert, it’s pretty cool.
It isn’t all fun and games though. Deadlines cause a lot of stress, and anyone who has ever written can tell you that writing every day is really a job.

What is happening with the 7th Sea larp? You have a broad plan for it, and I’d love to hear more. 

Oh man, I’m so excited about the 7th Sea larp. We’re looking to create a multi-chapter Chronicle that can run for several years. Our goal is to create a meta-plot that incorporates the actions of individuals in different cities to steer it and give it life through over-arcing Stories. These Stories will be high level decisions that generally take place between games, something like inviting an important character into town, or directing troop movements. This isn’t something the characters do immediately, but their immediate support will go towards influencing the outcome of the Story. Some Stories will only be locally focused, but many will tie into that overarching meta-plot.

For the basic gameplay, we’re marrying some American Freeform/Nordic styles with some of 7th Sea Second Edition’s player facing action. I.E. the players mediate actions between themselves as much as they can. And when it comes to characters taking actions against Game Master threats or characters, they simply do, just like in the tabletop. The indecision comes from how the other players may react to what you do, or how your actions push the story forward, and not from whether or not you can do a thing. Of course you can do the thing, you’re a Hero!

As far as setting, I’ll have to refrain from saying too much, other than it’s going to be set mostly in Theah. Though, characters from other areas of Terra may be allowed in the future.

What exactly does a staff developer do in a games company? What is rewarding about it?

You ever wonder how a game book goes from a seed of thought in someone’s head to that beautiful 208 page, full-color supplement sitting in your hands? Well, that’s what I do. Developers in general take the seed of an idea, figure out how it looks in book form, outline the book including giving direction on themes, moods, and overarching story. Then I hire writers to take my ideas and direction and make them into chapters. Then I work with an editor to polish that writing. Then I work with the layout artist to make sure that stuff looks good on the physical page. I work with the art director to make sure the art they ask for fits the themes and mood of the book. Mostly, I’m like a project manager, I take the book from project to project and work with the person doing the work to make sure it fits the vision. If there’s a hole that needs filling, I write it. If there’s a question about the project, I answer it. If there’s feedback from the thousands of Kickstarter backers, I go through and incorporate it into the book, or cry about how I can’t rewrite the whole book to accommodate it.

As a staff developer, I do this for multiple books at a time. I also get to wear the unofficial hat of “Theah expert” here at John Wick Presents. Which really just means that I know where to find that piece of information about what year Eisen tried to invade Ussura and failed miserably.

What’s rewarding about it? Well, these books are like my babies. I get to see them out in the world, and people exclaiming over parts they love, and lamenting on how I cut out their sacred cows from the First Edition. (Something I’ll admit gives me great joy.) But really? I get to work with so many talented people each time I develop one of these books. I get an insight into so many different people’s writing styles and thought processes, and then I get to take the best parts of that and teach them to everyone else. Everyone learns, grows, and as I do more and work with these same people, I get to see them grow as professionals. That is by far the most rewarding part of my job.

What challenges do you encounter working over multiple projects and just keeping it all together?

Oh man, there are all sorts of challenges associated with it. The first being that it’s really hard to switch gears in a single day. I try to schedule stuff so that I can work on something different each day, but sometimes a lot of things come up in one day. I have two methods. The first is bullet journaling, where I make a monthly and daily task list and try to keep up with it as best I can. The other is spreadsheets. I keep project deadlines and schedules in spreadsheets so I don’t lose track. Between that and google calendar, which sends reminders for me (yay!), I am keeping it together. For the most part. Though sometimes things slip through the cracks. :/

Are there specific techniques, software, habits, and/or methods you use to go through the larp design process and separately, the development process?

Google Docs is a great invention that lets me share working projects with other people to get input. Larp writing is a collaborative process, no matter what anyone says. And beyond just converting rules into something larpable, I’m always coming up with scenarios for running the actual larps. And that need collaboration. The same is true with development. I use Dropbox and Google Drive the most for collaborative work, and word or excel files for stuff I keep locally.

