Brie Sheldon Interviews Julio Matos and Igor Toscano


This was such a fun interview! +Julio Matos and +Igor Toscano were fantastic to talk to, even though I butchered their names when I introduced them. 

The Brazilian scene is fascinating, and I’m looking forward to seeing more in the future!

Woo! First goal reached! Hangout Interviews!

I am super excited! We reached our first Patreon goal, Hangout Interviews! This means that in the next few months I’ll be working on finding interviewees and scheduling hangout interviews, which will be released on YouTube and Patreon.

HOORAY! Thank you all so much!

Interview with Whitney Beltrán – Tinker Kickstarter

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

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

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

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

How did you get involved in Tinker?

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

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

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

What are you looking forward to most in the project?


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


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




THOUGHTY LOGO © JOHN W. SHELDON 2010-2013. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.

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

Interview with David Pulver – Laboratory of the Forsaken!


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

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


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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

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


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

Gaming as Women – Paizo Publishing & Pathfinder – Interview with Judy Bauer

I’ve decided to put up a trailing backlog of my posts. From now on, after one-two months of my posts being hosted on Gaming as Women, they will be posted here on BravoCharlieSierra. I still suggest directing any comments to the main site, and recommend visiting Gaming as Women to read the articles by other amazing authors like Filamena Young, Jessica Hammer, Elin Dastäl, Renee Knipe, and Monica Speca.


This post was originally posted on Gaming as Women on December 7, 2012.

Paizo Publishing and Pathfinder – Interview with editor Judy Bauer

I have been incredibly lucky to have the opportunity to do an e-mail interview with Judy Bauer, an editor at Paizo Publishing. Judy primarily does editing for Pathfinder, and she has been kind enough to provide us with some extensive and awesome responses to our questions about her history, being a woman in the industry, and her work at Paizo. Thank you so much to Judy for her time!

Could you tell us a little more about your work at Paizo, and what books and systems you’ve had the opportunity to work on?
I’m an editor at Paizo, which for us means both copyediting and checking more developmental issues like clarity of rules, in-world continuity, plausibility of encounters, and gender balance/stereotypes. I started in 2010, and work on about every product line with words save Pathfinder Tales, so that’s every hardcover from the GameMastery Guide onward, every Adventure Path from Kingmaker onward, half the Pathfinder Scenarios from Season 1 onward, not to mention Pathfinder Campaign Setting books, Player Companions, Pathfinder Cards… It’s getting to be a long list!


What is your favorite project you’ve worked on at Paizo?
Probably Pathfinder Campaign Setting: The Inner Sea World Guide, partly because I learned so much about our campaign setting in the process (I love that in the same setting you can fight dragons, dinosaurs, and undead aliens), and partly because it was a chance to reexamine the setting and tweak some aspects that weren’t working or that didn’t make sense in retrospect.


more after the cut…



Did you play RPGs growing up? If so, what kind of experiences did you have as a female gamer?
Oh, totally. My dad had a lifetime subscription to Dragon, the red box, and a random selection of AD&D hardcovers that I browsed as a kid. He didn’t game himself, but loved that that I was interested in these books too. I first got a chance to play D&D when I was about 13 or so, was immediately hooked. I gamed whenever I could through grad school and now again that I’m working at Paizo, using whatever rule set the GM wanted to run.


I’ve had a couple bad experiences with pencil and paper RPGs (the worst being with another player who thought it would be a fun plot twist to mind control and rape my character, without clearing that with me). But I haven’t had anyone be condescending about my rules knowledge since junior high, and haven’t had problems with players being creepy since high school. I’ve mostly gamed with friends, though, and a good half of those groups included other women, which I’m sure makes a difference.


My one venture into MMOs, in contrast, really opened my eyes about how abusive and misogynistic gaming culture can be. There’s nothing like logging in to a screen full of graphic descriptions of your character (or you) being raped, complaining about it on some forum, then being flamed for having the audacity to be disgusted, you know? And, my bad luck, I’d picked an MMO that was totally 
unmoderated. I assembled some sympathetic players, and we started documenting incidences of in-game rape while campaigning the game’s creator to deal with the problem (he finally implemented an ignore option). I’m grateful for these allies, and glad I stuck it out and took action instead of walking away after the first time I was targeted, but wouldn’t wish that on anyone. It was really frustrating and demoralizing at the time, and definitely made me less excited about trying other MMOs.

Do you have any favorite RPGs? If so, why do you like them?
I’m pretty agnostic about rule systems—I’ll play about anything, including a friend’s homebrew rules with 42 (!) attributes, as long as the GM is good—and I’ve mostly played in homebrew settings. That said, I do have a soft spot for a few RPGs:


AD&D: This is the game I grew up with, and the system used in my longest-running campaign—my first RPG crush, I guess.


Call of Cthulhu: I love the setting, the gonzo concept, and the fact that because of the sanity mechanics, you’re not trying to win—you’re trying to lose as slowly as possible.