As far as habits? Man, that one’s harder. I try to work when I can. Some days I get really distracted, or I can’t concentrate. On those days I make lists of stuff that need to get done to help me organize myself. I may make shopping list for larp props, and I might crowdsource questions I’m having problems solving on my own. Other days, I put my nose to the grindstone and write, edit, and create.

Have you ever had your background education and experience lead to a “whoa, this does not work!” moment when doing development work?

Never directly. I’ve had some moments where I think “science doesn’t work like this” and I might correct something small. For the most part, working with 7th Sea, I don’t have to worry about that. They weren’t known for their scientific genius so much during the Renaissance. Especially not in the fields of nutrition or neuroscience.

Thanks so much to Danielle for answering questions and sharing so much about her work with me. Remember to check Gen Con schedules for the 7th Sea larp and watch for more from John Wick Presents!


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

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Designer & Devourer Episode 4, Upcoming Interviews, Cortex, and Sun Tea

This week we cover upcoming interviews about The Quick and Cortex Prime, and my past and current work with Cortex products, as well as how to make sun tea!

My stretch goal at $45k – Solarpunk! A post-scarcity setting where powerful corporate interests seek to destabilize the fruits of progress and the heroes try to stop them – it’s not about what you don’t have, it’s about keeping what you do.
Sun Tea

Put 4 to 8 tea bags into a clean 2 quart or gallon glass container (4 teabags for a 2 quart container, 8 tea bags for a gallon container). Fill with water and cap. Place outside where the sunlight can strike the container for about 3 to 5 hours. Move the container if necessary to keep it in the sun. When the tea has reached its desired strength, remove from sun and put it in the refrigerator.

I add sugar and lemons, too! Lemons you add while it’s in the sun, and sugar you mix in while it’s still warm before refrigeration so it dissolves. Sugar is mostly to preference, anywhere from a half cup to a whole cup, in my experience. (Some people who LOVE sweet tea put in two cups!)


This post was supported by the community on patreon.com/briecs. Tell your friends!

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

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

Designer & Devourer Episode 3 – Upcoming interviews, Off Target, and Cocoa Cookie Sticks

This week we talk about upcoming interviews, my little game Off Target, and one of my dad’s favorite cookie recipes. The kind of annotated read of the game starts at 6:08 and the recipe section begins at 12:30. 

Designer & Devourer Episode 3 on Patreon

Kevin Allen, Jr. on Trouble for Hire (not on KS yet)

Jeff Tidball on The White Box

Off Target (Some info on dissociation)

Cocoa Cookie Sticks

1 cup Crisco (vegetable-based shortening)*

2 cups sugar

3 eggs

4 cups flour

5 tablespoons milk

6 tablespoons cocoa

1/4 teaspoon salt

1/2 teaspoon baking soda

1 teaspoon vanilla

Bake in oven at 350 ° F for 10 minutes. Roll in sugar. Serve warm with milk or coffee!

*I had to retype this like 3 times because I spell it “shortning.”

————————

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Designer & Devourer Episode 1, 200wordRPG, Punch, and Upcoming Interviews



ETA 4/16/2017: FYI, the recording for Designer & Devourer Episode 1 has had the hiss removed, so hopefully will be easier listening. Brie learned a skill!

https://www.patreon.com/posts/8779339



New podcast, I think?

Note: This is my first time recording a larger piece and my first podcast, so please understand I’m new! I hope to use some music in the intros sometime in the future, possibly? But here’s it!


Designer & Devourer is a 15-30 minute audio episode with my thoughts on upcoming games, design, and game theory, plus a semi-relevant personal or internet-sourced recipe. This week I talk upcoming interviews on Thoughty, the #200wordRPG contest, and my Great Grandma’s punch recipe.

Check out Charon, my entry for the 200 Word RPG contest here on Google Drive.

ETA: forgot to include the links to the Kickstarters I mentioned!

FAITH
https://www.kickstarter.com/projects/burninggames/faith-the-sci-fi-rpg-core-book-miniatures
The Sword, The Crown, and The Unspeakable Power
https://www.kickstarter.com/projects/wheeltreepress/the-sword-the-crown-and-the-unspeakable-power

Great Grandma’s Punch Recipe
a fun substitute for Ambrosia (according to a similar internet recipe!)

1 bottle ginger ale, 7Up, or Sprite
1 large can pineapple juice (not frozen)
1 small can frozen orange juice (don’t add water)

Pour into a large punch bowl and stir slowly until the orange juice is fully mixed in, adding lime sherbert or vanilla ice cream.
Top with maraschino cherries if desired, or an ice ring made with pineapple juice and cherries (use a silicone bundt cake mold!).

Thank you for checking out Designer & Devourer! Please share around!


This post was supported by the community on patreon.com/briecs. Tell your friends!

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

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

DesignerandDevourerBrieCSbrianna.c.sheldon@gmail.com

Shadowrun: Anarchy Freelancers Interview

Hey all, this took a little while to put together, but I have an interview with three of the freelancers from Shadowrun: Anarchy! Russell “Rusty” Zimmerman, O.C. Presley (“Opti”), and Patrick Goodman all took some time with me, which is super great. I wanted to learn a little more about the work that they did to put together the game, so I bugged them off and on for a while to get some fun stuff for you all to read! Enjoy!

Tell me a little about you and your background, and your work on the project. What has your experience with games and design been thus far, and how did you end up working on Shadowrun: Anarchy? Within the project, what parts of the game did you work on – mechanics, flavor, etc.?

Patrick: I was born and raised in Texas. I’ve been gaming since I was fourteen, so 36 years and change now. Been playing Shadowrun since 1989, been writing for SR since 1999.

I wound up working on SR:Anarchy because, at about the time the very first noises of a rules-lighter version of SR was being talked about in the upper-management discussions at CGL, I was thinking, “I really wish we had a version of SR I could play with my kids.” They’d flipped through some of my SR books and kinda liked some of what they saw, but the rules were too much and the presentation really wasn’t kid-friendly.

So I talked with a few of the other freelancers, and we put together a pitch for a product we called Shadowrun Jr. Stripped Down, bare-basics rules, a kid’s view of the setting. Quick character generation, fast task resolution, and a path to grow into the bigger version of the game if they were interested.

When I sent the project presentation to Jason Hardy, the line developer, he wrote back and said, “You know, Loren Coleman wants to do a rules-light version of Shadowrun, This might be a good companion for that. How’d you like to be involved?” And I said, “I’m in.”

Still want to do Junior one of these days, but Anarchy is a much easier, much more kid-friendly engine, so I’m not in as quite a big a hurry as I was.

[on what he worked on]
Flavor, mostly. Jason and Philip Lee did the rules drafts, but I did a lot of kibitzing on the side, along with Rusty and Opti. Rules would show up, we’d all say, “This doesn’t work” or “This rocks on toast” and helped push things so that they felt like Shadowrun within the new rules. I wrote two or three of the Contract Briefs, and ten of the sample characters (Bit-Bucket, Daktari, Fourth, Hawk, Raider, Razzle Dazzle, Strider, Thunder, Vector, and Wheezer). And now I’m working on the errata to fix the boo-boos.

Rusty: I’m Russell Zimmerman, and the short-form of my background is that I’ve been a Shadowrun freelancer since Attitude and Way of the Adept. Lately I’ve been leaning over to the fiction side of the fence, with stuff like Neat and Shaken (and that ongoing novel trilogy), and those recent anthologies.

On Anarchy, most of what we freelancers tackled were the sample characters and the scenarios/plot-hooks, officially, but we were also full of suggestions and comments when it came to stuff like chargen, partially because we also ran some playtests, but also specifically as a result of us, uh, genning all those chars (thirty of the buggers!). So officially we weren’t assigned any rules, but there are lots of little and not-so-little changes that were made because of us, which is always cool.

Personally, I tackled 10 of the pre-genned characters*, and 11 of the included scenarios**. I’m also the guy who handled the intro fic for the book, Synchronicity (which features several of those pre-gens). Oh! Plus I added the Cinematic Initiative option, which is how my buddies and I handle init in narrative games, so I was glad to see it added as an optional system here. I guess that counts as a contribution.