Exalted: The rules are so simple, the powers are intriguing, and you’re rewarded for doing crazy fantasy-superhero stunts!


Pathfinder: Every though I live and breathe this game every day, I’m still super excited about it (gripplis as PCs! Exploring the Crown of the World! Exploring other planets!). And I GMed for the first time using the Pathfinder RPG Beginner Box!


As a woman in the gaming industry, how has your experience been in regards to finding work and getting recognition? Were there any particular challenges you experienced? 

I entered the game industry somewhat by chance, having previously worked in textbook development, so my experience isn’t that wide. But I feel really fortunate to work at a company that values my perspective as a woman, and to have managers who trust me and back me up if I have concerns about some aspect of a product, and who push me to put myself forward at seminars and conventions. Public recognition is actually something that I’m still getting used to, since textbook writers and editors try to be pretty invisible.

Do you think that women in the industry need to support each other more? What do you think is being done in the industry to make female contributors more welcome?
Again, I can’t speak for the industry as a whole, but I know in Paizo’s design contest, RPG Superstar,  we’re always cheering for women who make it to the top—the top people are our future freelancers, and sometimes our future coworkers. Additionally, several of our developers put quite a bit of effort into mentoring new freelancers, helping them strengthen their skills so they’ll be prepared to take on more complicated assignments, and we try to promote our freelancers whenever we can—like the awesome up-and-coming writers Savannah Broadway, Amanda Hamon, Tracy Hurley, Melissa Litwin, Amber Scott, and Christina Stiles!
Finally—this isn’t anything new, but I think it bears saying—treating other women as allies instead of competition can really improve the work (and con) environment and make it friendlier toward women. RPG publishing can still be a boys’ club, though it’s getting better; I find it very reassuring knowing others will back me up if I need to call shenanigans on something, and am glad to support them as well.

Paizo appears to have a lot of diversity in their management and contributors. Do you think it helps result in a better, more representative product?
It certainly helps! We want to see characters and settings that reflect ourselves, you know? And having been outsiders in various ways, we want to bring more people into our world.
Of course, being diverse in one dimension doesn’t mean you’re automatically inclusive across the board, even if you have the best of intentions. You really have to be alert to both opportunities for inclusion and warning signs that you’re excluding people or could cause offense, which can be hard when you’re also facing tight deadlines.
Feedback from our audience has been important for helping us improve, too. When we hear from fans that they appreciate interesting queer characters in adventures, a location doesn’t have as many female characters as they’d come to expect, or an encounter is potentially offensive or extremely upsetting, it helps us become more observant and strengthens our commitment to being more inclusive in the future.

When you are working on Paizo products, do you take gender representation and how women are portrayed into consideration?
Definitely. I try to keep that in mind all the time, to maintain gender balance in products and make sure female characters fill as wide of a variety of roles as the male characters—that they’re not always just victims, or villains, or prostitutes, or dead in the backstory.
This isn’t a policy I created; Paizo has always been committed to having balanced representation of women in its products. Half of our iconic characters for the character glasses are women, and in rules text and examples the style is to alternate between male and female pronouns to mix things up.
When I started, though, I noticed that while there were almost always female characters in adventures and in the campaign setting products, sometimes there weren’t very many, or they were all in the background, or all monsters. I was still fairly new and building trust with the developers, so I began counting male and female characters in products I was editing to back up my intuitions, and going to the developers with the numbers. A lot of them were surprised to learn the actual proportions of male to female characters in turnovers—perhaps because they’re are all men and used to seeing fewer female characters in RPG products, “some” female characters instinctively felt like “a lot” to them.
There was a little resistance to revising for gender balance, for the very fair reason that if you have to change characters’ gender or backstory during editing, at the end of the process, there’s a risk of introducing errors to a product. And sometimes your choices are limited because of the art ordered for characters. But my boss backed me up, and people gradually got into the habit of balancing characters during development, before I’d even see it. They also started giving feedback about gender balance to writers, which has helped as well—it’s so much easier if it’s there from the beginning. We’re still fine-tuning the process, but I think we’ve made real improvements.

What do you want to be known for in your career? When people think of “Judy Bauer”, what would you like their first thought to be?
“Adding women to adventures since 2010.”

Do you have any suggestions for women looking to work in the game industry?
I suspect the barriers differ a lot depending on what part of the industry you’re interested in—experience in other sectors will get you further as an editor or graphic designer than as a game designer, developer, or writer. For the latter three, writing groups and design competitions can be very helpful ways to get feedback on your work and strengthen your skills, and community publications are a great way to  build up a portfolio (for would-be Pathfinder writers and developers, we always recommend Wayfinder and RPG Superstar in particular).

Of course, Kickstarter now provides an alternative route to entering the field and building a portfolio. While we hear most about new designers breaking into the industry, it’s a great opportunity for editors and graphic designers, too—you’re needed to make the game designers’ ideas shine!



It was a great experience to communicate with Judy and learn about her career. I’m looking forward to seeing more of her work with Pathfinder! Thanks, Judy!