*(Coydog, Gentry, Hardpoint, Ms. Myth, Sledge, Kix, Ninetails, Shades, Tommy Q, and Wagon)

**(Food Fight, Snatch and Grab, Nerps Run, Data/Steel, Puyallup Problems, Urban Brawl, Assassin’s Greed, Cleaning House, Street Sweeper, Triad Take-Out, and Trucking With The Fae)

Opti: My writing name is O.C. Presley, and I live with my wife and 2 kids in Fort Worth, TX. Most of my work history previous has been in education and public speaking. My relevant background is that I started a Shadowrun podcast a few years ago called the Neo-Anarchist Podcast. It is an in-character telling of SR history, and I play the narrator, Opti.

I began writing for Shadowrun earlier this year, and my first published work was the Redmond Barrens chapter of the Seattle Sprawl box set, but I just had a short story published in the Shadowrun: Drawing Destiny Anthology. Anarchy marks the first time I have had any meaningful input on a game’s design, although my input was much more on the balance and fluff side than the core mechanics. Although I do have the honor of being the one to name it “Anarchy.” 🙂

I ended up working on Anarchy largely thanks to Patrick Goodman. He and I had been talking for some time about a kid-friendly version of Shadowrun, and our original pitch was for something along those lines. But as it turns out, Anarchy was already in the works, and Patrick let Jason Hardy, our line developer, know I was interested, and I got added onto the group.

Within Anarchy, along with Rusty and Patrick, I was responsible for about a third of the characters and a little over a third of the Mission Briefs. We all sort of chipped in on the other stuff, too, but only in a voluntary way. I think we all wanted Anarchy to be its best, so ideas were flowing around all the time. To Jason’s credit, a lot of our ideas were given consideration even though they were in areas we were not technically working on.

What kind of challenges did you encounter building a game to work alongside the core 5th edition material? How did you figure out what to change, and what to keep?

Patrick: The big trick, to me, was making sure that the experience felt like Shadowrun even though the system was clearly something completely different. That took some doing, especially since that’s so subjective. One person’s “feels like Shadowrun” can be very different from another person’s.
There’s a lot of guesswork and trial-and-error involved, especially in the beginning stages. Once you get the foundation working the way you think is right, the rest is just honing things to make sure they’re all in line with one another. You hit on something, and you try it out, and you get some other people to try it out, and see what happens.

Rusty: We wanted to walk the tightrope between streamlining/efficiency and Shadowrun/familiarity. That meant keeping the core mechanic of skill plus attribute, for instance, but narrowing down the number of attributes to try and make things simpler. Likewise, we leveraged SR5’s “Skill Groups” pretty hard as a way of slimming down the skill list while keeping some familiar Shadowrun sentiments in place.

I, personally, think we could have folded Plot Points into Edge as another way of simplifying gameplay while retaining a familiar name for something, but the third part of our tricksy-like-hobbitses balancing act was also that we were making a Cue System game, so that meant keeping some of those touchstones, that core narrative-game-engine that CGL has had such great prior success with, with Plot Points, cues, dispositions, and those type of things. So it wasn’t just a balancing act between trying to keep the Shadowrun feel while creating a narrative game, it was trying to do so while creating a Cue narrative game, rather than building something brand new from the ground up.

Opti: Well, much of that was out of my hands. However, when brainstorming early on, we all decided that it should feel like Shadowrun, and yet be easy to wrap your head around. One of the easiest ways to do that was to keep the D6 “hits” system in place for rolls. Also, no matter what Anarchy became, we knew it had to reflect the lore in the same way that the SR5 system did, just with different mechanics. 

When creating content for the game, what did you use as guidance – previous Shadowrun fiction, reflections on current events, inspirations for mechanics from other games, and/or other sources?


Patrick: My biggest guide was, “What’s gone before? How do I make sure that this reflects this new ruleset we’re making, but also reflects the very rich and expansive game world we’ve been developing for the past 27 years?”

So, very much, previous SR fiction, including my own. Two of the pregen characters I submitted, Thunder and Wheezer, were from a story I did called “Thunderstruck.” I conferred with Rusty Zimmerman when I was working on Strider’s background, and she developed into a courier for his characters Jimmy Kincaid and Ms. Myth.

I think we all looked at current events as we worked, which I think really shows up in the diversity of the characters. That was one of Opti’s biggest pushes, and I think it reflects well on the game. We’ve got gender parity, metaracial parity, different ethnicities, and different sexual orientations.

And I’m way off on a tangent and a whole other discussion, so I’ll stop at “previous fiction” and “current events.”

Rusty: For me, I’d call it a 70/30 split between existing Shadowrun lore (which is something that’s always at the forefront of my decision-making process, respect for the existing material), and inspiration from game experiences (either with SR, or with narrative games). Shadowrun’s a game that’s just madly in love with crunch, and many Shadowrun fans are, too. Selling a narrative, rules-light (or rather, rules-medium, I’d say) game to those types of fans, you’ve got to really knock it out of the ballpark, and you’ve got to really sell them on it. Hopefully we did that, and folks are already having a good time with it, just in these last few weeks.

I tend to leave my current-events-reflections for longer pieces where I have a little more room to stretch out and make my own statement, like in some fiction or a stand-alone product (like some of the politicians in the Land of Promise e-book about Tir Tairngire); I can “fly under the radar” a little more in solo work, but also it feels like fans maybe accept a little more real-world stuff seeping into a book specifically about politics, or more intensely personal stuff like a novel, than they accept it in a rulebook. There’s more room to write about serious real-world stuff in projects where I’m not worrying about making sure 10 pre-genned characters are following the rules (while we’re constantly changing the rules). Mostly, my adventure hooks in here reference existing SR stuff — contacts these canon characters have had since the Beginner Box, characters from novels, that sort of thing — instead of real-life issues.

All that said, I did do most of my Anarchy work while traveling cross-country to take care of my mother during a sudden hospital stay. Her ICU nurse–in Corvalis Oregon, aka Tir Tairngire–was a great gal named Birdsong, who I totally stole for a friendly NPC. That Oregon trip totally got mined for one of my scenarios, so I did sneak in SOME real-life inspiration, I guess.

Opti: This one is huge for me. As a long time SR fan, I can’t help but use all of the existing lore as backdrop for new characters and adventures. The lore is, from my perspective, the strongest thing about Shadowrun. And yet, on the other hand, cyberpunk for me is best when it addresses, to varying degrees of directness, the culture we find ourselves in. And of course to fill in the spaces between, there isn’t any off-limits inspiration. Often, good writers are just people who can recycle some version the same stories that have been told for thousands of years. 


Why use the Cue system? What made it “Shadowrun”?

Patrick: Well, we had this ENnie-award-nominated, simple, narrative game system sitting around…seemed a shame to let it go to waste.

And what made it “Shadowrun” was a great deal of work. It had to be modified quite a bit from its origins in Cosmic Patrol and later implementation in Vanguard Universe.

Rusty: It wasn’t particularly Shadowrun to begin with, and we made some pretty big changes to make it Shadowrunnier ™, but the “why” for using it was pretty simple; it’s already CGL’s, it’s already an award-winning system, and it’s already well-received by fans for simpler, narrative, gameplay. So we already had this basic code or basic game engine, why not use it (but tweak it to make it suit us better), why would you want to start from the ground up, instead? The decision came from well above our pay-grade, but using Cue as a core system, starting with it and building from there, isn’t something I minded at all.

Opti: The decision to use the Cue system was another decision above my pay grade. Catalyst had found success in using the Cue system for other narrative games like Cosmic Patrol and Valiant, so when deciding to convert SR to a narrative mechanic, the Cue system was likely too inviting to pass up compared to creating an entirely new system. Having said that, the Cue system in Anarchy is a much different thing than either the Cosmic Patrol or Valiant version. It may be helpful to think of Cosmic Patrol as Cue 1.0, Valiant as Cue 1.5, and Anarchy as Cue 2.0. Or something.

How did you maintain the feeling and application of the different metahumans while using the streamlined system?

Patrick: Again, a lot of work, though most of it was relatively simple. There was a lot of discussion about how to make sure trolls felt trolly and elves felt elfy.

Rusty: Quite a lot of that comes down to the basic keywords associated with a character, not just the modified attributes that come into it directly or mechanically. Just like in a regular Shadowrun game, there’s more to being an elf than having a few stat modifiers, right? More to being an ork or a troll or a dwarf than the above average Strength or Body, isn’t there? There’s the role-playing opportunities, the various attitudes you’ll get from different factions in the setting, the background differences between a Tir-born elf and a Puyallup-brat, or a Tir-born human versus a round-eared Barrens-brat, for that matter, right? So yeah, a lot of it comes down to that metaracial tag right there at the top of the archetype or the character sheet; the weight that those three little letters ‘e-l-f’ have comes down to the stories being told, the flavor of the campaign, and all that — to me, at least — much more than it’s based on the spare attribute point or two you might have.

Opti: We argued about it a lot. We went around and around internally about how to get this right, and to Jason Hardy’s credit, he listened a lot to Patrick, Rusty, and myself. We wanted it to be just right, and so we tested out many many different ways to represent the differences between the metas. In the end, I think we did ok, but as always, Trolls were the biggest pain.

Tell me a little about one of your favorite characters, locations, or elements of the game and why it is important to you as a creator.

Patrick: My favorite part of the game is the system itself. It’s quick and pretty clean, and dirt-simple to learn and to teach. My two oldest kids have been interested in SR for a while, but we’ve never been able to play because of the complexity and the adult language. Anarchy, though, is a Shadowrun that I can play with my children. We made a conscious effort to tone the language back, and as has been noted, the rules are short, quick, and easy.

Rusty: The easy answer for me is always Tir Tairngire, because it encapsulates — elves in Shadowrun, in totality, encapsulate — so much of what makes this fantasy-cyberpunk hybrid setting so…Shadowrun. On the one hand you’ve got narrative room for all this really unrealistic, highly stylized, fantasy stuff, with Princes and Paladins, fancy pseudo-plate-mail armor, swords and magic, this flowery neo-Celtic elven language, and these fantastic names right out of a fantasy novel. Right? You can stop there if you want, just scratch the surface, and play a character, perfectly in keeping with the setting, that drinks that Kool-Aid and buys into all that bullshit, and lives a perfectly happy life (by Shadowrun standards), and is basically, y’know, Straight Outta Westeros. It all fits the setting just fine, fits the canon just fine, and it’s a valid character, if you want to lean on that fantasy side. 

 But then if you dig a little deeper, you get the, I dunno, the chocolate core beneath the candy shell, or whatever, with this dystopic cyberpunk layer just beneath that top layer. And you can play an elf from a ghetto, for pete’s sake, how perfect is that? Or a human who’s well aware that the Tir’s Disney FantasyLand veneer is such bullshit, or an elf who bought into it all until they got some terrible order to mistreat an ork or a human, and they have this heel-face turn when they give up on that fascist — because it really is a flavor of fascism, no bones about it — Tir crap and realize how silly ducal ranks and royal blood and stuff are, in real life. Or you can ignore all of it, and just be some dude who happens to be an elf, some grease-under-his-nails mechanic or a burger-flipping high school kid who just happens to have great skin, pointy ears, and night-vision, who doesn’t buy into any of it, and doesn’t see what the big deal is, and maybe has this kind of super-metaracial-privilege working for him and doesn’t even think about it.

Elves in Shadowrun, and kind of their uber-personification with the Tirs, holds so much good and bad and in-between and real-life to me, man, I totally dig ’em. They can show you everything that’s great about the setting, and everything that’s terrible about the setting, and everything in between, sometimes even all in just one character.

Opti: In general, my favorite aspect of Shadowrun is the anarchist flavor to it. The idea that the powers that be in society are so corrupt that rebellion against them or flagrant breaking of their laws is actually good? That appeals to me. As a result, I wrote in a number of anarchist characters, and brought back the anarchist group Black Star in one of the adventures at the end. As I said earlier, this is one of those areas in which Shadowrun goes beyond simple escapism and offers a chance to explore being an outcast for standing against the corrupt system that “normal” people don’t see as corrupt.

As far as locations, beyond Seattle, I am really getting into thinking about the Confederated American States. For a long time, they have gotten a bad rep as racist, backwards people, and I think that is a little unfair to half of the US. I had some CAS stuff that didn’t make it into the final product, but I’d like to see the CAS come into focus sooner or later.

As far as characters, I’ve always loved shamans, the Unseelie Court, and Harlequin. So far, I’ve only been able to write one of those, but we’ll see how things go once I get some more stuff under my belt. Jason keeps a pretty tight lid on Harly, lol.

What do you think, going forward, are the important things from Anarchy that you want to see grow, develop, and expand?

Patrick: I think the thing that stands out to me is that you can have adventures in the Sixth World without having to have a degree in advanced math to understand the rules. You can have fun without wasting most of the night trying to figure out the rules. I’d love to see that go on, and attract more people to the game.

Rusty: If I had my druthers, like five years from now or whatever when 6th edition gets worked on, if it was DruthersRun and it was all exactly what some freelancer named Russell wanted? One thing I’d absolutely love to keep from Anarchy would be some of the simplification. The abbreviated line of attributes, the streamlined list of broader skills. The simplicity of it, of just changing those options away from being so nit-picky and specialized. Getting away from this huge list of skills like SR5 has, where even just the list of skill groups is like a whole page, and where we’ve got a nitty-gritty specific skill for being this one type of mechanic, and one skill for jumping versus another skill for landing, and on and on and on. I’m becoming something of a minimalist in my grouchy almost-forty years, where I hate it any time a game system’s skill list gets longer, gets more specific, ever. Ever. I adore it when “I want to be the fighty guy” means picking like two or three skills, and being able to handle your job, instead of having to pick out five or six, and then also get two or three “every criminal needs these” skills, and then having to dive into gear and start off with all this must-have stuff, and on and on and on. If half of making your character is already handled by the core mechanic’s traps and must-have items, why not avoid and ignore all that, officially start everyone off with that stuff, and call it a day? Why complicate it, and leave all these pitfalls for new players?

So, yeah. I’m a total advocate of the simpler skills, the broader skills, this sort of…broad competence that basically every Anarchy character kind of ends up with. I dig it. Make it faster and easier to just jump in and start telling stories and slinging dice, and I’m a happy dude.

Opti: Well, a lot of that depends on how Anarchy is received. As of now, we are thinking Anarchy will be a one-off, and its system is so flexible that any sourcebook from SR past or present will be able to function as an Anarchy sourcebook as well. Having said that, if people begin demanding further Anarchy products, letting Jason Hardy at Catalyst know your feelings is the quickest way to make that happen!

Wow, thank you so much to Patrick, Opti, and Rusty so much for the interview! Special kudos to Rusty for helping me coordinate with all of these busy schedules. It was really awesome to hear more about the project and what Anarchy means to the team and Shadowrun in general. I hope everyone enjoyed reading! I, for one, am REALLY hoping for more Shadowrun material, especially for a narrative based game like Anarchy! Speaking of which, here’s the DriveThruRPG link!




This post was supported by the community on patreon.com/briecs. Tell your friends!

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

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

Upcoming Tavern Tales Interview!

Hey everyone!

Monday morning I’ll have a blog post coming out about Tavern Tales, which is currently on Kickstarter!

Tavern Tales is the game that I played that brought about Stories Here in Maelstrom Paramour (my G+ collection), and it is a really fun, customizable system. Dabney Bailey, the creator, is really fantastic. Keep an eye out for the interview!

In the meantime, here’s a cool piece of art, and here’s a link to the Reddit Tavern Tales discussion if you want to check it out!


This post was supported by the community on patreon.com/briecs.

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